Trigger("All players"){
Conditions:
	Always();

Actions:
;	Set Switch("=SKIP:Dungeon 2=", set);
;	Set Switch("=SKIP:Dungeon 3=", set);
;	Set Switch("=SKIP:Dungeon 4=", set);
;	Set Switch("=SKIP:Dungeon 5=", set);
;	Set Switch("=SKIP:Dungeon 5(end)=", set);
;	Set Switch("=SKIP:Dungeon 6=", set);
;	Set Switch("=DEBUG: Display Rolls?=", set);
;	Set Switch("=DEBUG: 4x Exp=", set);
;	Set Switch("=DEBUG: CPU 2=", set);
;	Set Switch("=DEBUG: CPU 3=", set);
;	Set Switch("=DEBUG: CPUFollow? 2=", set);
;	Set Switch("=DEBUG: CPUFollow? 3=", set);
;	Set Switch("=DEBUG: Invincible!=", set);
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
	Always();

Actions:
	Set Switch("=Civ Determinism?=", set);
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
	Always();

Actions:
	Comment("TODO:\r\n- temp. invinc., arb stasis??? battle items\r\n- better battle variety (roller)\r\n- colored names in upg.\r\nPLOT:\r\n- Star City side quests (P1&2, P3)\r\n- 2-form final boss");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=SKIP:Dungeon 2=", set);

Actions:
	Comment("Extra Civs (Skip)");
	Create Unit("Current Player", "Terran Civilian", 1, "Buy (civ spawn)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=SKIP:Dungeon 4=", set);

Actions:
	Comment("Extra Civs (Skip)");
	Create Unit("Current Player", "Terran Civilian", 3, "Buy (civ spawn)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=SKIP:Dungeon 5=", set);

Actions:
	Comment("Extra Civs (Skip)");
	Create Unit("Current Player", "Terran Civilian", 4, "Buy (civ spawn)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=DonePickingArmy: START=", set);
	Switch("=SKIP:Dungeon 2=", set);

Actions:
	Comment("SKIP 2");
	Set Deaths("Current Player", "Jump Gate", Set To, 100);
	Set Deaths("Current Player", "Floor Gun Trap", Set To, 1);
	Move Unit("- Players (Need All 3) -", "Men", All, "Blindfield", "d2 start");
	Wait(500);
	Set Switch("=Upgrade:ENABLE_2=", set);
	Set Switch("=Upgrade:ENABLE_3=", set);
	Set Deaths("Player 8", "Protoss Assimilator", Set To, 2);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=DonePickingArmy: START=", set);
	Switch("=SKIP:Dungeon 3=", set);

Actions:
	Comment("SKIP 3");
	Set Deaths("Current Player", "Jump Gate", Set To, 100);
	Set Deaths("Current Player", "Floor Gun Trap", Set To, 2);
	Move Unit("- Players (Need All 3) -", "Men", All, "Blindfield", "D2 -> D3 Return");
	Set Switch("=BossSlain: 2=", set);
	Remove Unit At Location("Player 8", "Men", All, "BringThree: 2");
	Center View("D2 -> D3 Return");
;	Remove Unit At Location("Player 8", "Terran Goliath", All, "Laboratory");
	Set Switch("=Upgrade:ENABLE_2=", set);
	Set Switch("=Upgrade:ENABLE_3=", set);
	Set Switch("=Upgrade:ENABLE_4=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=DonePickingArmy: START=", set);
	Switch("=SKIP:Dungeon 4=", set);
	Never();

Actions:
	Comment("SKIP 4 (Ali dialogue)");
	Set Deaths("Current Player", "Jump Gate", Set To, 100);
	Set Deaths("Current Player", "Floor Gun Trap", Set To, 2);
	Remove Unit At Location("Player 8", "Men", All, "BringThree: 3");
	Move Unit("- Players (Need All 3) -", "Men", All, "Blindfield", "BringThree: 3");
	Set Switch("=BossSlain: 3=", set);
	Center View("BringThree: 3");
	Set Switch("=Upgrade:ENABLE_2=", set);
	Set Switch("=Upgrade:ENABLE_3=", set);
	Set Switch("=Upgrade:ENABLE_4=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=DonePickingArmy: START=", set);
	Switch("=SKIP:Dungeon 4=", set);

Actions:
	Comment("SKIP 4");
	Set Deaths("Current Player", "Jump Gate", Set To, 100);
	Set Deaths("Current Player", "Floor Gun Trap", Set To, 2);
	Move Unit("- Players (Need All 3) -", "Men", All, "Blindfield", "Meeting Ali - 4");
	Center View("Meeting Ali - 4");
	Wait(500);
	Set Switch("=Upgrade:ENABLE_2=", set);
	Set Switch("=Upgrade:ENABLE_3=", set);
	Set Switch("=Upgrade:ENABLE_4=", set);
	Set Switch("=Upgrade:ENABLE_5=", set);
	Set Deaths("Player 8", "Protoss Assimilator", Set To, 4);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Deaths("Player 8", "Protoss Assimilator", Exactly, 2);

Actions:
	Comment("Free Levels");
	Create Unit("Player 8", "Zerg Broodling", 1, "d2 start");
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Deaths("Player 8", "Protoss Assimilator", Exactly, 4);

Actions:
	Comment("Free Levels");
	Create Unit("Player 8", "Zerg Broodling", 3, "Meeting Ali - 4");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=DonePickingArmy: START=", set);
	Switch("=SKIP:Dungeon 5=", set);

Actions:
	Comment("SKIP 5");
	Set Deaths("Current Player", "Jump Gate", Set To, 100);
	Set Deaths("Current Player", "Floor Gun Trap", Set To, 2);
	Move Unit("- Players (Need All 3) -", "Men", All, "Blindfield", "BringThree: 4");
	Center View("BringThree: 4");
	Remove Unit At Location("Player 8", "Men", All, "BringThree: 4");
	Set Switch("=BossSlain: 4=", set);
	Set Switch("=Upgrade:ENABLE_2=", set);
	Set Switch("=Upgrade:ENABLE_3=", set);
	Set Switch("=Upgrade:ENABLE_4=", set);
	Set Switch("=Upgrade:ENABLE_5=", set);
;	Set Switch("=Upgrade:ENABLE_6=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=SKIP:Dungeon 5=", set);
	Switch("=5.01 done=", set);

Actions:
	Comment("SKIP 5");
	Create Unit("Player 8", "Zerg Broodling", 1, "Ch. 5: Landing");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=DonePickingArmy: START=", set);
	Switch("=SKIP:Dungeon 5(end)=", set);

Actions:
	Comment("SKIP 5(end)");
	Set Deaths("Current Player", "Jump Gate", Set To, 100);
	Set Deaths("Current Player", "Floor Gun Trap", Set To, 2);
	Move Unit("- Players (Need All 3) -", "Men", All, "Blindfield", "Ch. 5: Landing");
	Center View("Ch. 5: Landing");
	Set Switch("=Upgrade:ENABLE_2=", set);
	Set Switch("=Upgrade:ENABLE_3=", set);
	Set Switch("=Upgrade:ENABLE_4=", set);
	Set Switch("=Upgrade:ENABLE_5=", set);
;	Set Switch("=Upgrade:ENABLE_6=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=DonePickingArmy: START=", set);
	Switch("=SKIP:Dungeon 6=", set);

Actions:
	Comment("SKIP 6");
	Set Deaths("Current Player", "Jump Gate", Set To, 100);
	Set Deaths("Current Player", "Floor Gun Trap", Set To, 2);
	Move Unit("- Players (Need All 3) -", "Men", All, "Blindfield", "BringThree - 6");
	Center View("BringThree - 6");
	Set Switch("=Upgrade:ENABLE_2=", set);
	Set Switch("=Upgrade:ENABLE_3=", set);
	Set Switch("=Upgrade:ENABLE_4=", set);
	Set Switch("=Upgrade:ENABLE_5=", set);
;	Set Switch("=Upgrade:ENABLE_6=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=DonePickingArmy: START=", set);
	Deaths("Current Player", "Jump Gate", Exactly, 0);

Actions:
	Set Switch("=StickHero P1,P2,P3=", set);
	Center View("Start d1 p1");
	Display Text Message(Always Display, "\r\n\r\n\r\n\r\n\r\n\r\n\x013\x01d- \x004Azala's 90KB RPG\x01d -\r\n\x013\x0196/19/09\r\n\r\n\r\n\r\n\r\n");
	Wait(5000);
	Wait(1000);
	Display Text Message(Always Display, "\x013\x01d- \x004CHAPTER 1\x01d -\r\n\x013\x019\"Prelude\"");
	Wait(3000);
	Comment("Quest 1.00");
	Set Deaths("Current Player", "Jump Gate", Set To, 1);
	Set Switch("=Upgrade:ENABLE_2=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Jump Gate", Exactly, 1);

Actions:
	Comment("Quest 1.01");
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
	Move Unit("Player 1", "Men", All, "Blindfield", "StickHero 1");
	Center View("StickHero 1");
	Display Text Message(Always Display, "\x008Azala: \x004We must find the princess!");
	Wait(3000);
	Move Unit("Player 2", "Men", All, "Blindfield", "StickHero 2");
	Center View("StickHero 2");
	Display Text Message(Always Display, "\x00eDalton: \x004I have a feeling this will get messy.");
	Wait(3000);
	Move Unit("Player 3", "Men", All, "Blindfield", "StickHero 3");
	Center View("StickHero 3");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004...");
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 0);
	Set Deaths("Current Player", "Jump Gate", Add, 1);
	Remove Unit At Location("All players", "Terran Medic", All, "Blindfield");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 1=", set);
	Bring("- Players (Need All 3) -", "Men", "BringThree: 1", At least, 3);

Actions:
	Comment("Quest 1.02");
	Remove Unit At Location("Player 8", "Uraj Crystal", All, "BringThree: 1");
	Remove Unit At Location("Player 8", "Terran Marine", All, "Castle 1");
	Center View("d1 wipe enemies");
	Move Location("Player 7", "Zerg Zergling", "d1 wipe enemies", "StickHero Area");
	Set Switch("=StickHero P1,P2,P3=", set);
	Set Switch("=AutoMove (To StickHero)=", set);
	Wait(5000);
	Set Switch("=PlaceHero P1,P2,P3=", set);
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004Hmm...");
	Wait(3000);
	Move Location("Player 7", "Terran Medic", "d1 end-event 4", "P1 AutoMoveTo");
	Set Deaths("Player 1", "Mining Platform", Set To, 2);
	Center View("d1 end-event 4");
	Display Text Message(Always Display, "\x008Azala: \x004There you are!");
	Wait(3000);
	Set Deaths("Player 1", "Mining Platform", Set To, 1);
	Display Text Message(Always Display, "\x01bPrincess: \x004Az! What are you guys doing here...?");
	Wait(5000);
	Display Text Message(Always Display, "\x008Azala: \x004Isn't it obvious?");
	Wait(5000);
	Center View("d1 end-event 5");
	Display Text Message(Always Display, "\x011Raphael: \x004My, what do we have here?");
	Wait(1000);
	Order("Player 7", "Men", "d1 end-event 5", "d1 end-event 4", move);
	Wait(3000);
	Center View("d1 end-event 4");
	Display Text Message(Always Display, "\x011Raphael: \x004Come now, enough of this nonsense.");
	Wait(3000);
	Display Text Message(Always Display, "\x01bPrincess: \x004Please leave us...");
	Order("Player 7", "Men", "d1 end-event 4", "d1 end-event 5", move);
	Wait(5000);
	Remove Unit At Location("Player 7", "Men", All, "d1 end-event 5");
	Center View("d1 end-event 4");
	Display Text Message(Always Display, "\x008Azala: \x004Damn...");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004I think we miscalculated.");
	Wait(3000);
	Display Text Message(Always Display, "\x00eDalton: \x004Hey, at least that beats escorting a girl in broad daylight");
	Wait(3000);
	Display Text Message(Always Display, "\x00eDalton: \x004while being chased by hundreds of troops.");
	Wait(3000);
	Center View("d1 end-event 4");
	Display Text Message(Always Display, "\x008Azala: \x004We'll have to try Plan B.");
	Wait(3000);
	Center View("P3 Center");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004You don't have a Plan B.");
	Wait(3000);
	Center View("d1 end-event 4");
	Display Text Message(Always Display, "\x008Azala: \x004Shut up.");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004At any rate, let's get out of here.");
	Wait(3000);
	Center View("d1 end-event 4");
	Display Text Message(Always Display, "\x008Azala: \x004Agreed.");
	Wait(5000);
	Set Switch("=AutoMove (To StickHero)=", clear);
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 0);
	Set Deaths("Current Player", "Floor Gun Trap", Add, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Floor Gun Trap", Exactly, 1);

Actions:
	Comment("Quest 2.01");
	Center View("d2 start");
	Move Location("Player 7", "Zerg Zergling", "d2 start", "StickHero Area");
	Set Switch("=StickHero P1,P2,P3=", set);
	Set Switch("=PlaceHero P1,P2,P3=", set);
	Set Deaths("Current Player", "Floor Gun Trap", Add, 1);
	Display Text Message(Always Display, "\x013\x01d- \x004CHAPTER 2 \x01d-\r\n\x013\x019\"Welcome to the Jungle\"");
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
	Wait(2000);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004They're probably headed for Star City...");
	Wait(3000);
	Display Text Message(Always Display, "\x008Azala: \x004So we must find a way to get there!");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004I have a friend who might be able to help.");
	Wait(3000);
	Display Text Message(Always Display, "\x00eDalton: \x004Though he's... a bit of a recluse.");
	Wait(3000);
	Display Text Message(Always Display, "\x00eDalton: \x004Might take us a while to find him.");
	Wait(3000);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004Great! Lead the way.");
	Wait(3000);
	Display Text Message(Always Display, "\x013\x007TIP:\r\n\x013\x004Don't forget to choose your extra fighter!");
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 0);
	Set Switch("=Upgrade:ENABLE_3=", set);
	Set Switch("=NewArmyPester=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 2=", set);
	Bring("- Players (Need All 3) -", "Men", "BringThree: 2", At least, 3);

Actions:
	Comment("Quest 3.01");
	Set Switch("=NewArmyPester=", clear);
	Move Location("Player 8", "Uraj Crystal", "BringThree: 2", "=Wall/Marker Area=");
	Set Switch("=CONVERT: Wall -> Marker=", set);
	Move Location("Player 7", "Zerg Zergling", "D2 -> D3 Elevator", "StickHero Area");
	Set Switch("=StickHero P1,P2,P3=", set);
	Set Switch("=AutoMove (To StickHero)=", set);
	Wait(500);
;	Move Unit("- Players (Need All 3) -", "Men", All, "Game Board", "D2 -> D3 Return");
;	Move Location("Player 7", "Zerg Zergling", "StickHero 1", "P1 AutoMoveTo");
;	Move Location("Player 7", "Zerg Hydralisk", "StickHero 2", "P2 AutoMoveTo");
;	Move Location("Player 7", "Hunter Killer (Hydralisk)", "StickHero 3", "P3 AutoMoveTo");
	Remove Unit At Location("Player 7", "Zerg Zergling", All, "D2 -> D3 Elevator");
	Center View("D2 -> D3 Barrier");
;	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 2);
	Wait(5000);
	Move Unit("Player 1", "Men", All, "Game Board", "StickHero 1");
	Move Unit("Player 2", "Men", All, "Game Board", "StickHero 2");
	Move Unit("Player 3", "Men", All, "Game Board", "StickHero 3");
;	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
	Center View("StickHero 2");
	Display Text Message(Always Display, "\x00eDalton: \x004We've arrived.");
	Wait(3000);
	Center View("StickHero 1");
	Display Text Message(Always Display, "\x008Azala: \x004What the hell is this place...?");
	Wait(4000);
	Center View("D2 -> D3 Elevator");
	Display Text Message(Always Display, "\x019???: \x004Welcome, gentlemen.");
	Wait(3000);
	Center View("StickHero 2");
	Display Text Message(Always Display, "\x00eDalton: \x004Dr. Ali? It's me, John Dalton. Listen, I...");
	Wait(3000);
	Center View("D2 -> D3 Elevator");
	Display Text Message(Always Display, "\x019???: \x004The doctor shall see you.");
	Wait(3000);
	Display Text Message(Always Display, "\x019???: \x004Please enter the lobby, and find the control room...");
	Wait(3000);
	Display Text Message(Always Display, "\x019???: \x008If you can.");
	Wait(5000);
	Center View("StickHero 3");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004Some friend.");
	Wait(4000);
	Display Text Message(Always Display, "\x013\x01d- \x004CHAPTER 3 \x01d-\r\n\x013\x019\"Laboratory\"");
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 0);
	Set Switch("=AutoMove (To StickHero)=", clear);
	Set Switch("=CONVERT: Marker -> Wall=", set);
	Set Switch("=Upgrade:ENABLE_4=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 3=", set);
	Bring("- Players (Need All 3) -", "Men", "BringThree: 3", At least, 3);

Actions:
	Comment("Quest 4.01");
	Move Location("Player 8", "Uraj Crystal", "BringThree: 3", "=Wall/Marker Area=");
	Set Switch("=CONVERT: Wall -> Marker=", set);
	Move Location("Player 7", "Zerg Zergling", "Dr. Ali 1", "StickHero Area");
	Set Switch("=StickHero P1,P2,P3=", set);
	Set Switch("=AutoMove (Meeting Ali)=", set);
;	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004Dr. Ali!");
	Wait(3000);
	Center View("Dr. Ali 1");
	Display Text Message(Always Display, "\x019Dr. Ali: \x004Oh hellooo there! Good to see you again, Dr. Dalton!");
	Wait(3000);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004By the way...");
	Wait(3000);
	Display Text Message(Always Display, "\x008Azala: \x004thanks for trying to kill us back there.");
	Wait(3000);
	Center View("Dr. Ali 1");
	Display Text Message(Always Display, "\x019Dr. Ali: \x004My little robots... aren't they just adorable?");
	Wait(3000);
	Display Text Message(Always Display, "\x019Dr. Ali: \x004You know... it's a pity I've not had a lot of visitors lately...");
	Wait(3000);
	Display Text Message(Always Display, "\x019Dr. Ali: \x004I hope it wasn't too much trouble getting here!");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004No, not at all.");
	Wait(3000);
	Center View("P3 Center");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004...");
	Wait(3000);
	Center View("Dr. Ali 1");
	Display Text Message(Always Display, "\x019Dr. Ali: \x004Excellent! Now what might I do for you?");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004Well... first, we need to get to Star City.");
	Wait(3000);
	Center View("Dr. Ali 1");
	Display Text Message(Always Display, "\x019Dr. Ali: \x004Star City! Oh, I haven't been there in years...");
	Wait(3000);
	Display Text Message(Always Display, "\x019Dr. Ali: \x004Tell you what. I've got an airship somewhere around here...");
	Order("Player 7", "Terran Science Vessel", "Dr. Ali 1", "Dr. Ali 2", move);
	Wait(3000);
	Display Text Message(Always Display, "\x019Dr. Ali: \x004Somewhere, somewhere... oh dear, why does this always happen...");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x005(Knowing him, he probably tossed it out back years ago...)");
	Wait(3000);
	Set Switch("=AutoMove (Meeting Ali)=", clear);
	Set Switch("=AutoMove (Meeting Ali 2)=", set);
	Wait(5000);
	Set Switch("=AutoMove (Meeting Ali 2)=", clear);
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004Don't worry, we'll find it ourselves.");
	Wait(3000);
	Set Switch("=Continue: 4.01=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=Continue: 4.01=", set);

Actions:
	Comment("Quest 4.01");
	Center View("Dr. Ali 2");
	Display Text Message(Always Display, "\x019Dr. Ali: \x004Are you sure? Do be careful...");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004Will do.");
	Wait(3000);
	Display Text Message(Always Display, "\x013\x01d- \x004CHAPTER 4 \x01d-\r\n\x013\x019\"Tower of Trash\"");
	Set Switch("=CONVERT: Marker -> Wall=", set);
	Set Switch("=Upgrade:ENABLE_5=", set);
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 0);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 4=", set);
	Bring("- Players (Need All 3) -", "Men", "BringThree: 4", At least, 3);

Actions:
	Comment("Quest 5.01");
	Remove Unit At Location("All players", "Uraj Crystal", All, "BringThree: 4");
	Move Location("Player 7", "Zerg Zergling", "BringThree: 4", "StickHero Area");
	Set Switch("=StickHero P1,P2,P3=", set);
	Set Switch("=AutoMove (To StickHero)=", set);
	Center View("BringThree: 4");
	Wait(3000);
	Set Switch("=PlaceHero P1,P2,P3=", set);
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004This must be it.");
	Wait(3000);
	Center View("P3 Center");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004...");
	Wait(3000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004Are you serious?");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004We came all the way up here...for this?");
	Wait(3000);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004Whatever.");
	Wait(3000);
	Display Text Message(Always Display, "\x008Azala: \x004It's all we got, so let's go!");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004Hmm...");
	Wait(3000);
	Display Text Message(Always Display, "\x00eDalton: \x004Despite its appearance,");
	Wait(3000);
	Display Text Message(Always Display, "\x00eDalton: \x004it just might be good enough to get us there.");
	Wait(3000);
	Center View("P3 Center");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004And if it isn't?");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004Eh... we'll cross that bridge when we get there.");
	Wait(3000);
	Display Text Message(Always Display, "\x00eDalton: \x004All Aboard!");
	Set Switch("=AutoMove (To StickHero)=", clear);
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 0);
;	Give Units to Player("All players", "Player 5", "Zerg Overlord", All, "BringThree: 4");
	Move Unit("- Players (Need All 3) -", "Men", All, "Game Board", "Blindfield");
	Wait(5000);
	Set Switch("=Continue: 5.01=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=Continue: 5.01=", set);

Actions:
	Comment("Quest 5.01");
	Move Unit("Player 7", "Zerg Overlord", 1, "BringThree: 4", "Ch. 5: Landing");
	Center View("Ch. 5: Landing");
	Move Location("Player 7", "Zerg Zergling", "Ch. 5: Landing", "StickHero Area");
	Set Switch("=StickHero P1,P2,P3=", set);
	Wait(500);
	Display Text Message(Always Display, "\x013\x01d- \x004CHAPTER 5 \x01d-\r\n\x013\x019\"Star City\"");
	Move Unit("- Players (Need All 3) -", "Men", All, "Blindfield", "Ch. 5: Landing");
	Set Switch("=PlaceHero P1,P2,P3=", set);
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
	Wait(3000);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004Wow.");
	Wait(3000);
	Display Text Message(Always Display, "\x008Azala: \x004This place has...changed.");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004No kidding. Where is everyone?");
	Wait(3000);
	Center View("P3 Center");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004Looks like we've got company.");
	Wait(3000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004Sheesh. I bet at least half the Royal Force is patrolling the city.");
	Wait(3000);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004It won't be easy to reach the palace, that's for sure.");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004Let's go.");
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 0);
	Set Switch("=5.01 done=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 5=", set);
	Bring("- Players (Need All 3) -", "Men", "Hammer Area", At least, 3);

Actions:
	Comment("Quest 5.02");
	Remove Unit At Location("All players", "Uraj Crystal", All, "Hammer Area");
	Move Location("Player 7", "Zerg Zergling", "Hammer Area", "StickHero Area");
	Set Switch("=StickHero P1,P2,P3=", set);
	Center View("Hammer Area");
	Set Invincibility("Player 7", "Warbringer (Reaver)", "Game Board", enabled);
	Set Switch("=AutoMove (To StickHero)=", clear);
	Set Switch("=PlaceHero P1,P2,P3=", set);
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004Dead end.");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004Hang on a sec.");
	Wait(3000);
	Move Location("Player 5", "Warbringer (Reaver)", "Hammer Area", "P2 AutoMoveTo");
	Set Deaths("Player 2", "Mining Platform", Set To, 2);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004Let's check this out.");
	Wait(3000);
	Set Deaths("Player 2", "Mining Platform", Set To, 1);
	Display Text Message(Always Display, "\x00eDalton: \x004Wonder what this button does...");
	Wait(3000);
	Set Switch("=Dalton pushed Hammer=", set);
	Order("Player 5", "Warbringer (Reaver)", "Hammer Area", "Rat Race", attack);
	Set Invincibility("Player 7", "Zerg Creep Colony", "Rat Race", disabled);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004It's...moving?");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004Damn! Bunch of guards headed our way!");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004Don't let them touch the machine!");
	Set Invincibility("- Players (Need All 3) -", "Men", "Game Board", disabled);
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 0);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Chapter 5 -> 6 WallLoc", At least, 3);

Actions:
	Comment("Quest 5.03");
	Remove Unit At Location("Player 8", "Uraj Crystal", All, "Chapter 5 -> 6 WallLoc");
	Center View("Chapter 5 -> 6 WallLoc");
	Move Location("Player 7", "Zerg Zergling", "Chapter 5 -> 6 WallLoc", "StickHero Area");
	Set Switch("=StickHero P1,P2,P3=", set);
	Wait(500);
	Set Switch("=AutoMove (To StickHero)=", set);
	Wait(3000);
	Set Switch("=PlaceHero P1,P2,P3=", set);
	Center View("P3 Center");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004I remember...");
	Wait(3000);
	Center View("P3 Center");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004This leads directly into the palace.");
	Wait(3000);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004Let's split up.");
	Wait(3000);
	Center View("P3 Center");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004Yeah.");
	Wait(3000);
	Set Switch("=AutoMove (To StickHero)=", clear);
	Create Unit("Player 7", "Zerg Zergling", 1, "Ch.6 - az");
	Create Unit("Player 7", "Zerg Zergling", 1, "Ch.6 - dal");
	Create Unit("Player 7", "Zerg Zergling", 1, "Ch.6 - op");
	Move Location("Player 7", "Zerg Zergling", "Ch.6 - az", "P1 AutoMoveTo");
	Move Location("Player 7", "Zerg Zergling", "Ch.6 - dal", "P2 AutoMoveTo");
	Move Location("Player 7", "Zerg Zergling", "Ch.6 - op", "P3 AutoMoveTo");
	Remove Unit At Location("Player 7", "Zerg Zergling", All, "Ch.6 - az");
	Remove Unit At Location("Player 7", "Zerg Zergling", All, "Ch.6 - dal");
	Remove Unit At Location("Player 7", "Zerg Zergling", All, "Ch.6 - op");
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 2);
	Wait(4000);
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
	Set Switch("=Start 6.01=", set);
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Switch("=Start 6.01=", set);

Actions:
	Comment("Quest 6.01");
	Move Unit("Player 1", "Men", All, "Ch.6 - az", "CH6 - p1 start");
;	Move Unit("Player 2", "Men", All, "Ch.6 - dal", "CH6 - p2 start");
;	Move Unit("Player 3", "Men", All, "Ch.6 - op", "CH6 - p3 start");
	Center View("CH6 - p1 start");
	Wait(3000);
	Display Text Message(Always Display, "\x008Azala: \x005(Great. Now to find the other two...)");
	Wait(3000);
	Display Text Message(Always Display, "\x013\x01d- \x004CHAPTER 6 \x01d-\r\n\x013\x019\"Shrike Palace\"");
	Set Deaths("Current Player", "Mining Platform", Set To, 0);
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Switch("=Start 6.01=", set);

Actions:
	Comment("Quest 6.01");
;	Move Unit("Player 1", "Men", All, "Ch.6 - az", "CH6 - p1 start");
	Move Unit("Player 2", "Men", All, "Ch.6 - dal", "CH6 - p2 start");
;	Move Unit("Player 3", "Men", All, "Ch.6 - op", "CH6 - p3 start");
	Center View("CH6 - p2 start");
	Wait(3000);
	Display Text Message(Always Display, "\x00eDalton: \x005(Great. Now to find the other two...)");
	Wait(3000);
	Display Text Message(Always Display, "\x013\x01d- \x004CHAPTER 6 \x01d-\r\n\x013\x019\"Shrike Palace\"");
	Set Deaths("Current Player", "Mining Platform", Set To, 0);
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Switch("=Start 6.01=", set);

Actions:
	Comment("Quest 6.01");
;	Move Unit("Player 1", "Men", All, "Ch.6 - az", "CH6 - p1 start");
;	Move Unit("Player 2", "Men", All, "Ch.6 - dal", "CH6 - p2 start");
	Move Unit("Player 3", "Men", All, "Ch.6 - op", "CH6 - p3 start");
	Center View("CH6 - p3 start");
	Wait(3000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x005(Great. Now to find the other two...)");
	Wait(3000);
	Display Text Message(Always Display, "\x013\x01d- \x004CHAPTER 6 \x01d-\r\n\x013\x019\"Shrike Palace\"");
	Set Deaths("Current Player", "Mining Platform", Set To, 0);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "BringThree - 6", At least, 3);

Actions:
	Comment("Quest 6.01");
	Remove Unit At Location("Player 8", "Uraj Crystal", All, "BringThree - 6");
	Center View("BringThree - 6");
	Move Location("Player 7", "Zerg Zergling", "Ch. 6 - Throne Room", "StickHero Area");
	Set Switch("=StickHero P1,P2,P3=", set);
	Wait(500);
	Set Switch("=AutoMove (To StickHero)=", set);
	Wait(4000);
	Set Switch("=PlaceHero P1,P2,P3=", set);
	Center View("Ch.6 - Raph / Final Boss");
	Display Text Message(Always Display, "\x011Raphael: \x004Well, well, well...");
	Wait(3000);
	Display Text Message(Always Display, "\x011Raphael: \x004Glad you could make it.");
	Wait(3000);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004Where is she?");
	Wait(3000);
	Center View("Ch.6 - Raph / Final Boss");
	Display Text Message(Always Display, "\x011Raphael: \x004Oh, don't be silly.");
	Wait(3000);
	Display Text Message(Always Display, "\x011Raphael: \x004Do you realize your predicament?");
	Wait(3000);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004I don't give a damn.");
	Wait(3000);
	Display Text Message(Always Display, "\x008Azala: \x004She's mine, and we're taking her back.");
	Wait(3000);
	Center View("Ch.6 - Raph / Final Boss");
	Display Text Message(Always Display, "\x011Raphael: \x005*laughs*");
	Wait(3000);
	Display Text Message(Always Display, "\x011Raphael: \x004So you really had no idea...");
	Wait(3000);
	Display Text Message(Always Display, "\x011Raphael: \x004I've got to hand it to you, Raymond.");
	Wait(3000);
	Display Text Message(Always Display, "\x011Raphael: \x004Well done.");
	Wait(3000);
	Center View("P3 Center");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004Thank you, Your Highness...");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004No way...");
	Wait(1000);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004What the hell?");
	Wait(3000);
	Center View("Ch.6 - Raph / Final Boss");
	Display Text Message(Always Display, "\x011Raphael: \x004A promotion is in order.");
	Wait(3000);
	Display Text Message(Always Display, "\x011Raphael: \x004Naturally, we'll overlook your past transgressions.");
	Wait(3000);
	Display Text Message(Always Display, "\x011Raphael: \x004A clean sl-");
	Wait(750);
	Center View("P3 Center");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004That's enough.");
	Wait(3000);
	Center View("Ch.6 - Raph / Final Boss");
	Display Text Message(Always Display, "\x011Raphael: \x004Excuse me?");
	Wait(3000);
	Center View("P3 Center");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004Ten years ago...");
	Wait(4000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004you ordered the raid,");
	Set Switch("=Continue 6.01=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=Continue 6.01=", set);

Actions:
	Comment("Quest 6.01");
	Wait(3000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004sent me to exterminate an entire city,");
	Wait(3000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004and in the end I took the fall,");
	Wait(3000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004all for your political expedience.");
	Wait(4000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004Today...you will pay.");
	Wait(3000);
	Center View("Ch.6 - Raph / Final Boss");
	Display Text Message(Always Display, "\x011Raphael: \x004Very well then.");
	Wait(4000);
	Display Text Message(Always Display, "\x011Raphael: \x004You will die with the others.");
	Wait(3000);
	Center View("P2 Center");
	Display Text Message(Always Display, "\x00eDalton: \x004Get ready!");
	Wait(3000);
	Center View("Ch. 6 - Throne Room");
	Move Location("Player 8", "Alexei Stukov (Ghost)", "Ch.6 - Raph / Final Boss", "StickHero 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 6=", set);

Actions:
	Comment("Quest 6.02");
	Center View("Ch. 6 - Toad");
	Move Location("Player 7", "Zerg Zergling", "Ch. 6 - Toad", "StickHero Area");
	Set Switch("=StickHero P1,P2,P3=", set);
	Wait(500);
	Set Switch("=AutoMove (To StickHero)=", set);
	Wait(3000);
	Set Switch("=PlaceHero P1,P2,P3=", set);
	Center View("Ch. 6 - Toad");
	Display Text Message(Always Display, "\x01dGuard: \x004Whew...finally got rid of the guy.");
	Wait(3000);
	Display Text Message(Always Display, "\x01dGuard: \x004Thank you so much!");
	Wait(3000);
	Display Text Message(Always Display, "\x01dGuard: \x004But I'm afraid...");
	Wait(3000);
	Display Text Message(Always Display, "\x01dGuard: \x011The Princess is in another castle!");
	Wait(4000);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004...");
	Wait(4000);
	Center View("Ch. 6 - Toad");
	Display Text Message(Always Display, "\x01dGuard: \x004Just kidding!");
	Wait(3000);
	Remove Unit At Location("Player 8", "Psi Emitter", All, "Ch. 6 - Toad");
	Center View("Ch.6 - Ending (Princess)");
	Move Location("Player 7", "Zerg Zergling", "Ch.6 - Ending (Princess)", "StickHero Area");
	Set Switch("=StickHero P1,P2,P3=", set);
	Wait(5000);
	Center View("Ch.6 - Ending (Princess)");
	Display Text Message(Always Display, "\x01bPrincess: \x004Hey!");
	Wait(3000);
	Center View("P1 Center");
	Display Text Message(Always Display, "\x008Azala: \x004As I was saying earlier...");
	Wait(3000);
	Order("Player 1", "Men", "Not Show Time", "Show Time", move);
	Center View("ENDING - CenterBlank");
	Wait(3000);
	Display Text Message(Always Display, "\x013\x01d- \x004FIN \x01d-\r\n\x013\x019\"And they lived happily ever after.\"\r\n                                                                             ");
	Wait(3000);
	Set Switch("=VICTORY1=", set);
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Switch("=VICTORY1=", set);

Actions:
	Set Switch("=VICTORY2=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=VICTORY2=", set);

Actions:
	Comment("win!");
	Victory();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=StickHero P1,P2,P3=", set);
	Bring("Player 7", "Zerg Zergling", "StickHero Area", At least, 1);
	Bring("Player 7", "Zerg Hydralisk", "StickHero Area", At least, 1);
	Bring("Player 7", "Hunter Killer (Hydralisk)", "StickHero Area", At least, 1);

Actions:
	Comment("SUBROUTINE: StickHero\r\n- replaces rat/spitter/cobra @ StickHero Area w/ locations per player\r\n- does not automove players");
	Preserve Trigger();
	Move Location("Player 7", "Zerg Zergling", "StickHero Area", "StickHero 1");
	Move Location("Player 7", "Zerg Hydralisk", "StickHero Area", "StickHero 2");
	Move Location("Player 7", "Hunter Killer (Hydralisk)", "StickHero Area", "StickHero 3");
	Set Switch("=StickHero P1,P2,P3=", clear);
	Remove Unit At Location("Player 7", "Zerg Zergling", All, "StickHero Area");
	Remove Unit At Location("Player 7", "Zerg Hydralisk", All, "StickHero Area");
	Remove Unit At Location("Player 7", "Hunter Killer (Hydralisk)", All, "StickHero Area");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=StickHero P1,P2,P3=", set);

Actions:
	Comment("SUBROUTINE: StickHero (failed)");
	Preserve Trigger();
	Set Switch("=StickHero P1,P2,P3=", clear);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=PlaceHero P1,P2,P3=", set);

Actions:
	Comment("SUBROUTINE: PlaceHero\r\n- automoves players");
	Preserve Trigger();
	Set Switch("=PlaceHero P1,P2,P3=", clear);
	Move Unit("Player 1", "Devouring One (Zergling)", All, "Game Board", "StickHero 1");
	Move Unit("Player 2", "Fenix (Zealot)", All, "Game Board", "StickHero 2");
	Move Unit("Player 3", "Samir Duran (Ghost)", All, "Game Board", "StickHero 3");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=CONVERT: Wall -> Marker=", set);
	Bring("Player 8", "Psi Emitter", "=Wall/Marker Area=", At least, 1);

Actions:
	Comment("SUBROUTINE: CONVERT: Wall -> Marker\r\n- replaces Wall with burrowed Rat");
	Preserve Trigger();
	Move Location("Player 8", "Psi Emitter", "=Wall/Marker Area=", "=Wall/Marker 1=");
	Remove Unit At Location("Player 8", "Psi Emitter", 1, "=Wall/Marker 1=");
	Create Unit with Properties("Player 7", "Zerg Zergling", 1, "=Wall/Marker 1=", 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=CONVERT: Wall -> Marker=", set);
	Bring("Player 8", "Uraj Crystal", "=Wall/Marker Area=", At least, 1);

Actions:
	Comment("SUBROUTINE: CONVERT: Need-All-3 -> Marker\r\n- replaces Need-All-3 with burrowed Rat");
	Preserve Trigger();
	Move Location("Player 8", "Uraj Crystal", "=Wall/Marker Area=", "=Wall/Marker 1=");
	Remove Unit At Location("Player 8", "Uraj Crystal", 1, "=Wall/Marker 1=");
	Create Unit with Properties("Player 7", "Zerg Zergling", 1, "=Wall/Marker 1=", 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=CONVERT: Wall -> Marker=", set);
	Bring("Player 8", "Uraj Crystal", "=Wall/Marker Area=", Exactly, 0);
	Bring("Player 8", "Psi Emitter", "=Wall/Marker Area=", Exactly, 0);

Actions:
	Comment("SUBROUTINE: CONVERT: -> Marker (done)");
	Preserve Trigger();
	Set Switch("=CONVERT: Wall -> Marker=", clear);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=CONVERT: Marker -> Wall=", set);
	Bring("Player 7", "Zerg Zergling", "=Wall/Marker Area=", At least, 1);

Actions:
	Comment("SUBROUTINE: CONVERT: Marker -> Wall\r\n- replaces burrowed Rat with Wall");
	Preserve Trigger();
	Move Location("Player 7", "Zerg Zergling", "=Wall/Marker Area=", "=Wall/Marker 1=");
	Remove Unit At Location("Player 7", "Zerg Zergling", 1, "=Wall/Marker 1=");
	Create Unit("Player 8", "Psi Emitter", 1, "=Wall/Marker 1=");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=CONVERT: Marker -> Wall=", set);
	Bring("Player 7", "Zerg Zergling", "=Wall/Marker Area=", Exactly, 0);

Actions:
	Comment("SUBROUTINE: CONVERT: -> Wall (done)");
	Preserve Trigger();
	Set Switch("=CONVERT: Marker -> Wall=", clear);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=AutoMove (Meeting Ali)=", set);

Actions:
	Comment("AutoMove (Meeting Ali)");
;	Order("Player 1", "Devouring One (Zergling)", "Game Board", "Meeting Ali - 1", move);
;	Order("Player 2", "Fenix (Zealot)", "Game Board", "Meeting Ali - 2", move);
;	Order("Player 3", "Samir Duran (Ghost)", "Game Board", "Meeting Ali - 3", move);
	Preserve Trigger();
	Move Unit("Player 1", "Men", All, "Game Board", "StickHero 1");
	Move Unit("Player 2", "Men", All, "Game Board", "StickHero 2");
	Move Unit("Player 3", "Men", All, "Game Board", "StickHero 3");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=AutoMove (Meeting Ali 2)=", set);

Actions:
	Comment("AutoMove (Meeting Ali)");
	Order("- Players (Need All 3) -", "Men", "Game Board", "Meeting Ali - 4", move);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=AutoMove (To StickHero)=", set);

Actions:
	Comment("AutoMove (To StickHero Loc)");
	Preserve Trigger();
	Order("Player 1", "Men", "Game Board", "StickHero 1", move);
	Order("Player 2", "Men", "Game Board", "StickHero 2", move);
	Order("Player 3", "Men", "Game Board", "StickHero 3", move);
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
	Switch("=Dalton pushed Hammer=", set);
	Bring("Player 7", "Zerg Creep Colony", "Rat Race", At least, 1);

Actions:
	Comment("Hammer Slain -> Rat Race");
	Preserve Trigger();
	Create Unit("Player 8", "Protoss Dragoon", 2, "Ch. 5: Landing");
	Set Invincibility("Player 8", "Men", "Ch. 5: Landing", enabled);
	Order("Player 8", "Protoss Dragoon", "Star City 1", "Hammer Time", attack);
	Order("Player 8", "Protoss Dragoon", "Star City Pre-Boss", "Hammer Time", attack);
	Order("Player 8", "Protoss Dragoon", "Hammer Area", "Hammer Time", attack);
	Order("Player 8", "Protoss Dragoon", "Rat Race", "Hammer Time", attack);
	Wait(10000);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 5", "Men", "Hammer Time", At least, 1);
	Bring("Player 8", "Men", "Hammer Time", At least, 1);

Actions:
	Comment("Lost The Hammer = gg");
	Preserve Trigger();
	Center View("Hammer Time");
	Set Switch("=Hammer has been touched by enemy=", set);
	Wait(1000);
	Kill Unit At Location("Player 5", "Warbringer (Reaver)", All, "Hammer Time");
;	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
;	Center View("P1 Center");
;	Display Text Message(Always Display, "\x008Azala: \x004Damn. There goes our chance...");
;	Wait(3000);
	Display Text Message(Always Display, "\x013\x004Hammer destroyed...\r\n\x013\x008GAME OVER");
	Wait(3000);
	Defeat();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=DEBUG: Invincible!=", set);

Actions:
	Comment("DEBUG: Invincible!");
	Preserve Trigger();
	Set Invincibility("- Players (Need All 3) -", "Men", "Anywhere", enabled);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=SQ: Rat Lair=", set);

Actions:
	Comment("Quest Rat Lair");
	Display Text Message(Always Display, "\x013\x01d- \x004Rats' Nest \x01d-");
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
	Wait(1000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004The smell of death...");
	Wait(3000);
	Display Text Message(Always Display, "\x00eDalton: \x004...I hate rats.");
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 0);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 2a=", set);
	Switch("=Nobody is in a Fight=", not set);

Actions:
	Comment("Quest Rat Lair");
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 2a=", set);
	Switch("=Nobody is in a Fight=", set);

Actions:
	Comment("Quest Rat Lair");
	Remove Unit At Location("Player 8", "Zerg Zergling", All, "Rat Lair");
	Remove Unit At Location("Player 8", "Zerg Hydralisk", All, "Rat Lair");
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 1);
	Center View("P1 Center");
	Wait(3000);
	Display Text Message(Always Display, "\x008Azala: \x004Good riddance.");
	Set Deaths("- Players (Need All 3) -", "Mining Platform", Set To, 0);
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Switch("=SQ: Scratch Started=", set);

Actions:
	Comment("Quest Scratch");
	Display Text Message(Always Display, "\x013\x01d- \x004Basement \x01d-");
	Set Deaths("Current Player", "Mining Platform", Set To, 1);
	Wait(3000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004Brrr...freezing down here.");
	Wait(3000);
	Center View("Scratch Lair: event 1");
	Display Text Message(Always Display, "\x005*click*");
	Wait(1000);
	Center View("Scratch Lair: IN-B");
	Wait(2000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004...?");
	Wait(5000);
	Move Unit("Player 7", "Jim Raynor (Marine)", All, "Scratch Lair: event 1", "Scratch Lair: event 2");
	Center View("Scratch Lair: event 2");
	Display Text Message(Always Display, "\x005*click*");
	Wait(1000);
	Center View("Scratch Lair: IN-B");
	Wait(2000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004Unbelievable.");
	Wait(5000);
	Center View("Scratch Lair: event 2");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004After all these years...");
	Move Location("Player 7", "Jim Raynor (Marine)", "Scratch Lair", "P3 AutoMoveTo");
	Set Deaths("Current Player", "Mining Platform", Set To, 2);
	Wait(3000);
	Set Deaths("Current Player", "Mining Platform", Set To, 1);
	Display Text Message(Always Display, "\x011Scratch: \x004...vengeance is sweet.");
	Wait(3000);
	Display Text Message(Always Display, "\x011Scratch: \x004Burn in hell, Raymond.");
	Wait(3000);
	Center View("P3 Center");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004...I know. I'm sorry.");
	Wait(3000);
	Center View("Scratch Lair: event 2");
	Display Text Message(Always Display, "\x011Scratch: \x004Sorry for what?");
	Wait(3000);
	Display Text Message(Always Display, "\x011Scratch: \x004Sorry for destroying my home?");
	Wait(3000);
	Display Text Message(Always Display, "\x011Scratch: \x004Sorry for what you did to my body?");
	Wait(3000);
	Center View("P3 Center");
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004...I'm sorry.");
	Wait(3000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004Listen, not a day goes by that I don't think...");
	Wait(3000);
	Center View("Scratch Lair: event 2");
	Display Text Message(Always Display, "\x011Scratch: \x004...about my family, you murderer.");
	Wait(3000);
	Display Text Message(Always Display, "\x011Scratch: \x004My wife, my child, burning alive, screaming in terror.");
	Wait(5000);
	Display Text Message(Always Display, "\x011Scratch: \x004How fitting, that you will die in this godforsaken place.");
	Wait(5000);
	Display Text Message(Always Display, "\x011Scratch: \x004Revenge is a dish best served cold.");
	Wait(5000);
	Set Deaths("Current Player", "Mining Platform", Set To, 0);
	Give Units to Player("Player 7", "Player 8", "Jim Raynor (Marine)", 1, "Scratch Lair");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Switch("=SQ: Scratch Defeated=", set);

Actions:
	Comment("Quest Scratch");
	Wait(3000);
	Display Text Message(Always Display, "\x00fThe Outlaw: \x004Rest in peace, friend.");
	Wait(3000);
	Set Deaths("Current Player", "Mining Platform", Set To, 0);
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
	Bring("Player 7", "Zerg Creep Colony", "Rat Race", At least, 1);

Actions:
	Comment("hammer time!");
	Preserve Trigger();
	Order("Current Player", "Warbringer (Reaver)", "Game Board", "WhichDirt?", attack);
	Wait(2000);
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
	Bring("Player 7", "Zerg Creep Colony", "Rat Race", Exactly, 0);

Actions:
	Comment("hammer time!");
	Preserve Trigger();
	Order("Current Player", "Warbringer (Reaver)", "Game Board", "Hammer is done", move);
	Remove Unit At Location("Player 8", "Protoss Dragoon", All, "Hammer Area");
	Remove Unit At Location("Player 8", "Protoss Dragoon", All, "Rat Race");
	Wait(2000);
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
	Switch("=Upgrade:ENABLE_2=", set);

Actions:
	Comment("level cap");
	Create Unit("Current Player", "Infested Terran", 2, "Level Cap");
	Set Invincibility("Current Player", "Men", "Level Cap", enabled);
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
	Switch("=Upgrade:ENABLE_3=", set);

Actions:
	Comment("level cap");
	Create Unit("Current Player", "Infested Terran", 1, "Level Cap");
	Set Invincibility("Current Player", "Men", "Level Cap", enabled);
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
	Switch("=Upgrade:ENABLE_4=", set);

Actions:
	Comment("level cap");
	Create Unit("Current Player", "Infested Terran", 1, "Level Cap");
	Set Invincibility("Current Player", "Men", "Level Cap", enabled);
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
	Switch("=Upgrade:ENABLE_5=", set);

Actions:
	Comment("level cap");
	Create Unit("Current Player", "Infested Terran", 1, "Level Cap");
	Set Invincibility("Current Player", "Men", "Level Cap", enabled);
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
	Switch("=Upgrade:ENABLE_6=", set);

Actions:
	Comment("level cap");
	Create Unit("Current Player", "Infested Terran", 1, "Level Cap");
	Set Invincibility("Current Player", "Men", "Level Cap", enabled);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("All players", "Zerg Drone", "Hold 1", At least, 1);
	Bring("All players", "Zerg Drone", "Fight Board 1", Exactly, 0);

Actions:
	Kill Unit At Location("Player 6", "Zerg Zergling", 1, "Fight Board 1");
	Wait(1000);
	Comment("rat king dead - kill off lings");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("All players", "Zerg Drone", "Hold 2", At least, 1);
	Bring("All players", "Zerg Drone", "Fight Board 2", Exactly, 0);

Actions:
	Kill Unit At Location("Player 6", "Zerg Zergling", 1, "Fight Board 2");
	Wait(1000);
	Comment("rat king dead - kill off lings");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("All players", "Zerg Drone", "Hold 3", At least, 1);
	Bring("All players", "Zerg Drone", "Fight Board 3", Exactly, 0);

Actions:
	Kill Unit At Location("Player 6", "Zerg Zergling", 1, "Fight Board 3");
	Wait(1000);
	Comment("rat king dead - kill off lings");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Game Board", At least, 1);
	Elapsed Time(At least, 180);

Actions:
	Display Text Message(Always Display, "\x013\x007TIP:\r\n\x013\x004Use Your \x01fCure \x004and \x007Revive\r\n\x013\x004items in battle. \x005(Right Side)\r\n                                                                       ");
	Comment("TIPS");
	Wait(3000);
	Minimap Ping("Use Cure");
	Minimap Ping("Use Cure");
	Minimap Ping("Use Cure");
	Minimap Ping("Use Cure");
	Minimap Ping("Use Cure");
	Minimap Ping("Use Cure");
	Minimap Ping("Use Cure");
	Minimap Ping("Use Cure");
	Minimap Ping("Use Cure");
	Minimap Ping("Use Cure");
	Minimap Ping("Use Revive");
	Minimap Ping("Use Revive");
	Minimap Ping("Use Revive");
	Minimap Ping("Use Revive");
	Minimap Ping("Use Revive");
	Minimap Ping("Use Revive");
	Minimap Ping("Use Revive");
	Minimap Ping("Use Revive");
	Minimap Ping("Use Revive");
	Minimap Ping("Use Revive");
}

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 7","Player 8","All players","- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Comment("hyper");
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 7","Player 8","All players","- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Comment("hyper");
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 7","Player 8","All players","- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Comment("hyper");
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 7","Player 8","All players","- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Wait(0);
	Comment("hyper");
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
	Always();

Actions:
	Comment("mission obj");
	Set Mission Objectives("\x013\x019- Team Battles -\r\n\x013\x0192P: \x019No Top-Level Evolves,\r\n\x013\x019except in Boss Fights.\r\n\x013\x0193P: \x019No Evolves Ever.\r\n\r\n\x013\x011- Dead Units -\r\n\x013\x011De-volve by 1 level,\r\n\x013\x011except in Boss Fights.");
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
	Always();

Actions:
	Preserve Trigger();
	Comment("\r\nPrevent Flyaway\r\n");
	Order("Current Player", "Men", "Conversion", "Conversion", move);
	Order("Current Player", "Men", "Army Buffer (Melee)", "Army Buffer (Melee)", move);
	Order("Current Player", "Men", "Army Buffer (Range)", "Army Buffer (Range)", move);
	Order("Current Player", "Men", "EXP:EnemyType", "EXP:EnemyType", move);
	Order("Current Player", "Men", "CopyArmyBuffer", "CopyArmyBuffer", move);
	Order("Current Player", "Men", "Board-Router", "Board-Router", move);
	Order("Current Player", "Men", "ConvOutput - Enemy", "ConvOutput - Enemy", move);
	Order("Current Player", "Men", "EXP:Pre-random", "EXP:Pre-random", move);
	Order("Current Player", "Men", "EXP:Judge Me", "EXP:Judge Me", move);
	Order("Current Player", "Men", "EXP:Post-random", "EXP:Post-random", move);
	Order("Current Player", "Men", "EXP:Holds", "EXP:Holds", move);
	Order("Current Player", "Men", "Hold 1", "Hold 1", move);
	Order("Current Player", "Men", "Hold 2", "Hold 2", move);
	Order("Current Player", "Men", "Hold 3", "Hold 3", move);
	Order("Current Player", "Men", "Board Buffer 1", "Board Buffer 1", move);
	Order("Current Player", "Men", "Board Buffer 2", "Board Buffer 2", move);
	Order("Current Player", "Men", "Board Buffer 3", "Board Buffer 3", move);
	Order("Current Player", "Men", "Bought Army", "Bought Army", move);
	Order("Current Player", "Men", "ContactQ - Buffer One", "ContactQ - Buffer One", move);
	Order("Current Player", "Men", "ContactQ - Buffer Two", "ContactQ - Buffer Two", move);
	Order("Current Player", "Men", "ContactQ - Buffer Three", "ContactQ - Buffer Three", move);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("force 1 non-ptrigs...");
	Run AI Script("+Vi0");
	Run AI Script("+Vi1");
	Run AI Script("+Vi2");
	Run AI Script("+Vi4");
	Run AI Script("+Vi5");
	Pause Timer();
	Set Deaths("Current Player", "Infested Command Center", Set To, 1440);
	Set Deaths("Current Player", "Zerg Defiler Mound", Set To, 1440);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Set Alliance Status("- Players (Need All 3) -", Ally);
	Set Alliance Status("Player 5", Ally);
	Set Alliance Status("Player 6", Enemy);
	Set Alliance Status("Player 7", Ally);
	Set Alliance Status("Player 8", Enemy);
	Comment("force 1 ptrigs...");
	Set Invincibility("- Players (Need All 3) -", "Men", "Armies", enabled);
	Set Invincibility("- Players (Need All 3) -", "Terran Civilian", "Anywhere", enabled);
	Preserve Trigger();
	Order("Player 1", "Men", "Army 1", "Army 1", move);
	Order("Player 2", "Men", "Army 2", "Army 2", move);
	Order("Player 3", "Men", "Army 3", "Army 3", move);
	Set Deaths("Current Player", "Ruins", Subtract, 1);
	Modify Unit Hit Points("Current Player", "Devouring One (Zergling)", 100, 0, "Anywhere");
	Modify Unit Hit Points("Current Player", "Fenix (Zealot)", 100, 0, "Anywhere");
	Modify Unit Hit Points("Current Player", "Samir Duran (Ghost)", 100, 0, "Anywhere");
	Modify Unit Hit Points("Current Player", "Men", 100, 0, "Armies");
	Modify Unit Hit Points("All players", "Zerg Creep Colony", 100, 0, "Game Board");
	Order("Current Player", "Men", "FAIR A1", "Fight Board 1", attack);
	Order("Current Player", "Men", "FAIR A2", "Fight Board 1", attack);
	Order("Current Player", "Men", "FAIR A3", "Fight Board 1", attack);
	Order("Current Player", "Men", "FAIR A4", "Fight Board 1", attack);
	Order("Current Player", "Men", "FAIR B1", "Fight Board 2", attack);
	Order("Current Player", "Men", "FAIR B2", "Fight Board 2", attack);
	Order("Current Player", "Men", "FAIR B3", "Fight Board 2", attack);
	Order("Current Player", "Men", "FAIR B4", "Fight Board 2", attack);
	Order("Current Player", "Men", "FAIR C1", "Fight Board 3", attack);
	Order("Current Player", "Men", "FAIR C2", "Fight Board 3", attack);
	Order("Current Player", "Men", "FAIR C3", "Fight Board 3", attack);
	Order("Current Player", "Men", "FAIR C4", "Fight Board 3", attack);
	Remove Unit("Player 12", "Any unit");
	Modify Unit Hanger Count("All players", "Protoss Reaver", 10, 0, "Anywhere");
	Modify Unit Hanger Count("All players", "Warbringer (Reaver)", 10, 0, "Anywhere");
	Order("Current Player", "Men", "Bought Army", "Bought Army", move);
	Move Unit("- Players (Need All 3) -", "Men", All, "Annihilate Air 1", "Bought Army");
	Move Unit("- Players (Need All 3) -", "Men", All, "Annihilate Air 2", "Bought Army");
	Move Unit("- Players (Need All 3) -", "Men", All, "Annihilate Air 3", "Bought Army");
	Move Unit("- Players (Need All 3) -", "Men", All, "Annihilate Air 4", "Bought Army");
	Move Unit("- Players (Need All 3) -", "Men", All, "Annihilate Air 5", "Bought Army");
	Move Unit("- Players (Need All 3) -", "Men", All, "Annihilate Air 6", "Bought Army");
	Kill Unit At Location("All players", "Any unit", All, "Board Boundary 1");
	Kill Unit At Location("All players", "Any unit", All, "Board Boundary 2");
	Set Deaths("Current Player", "Left Wall Missile Trap", Subtract, 1);
	Move Location("Player 7", "Zerg Creep Colony", "Rat Race", "WhichDirt?");
	Order("All players", "Men", "Level Cap", "Level Cap", move);
	Set Deaths("Current Player", "Zerg Defiler Mound", Subtract, 1);
	Set Deaths("Current Player", "Infested Command Center", Subtract, 1);
	Set Alliance Status("- Players (Need All 3) -", Allied Victory);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=Timer has officially started=", set);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Zerg Defiler Mound", Subtract, 1);
	Set Deaths("Current Player", "Infested Command Center", Subtract, 1);
	Comment("force 1 ptrigs (after timer set)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Infested Command Center", Exactly, 0);
	Bring("Current Player", "Terran Civilian", "Cures", At most, 3);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Infested Command Center", Set To, 7200);
	Create Unit("Current Player", "Terran Civilian", 1, "Cures");
	Comment("new cure");
	Display Text Message(Always Display, "\x013\x01d- \x004New Item: \x01fCure \x01d-");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Zerg Defiler Mound", Exactly, 0);
	Bring("Current Player", "Terran Civilian", "Revives", At most, 3);

Actions:
	Preserve Trigger();
;	Set Deaths("Current Player", "Zerg Defiler Mound", Set To, 21600);
	Set Deaths("Current Player", "Zerg Defiler Mound", Set To, 7200);
	Create Unit("Current Player", "Terran Civilian", 1, "Revives");
	Comment("new revive");
	Display Text Message(Always Display, "\x013\x01d- \x004New Item: \x007Revive \x01d-");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=DonePickingArmy: START=", set);
	Elapsed Time(At least, 5);

Actions:
	Comment("invinci-panel (make sure it's after the blinds)");
	Set Invincibility("All players", "Men", "Control Panel", enabled);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Boss 1 Warning", At least, 1);

Actions:
	Move Location("Current Player", "Men", "Boss 1 Warning", "StickHero 1");
	Move Unit("Current Player", "Men", All, "StickHero 1", "StickHero 1");
	Center View("StickHero 1");
	Display Text Message(Always Display, "\x013\x011WARNING:\r\n\x013\x004BOSS AHEAD\r\n\x013\x005(Might want to wait for your allies.)");
	Comment("Boss 1 WARNING");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 1=", set);

Actions:
	Display Text Message(Always Display, "\x013\x008- \x004Rangers Slain! \x008-\r\n\x013\x019+1 Army");
	Comment("disp: boss has been slain");
	Create Unit("Current Player", "Terran Civilian", 1, "Buy (civ spawn)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 2a=", set);

Actions:
	Display Text Message(Always Display, "\x013\x008- \x004Rat King Slain! \x008-\r\n\x013\x019+1 Army");
	Comment("disp: boss has been slain");
	Create Unit("Current Player", "Terran Civilian", 1, "Buy (civ spawn)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 2=", set);

Actions:
	Display Text Message(Always Display, "\x013\x008- \x004Sentry Mk. II Slain! \x008-\r\n\x013\x019+1 Army");
	Comment("disp: boss has been slain");
	Create Unit("Current Player", "Terran Civilian", 1, "Buy (civ spawn)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 3a=", set);

Actions:
	Display Text Message(Always Display, "\x013\x008- \x004Scratch Slain! \x008-\r\n\x013\x019+1 Army");
	Comment("disp: boss has been slain");
	Create Unit("Current Player", "Terran Civilian", 1, "Buy (civ spawn)");
	Set Switch("=SQ: Scratch Defeated=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 3=", set);

Actions:
	Display Text Message(Always Display, "\x013\x008- \x004Red Rain Slain! \x008-\r\n\x013\x019+1 Army");
	Comment("disp: boss has been slain");
	Create Unit("Current Player", "Terran Civilian", 1, "Buy (civ spawn)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 4=", set);

Actions:
	Display Text Message(Always Display, "\x013\x008- \x004Archangel Slain! \x008-\r\n\x013\x019+1 Army");
	Comment("disp: boss has been slain");
	Create Unit("Current Player", "Terran Civilian", 1, "Buy (civ spawn)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 5=", set);

Actions:
	Display Text Message(Always Display, "\x013\x008- \x004Hammer Slain! \x008-\r\n\x013\x019+1 Army");
	Comment("disp: boss has been slain");
	Create Unit("Current Player", "Terran Civilian", 1, "Buy (civ spawn)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 6=", set);

Actions:
;	Display Text Message(Always Display, "\x013\x008- \x004Raphael Slain! \x008-");
	Comment("disp: boss has been slain");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=BossSlain: 5=", set);
	Switch("=New Hammer Created=", not set);

Actions:
	Comment("Hammer Slain -> Story Chain");
	Create Unit("Player 5", "Warbringer (Reaver)", 1, "Hammer Time");
	Set Invincibility("Player 5", "Warbringer (Reaver)", "Game Board", enabled);
	Set Switch("=New Hammer Created=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=Dalton pushed Hammer=", not set);

Actions:
	Comment("Hammer Slain -> Story Chain");
	Preserve Trigger();
	Move Unit("Player 5", "Warbringer (Reaver)", All, "Hammer Time", "Hammer Time");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=Dalton pushed Hammer=", set);

Actions:
	Comment("Hammer Slain -> Story Chain");
	Preserve Trigger();
	Move Location("Player 5", "Warbringer (Reaver)", "Game Board", "Hammer Time");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 1", "Men", "Game Board", At least, 1);

Actions:
	Move Location("Player 1", "Devouring One (Zergling)", "Anywhere", "P1 Center");
	Preserve Trigger();
	Comment("Always - center loc on hero");
	Move Location("Player 1", "Devouring One (Zergling)", "Anywhere", "P1 BtlReturn");
	Move Location("Player 1", "Devouring One (Zergling)", "Anywhere", "PullAllies 1a");
	Move Location("Player 1", "Devouring One (Zergling)", "Anywhere", "PullAllies 1b");
	Move Location("Player 1", "Devouring One (Zergling)", "Anywhere", "PullAllies 1c");
	Move Location("Player 1", "Devouring One (Zergling)", "Anywhere", "PullAllies 1d");
	Move Location("Player 1", "Devouring One (Zergling)", "Anywhere", "PullAllies - Boss 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 2", "Men", "Game Board", At least, 1);

Actions:
	Move Location("Player 2", "Fenix (Zealot)", "Anywhere", "P2 Center");
	Preserve Trigger();
	Comment("Always - center loc on hero");
	Move Location("Player 2", "Fenix (Zealot)", "Anywhere", "P2 BtlReturn");
	Move Location("Player 2", "Fenix (Zealot)", "Anywhere", "PullAllies 2a");
	Move Location("Player 2", "Fenix (Zealot)", "Anywhere", "PullAllies 2b");
	Move Location("Player 2", "Fenix (Zealot)", "Anywhere", "PullAllies 2c");
	Move Location("Player 2", "Fenix (Zealot)", "Anywhere", "PullAllies 2d");
	Move Location("Player 2", "Fenix (Zealot)", "Anywhere", "PullAllies - Boss 2");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 3", "Men", "Game Board", At least, 1);

Actions:
	Move Location("Player 3", "Samir Duran (Ghost)", "Anywhere", "P3 Center");
	Preserve Trigger();
	Comment("Always - center loc on hero");
	Move Location("Player 3", "Samir Duran (Ghost)", "Anywhere", "P3 BtlReturn");
	Move Location("Player 3", "Samir Duran (Ghost)", "Anywhere", "PullAllies 3a");
	Move Location("Player 3", "Samir Duran (Ghost)", "Anywhere", "PullAllies 3b");
	Move Location("Player 3", "Samir Duran (Ghost)", "Anywhere", "PullAllies 3c");
	Move Location("Player 3", "Samir Duran (Ghost)", "Anywhere", "PullAllies 3d");
	Move Location("Player 3", "Samir Duran (Ghost)", "Anywhere", "PullAllies - Boss 3");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Deaths("Current Player", "Right Pit Door", At least, 1);
	Bring("Current Player", "Men", "Game Board", At least, 1);

Actions:
	Set Deaths("Current Player", "Right Pit Door", Subtract, 1);
	Center View("P1 Center");
	Preserve Trigger();
	Comment("centervisplayer");
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Deaths("Current Player", "Right Pit Door", At least, 1);
	Bring("Current Player", "Men", "Game Board", At least, 1);

Actions:
	Set Deaths("Current Player", "Right Pit Door", Subtract, 1);
	Center View("P2 Center");
	Preserve Trigger();
	Comment("centervisplayer");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Deaths("Current Player", "Right Pit Door", At least, 1);
	Bring("Current Player", "Men", "Game Board", At least, 1);

Actions:
	Set Deaths("Current Player", "Right Pit Door", Subtract, 1);
	Center View("P3 Center");
	Preserve Trigger();
	Comment("centervisplayer");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockBattleThread=", not set);
	Bring("- Players (Need All 3) -", "Men", "ContactQ - Buffer One", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("All players", "Men", All, "ContactQ - Buffer One", "Conversion");
	Comment("btl queue processing");
	Set Switch("=LockBattleThread=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockBattleThread=", not set);
	Bring("- Players (Need All 3) -", "Men", "ContactQ - Buffer Two", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("All players", "Men", All, "ContactQ - Buffer Two", "Conversion");
	Comment("btl queue processing");
	Set Switch("=LockBattleThread=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockBattleThread=", not set);
	Bring("- Players (Need All 3) -", "Men", "ContactQ - Buffer Three", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("All players", "Men", All, "ContactQ - Buffer Three", "Conversion");
	Comment("btl queue processing");
	Set Switch("=LockBattleThread=", set);
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Bring("Player 8", "Terran Ghost", "P1 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 1", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 1", "Conversion");
	Move Unit("Player 8", "Terran Ghost", 1, "P1 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Bring("Player 8", "Zerg Drone", "P1 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 1", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 1", "Conversion");
	Move Unit("Player 8", "Zerg Drone", 1, "P1 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Bring("Player 8", "Jim Raynor (Vulture)", "P1 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 1", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 1", "Conversion");
	Move Unit("Player 8", "Jim Raynor (Vulture)", 1, "P1 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Bring("Player 8", "Kukulza (Guardian)", "P1 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 1", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 1", "Conversion");
	Move Unit("Player 8", "Kukulza (Guardian)", 1, "P1 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Bring("Player 8", "Tassadar/Zeratul (Archon)", "P1 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 1", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 1", "Conversion");
	Move Unit("Player 8", "Tassadar/Zeratul (Archon)", 1, "P1 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Bring("Player 8", "Warbringer (Reaver)", "P1 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 1", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 1", "Conversion");
	Move Unit("Player 8", "Warbringer (Reaver)", 1, "P1 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Bring("Player 8", "Terran Ghost", "P2 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 2", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 2", "Conversion");
	Move Unit("Player 8", "Terran Ghost", 1, "P2 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Bring("Player 8", "Zerg Drone", "P2 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 2", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 2", "Conversion");
	Move Unit("Player 8", "Zerg Drone", 1, "P2 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Bring("Player 8", "Jim Raynor (Vulture)", "P2 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 2", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 2", "Conversion");
	Move Unit("Player 8", "Jim Raynor (Vulture)", 1, "P2 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Bring("Player 8", "Kukulza (Guardian)", "P2 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 2", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 2", "Conversion");
	Move Unit("Player 8", "Kukulza (Guardian)", 1, "P2 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Bring("Player 8", "Tassadar/Zeratul (Archon)", "P2 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 2", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 2", "Conversion");
	Move Unit("Player 8", "Tassadar/Zeratul (Archon)", 1, "P2 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Bring("Player 8", "Warbringer (Reaver)", "P2 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 2", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 2", "Conversion");
	Move Unit("Player 8", "Warbringer (Reaver)", 1, "P2 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Bring("Player 8", "Terran Ghost", "P3 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 3", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 3", "Conversion");
	Move Unit("Player 8", "Terran Ghost", 1, "P3 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Bring("Player 8", "Zerg Drone", "P3 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 3", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 3", "Conversion");
	Move Unit("Player 8", "Zerg Drone", 1, "P3 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Bring("Player 8", "Jim Raynor (Vulture)", "P3 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 3", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 3", "Conversion");
	Move Unit("Player 8", "Jim Raynor (Vulture)", 1, "P3 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Bring("Player 8", "Kukulza (Guardian)", "P3 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 3", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 3", "Conversion");
	Move Unit("Player 8", "Kukulza (Guardian)", 1, "P3 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Bring("Player 8", "Tassadar/Zeratul (Archon)", "P3 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 3", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 3", "Conversion");
	Move Unit("Player 8", "Tassadar/Zeratul (Archon)", 1, "P3 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Bring("Player 8", "Warbringer (Reaver)", "P3 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 3", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies - Boss 3", "Conversion");
	Move Unit("Player 8", "Warbringer (Reaver)", 1, "P3 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Bring("Player 8", "Jim Raynor (Marine)", "P3 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 3", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "P3 Center", "Conversion");
	Move Unit("Player 8", "Jim Raynor (Marine)", 1, "P3 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected BOSS SPECIAL contact - start battle (SCRATCH)");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Bring("Player 8", "Any unit", "P1 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 1", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 1a", "Conversion");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 1b", "Conversion");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 1c", "Conversion");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 1d", "Conversion");
	Move Unit("Player 8", "Any unit", 1, "P1 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Bring("Player 8", "Any unit", "P2 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 2", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 2a", "Conversion");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 2b", "Conversion");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 2c", "Conversion");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 2d", "Conversion");
	Move Unit("Player 8", "Any unit", 1, "P2 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Bring("Player 8", "Any unit", "P3 Center", At least, 1);
	Switch("=LockBattleThread=", not set);
	Bring("Player 3", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 3a", "Conversion");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 3b", "Conversion");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 3c", "Conversion");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 3d", "Conversion");
	Move Unit("Player 8", "Any unit", 1, "P3 Center", "Conversion");
	Set Switch("=LockBattleThread=", set);
	Comment("detected contact - start battle");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran Ghost", "Conversion", At least, 1);
	Bring("Player 8", "Any unit", "BossMarker", Exactly, 0);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Comment("detected boss");
	Create Unit("Player 8", "Zerg Broodling", 1, "BossMarker");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Drone", "Conversion", At least, 1);
	Bring("Player 8", "Any unit", "BossMarker", Exactly, 0);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Comment("detected boss");
	Create Unit("Player 8", "Zerg Broodling", 1, "BossMarker");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Jim Raynor (Vulture)", "Conversion", At least, 1);
	Bring("Player 8", "Any unit", "BossMarker", Exactly, 0);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Comment("detected boss");
	Create Unit("Player 8", "Zerg Broodling", 1, "BossMarker");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Jim Raynor (Marine)", "Conversion", At least, 1);
	Bring("Player 8", "Any unit", "BossMarker", Exactly, 0);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Comment("detected boss");
	Create Unit("Player 8", "Zerg Broodling", 1, "BossMarker");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Guardian", "Conversion", At least, 1);
	Bring("Player 8", "Any unit", "BossMarker", Exactly, 0);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Comment("detected boss");
	Create Unit("Player 8", "Zerg Broodling", 1, "BossMarker");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Tassadar/Zeratul (Archon)", "Conversion", At least, 1);
	Bring("Player 8", "Any unit", "BossMarker", Exactly, 0);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Comment("detected boss");
	Create Unit("Player 8", "Zerg Broodling", 1, "BossMarker");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Warbringer (Reaver)", "Conversion", At least, 1);
	Bring("Player 8", "Any unit", "BossMarker", Exactly, 0);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Comment("detected boss");
	Create Unit("Player 8", "Zerg Broodling", 1, "BossMarker");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Alexei Stukov (Ghost)", "Conversion", At least, 1);
	Bring("Player 8", "Any unit", "BossMarker", Exactly, 0);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Comment("detected boss");
	Create Unit("Player 8", "Zerg Broodling", 1, "BossMarker");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Any unit", "BossMarker", At least, 1);
	Switch("=LockBattleThread=", not set);

Actions:
	Preserve Trigger();
	Comment("remove detected boss");
	Remove Unit At Location("Player 8", "Any unit", All, "BossMarker");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Any unit", "P1 Center", At least, 1);
	Switch("=LockBattleThread=", set);
	Bring("Player 1", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("Player 8", "Any unit", 1, "P1 Center", "ContactQ - Buffer One");
	Comment("detected contact - queue it");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 1a", "ContactQ - Buffer One");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 1b", "ContactQ - Buffer One");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 1c", "ContactQ - Buffer One");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 1d", "ContactQ - Buffer One");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Any unit", "P2 Center", At least, 1);
	Switch("=LockBattleThread=", set);
	Bring("Player 2", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("Player 8", "Any unit", 1, "P2 Center", "ContactQ - Buffer Two");
	Comment("detected contact - queue it");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 2a", "ContactQ - Buffer Two");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 2b", "ContactQ - Buffer Two");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 2c", "ContactQ - Buffer Two");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 2d", "ContactQ - Buffer Two");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Any unit", "P3 Center", At least, 1);
	Switch("=LockBattleThread=", set);
	Bring("Player 3", "Men", "Game Board", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("Player 8", "Any unit", 1, "P3 Center", "ContactQ - Buffer Three");
	Comment("detected contact - queue it");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 3a", "ContactQ - Buffer Three");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 3b", "ContactQ - Buffer Three");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 3c", "ContactQ - Buffer Three");
	Move Unit("- Players (Need All 3) -", "Men", All, "PullAllies 3d", "ContactQ - Buffer Three");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Bring("Player 8", "Any unit", "BossMarker", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Conversion", "Board-Router");
	Move Unit("Current Player", "Men", All, "Armies", "ConvOutputs");
	Comment("bring out the army");
;	Set Deaths("Current Player", "Cantina", Set To, 1);
	Display Text Message(Always Display, "\x013\x011- \x004Fight! \x011-");
	Set Deaths("Current Player", "Mineral Chunk (Type 2)", Set To, 0);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Bring("Player 8", "Any unit", "BossMarker", At least, 1);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Conversion", "Board-Router");
	Move Unit("Current Player", "Men", All, "Armies", "ConvOutputs");
	Comment("bring out the army");
;	Set Deaths("Current Player", "Cantina", Set To, 1);
	Display Text Message(Always Display, "\x013\x008- \x004Boss Fight! \x008-");
	Set Deaths("Current Player", "Mineral Chunk (Type 2)", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("out-spawnlist.txt");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran Marine", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - rine");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 1);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 50);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 59);
	Create Unit("Player 6", "Terran Marine", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran Ghost", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - ghost");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 1);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 0);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 9);
	Create Unit("Player 6", "Terran Ghost", 15, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Zergling", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - ling");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 1);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 75);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 84);
	Create Unit("Player 6", "Zerg Zergling", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Hydralisk", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - hydra");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 1);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 85);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 94);
	Create Unit("Player 6", "Zerg Hydralisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Protoss Zealot", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - zlot");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 2);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 85);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 94);
	Create Unit("Player 6", "Protoss Zealot", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Protoss Dark Templar", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - dt");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 2);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 110);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 119);
	Create Unit("Player 6", "Protoss Dark Templar", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Drone", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - drone");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 2);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 0);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 9);
	Create Unit("Player 6", "Zerg Drone", 1, "ConvOutput - Enemy");
	Create Unit("Player 6", "Zerg Zergling", 15, "ConvOutput - Enemy");
	Create Unit("Player 6", "Zerg Hydralisk", 13, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Jim Raynor (Vulture)", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - hvult");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 2);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 0);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 9);
	Create Unit("Player 6", "Jim Raynor (Vulture)", 1, "ConvOutput - Enemy");
	Create Unit("Player 6", "Edmund Duke (Siege Tank)", 6, "ConvOutput - Enemy");
	Create Unit("Player 6", "Terran Goliath", 12, "ConvOutput - Enemy");
	Create Unit("Player 6", "Terran Ghost", 8, "ConvOutput - Enemy");
	Create Unit("Player 6", "Terran Wraith", 4, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran Goliath", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - goli");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 3);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 130);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 139);
	Create Unit("Player 6", "Terran Goliath", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran Vulture", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - vult");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 3);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 160);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 169);
	Create Unit("Player 6", "Terran Vulture", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Protoss Dragoon", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - goon");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 3);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 180);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 189);
	Create Unit("Player 6", "Protoss Dragoon", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Jim Raynor (Marine)", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - hrine");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 3);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 0);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 9);
	Create Unit("Player 6", "Jim Raynor (Marine)", 1, "ConvOutput - Enemy");
	Create Unit("Player 6", "Protoss Dragoon", 3, "ConvOutput - Enemy");
	Create Unit("Player 6", "Protoss Archon", 4, "ConvOutput - Enemy");
	Create Unit("Player 6", "Terran Ghost", 6, "ConvOutput - Enemy");
	Create Unit("Player 6", "Terran Goliath", 4, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Guardian", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - guard");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 3);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 0);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 9);
	Create Unit("Player 6", "Zerg Guardian", 1, "ConvOutput - Enemy");
	Create Unit("Player 6", "Protoss Dragoon", 10, "ConvOutput - Enemy");
	Create Unit("Player 6", "Terran Goliath", 10, "ConvOutput - Enemy");
	Create Unit("Player 6", "Terran Battlecruiser", 6, "ConvOutput - Enemy");
	Create Unit("Player 6", "Protoss Scout", 6, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran SCV", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - scv");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 4);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 200);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 209);
	Create Unit("Player 6", "Terran SCV", 3, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Sarah Kerrigan (Ghost)", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - hghost");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 4);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 215);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 224);
	Create Unit("Player 6", "Sarah Kerrigan (Ghost)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran Firebat", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - bat");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 4);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 230);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 239);
	Create Unit("Player 6", "Terran Firebat", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran Wraith", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - wraith");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 4);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 245);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 254);
	Create Unit("Player 6", "Terran Wraith", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Tassadar/Zeratul (Archon)", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - harc");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 4);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 0);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 9);
	Create Unit("Player 6", "Tassadar/Zeratul (Archon)", 1, "ConvOutput - Enemy");
	Create Unit("Player 6", "Gui Montag (Firebat)", 4, "ConvOutput - Enemy");
	Create Unit("Player 6", "Tassadar (Templar)", 7, "ConvOutput - Enemy");
	Create Unit("Player 6", "Zeratul (Dark Templar)", 7, "ConvOutput - Enemy");
	Create Unit("Player 6", "Mojo (Scout)", 12, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Gui Montag (Firebat)", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - hbat");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 5);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 300);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 319);
	Create Unit("Player 6", "Zerg Ultralisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Ultralisk", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - ult");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 5);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 330);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 349);
	Create Unit("Player 6", "Zerg Ultralisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Warbringer (Reaver)", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - hrvr");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 5);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 0);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 19);
	Create Unit("Player 6", "Warbringer (Reaver)", 1, "ConvOutput - Enemy");
	Create Unit("Player 6", "Jim Raynor (Vulture)", 6, "ConvOutput - Enemy");
	Create Unit("Player 6", "Alan Schezar (Goliath)", 6, "ConvOutput - Enemy");
	Create Unit("Player 6", "Tom Kazansky (Wraith)", 3, "ConvOutput - Enemy");
	Create Unit("Player 6", "Mojo (Scout)", 3, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Alan Schezar (Goliath)", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - hgoli");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 6);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 310);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 339);
	Create Unit("Player 6", "Alan Schezar (Goliath)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Mojo (Scout)", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - hscout");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 6);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 310);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 339);
	Create Unit("Player 6", "Mojo (Scout)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Fenix (Dragoon)", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - hgoon");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 6);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 310);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 339);
	Create Unit("Player 6", "Fenix (Dragoon)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Edmund Duke (Siege Tank)", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - htank");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 6);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 310);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 339);
	Create Unit("Player 6", "Edmund Duke (Siege Tank)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zeratul (Dark Templar)", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - hdt");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 6);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 420);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 449);
	Create Unit("Player 6", "Zeratul (Dark Templar)", 3, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Alexei Stukov (Ghost)", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - stukov");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 6);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 0);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 29);
	Create Unit("Player 6", "Alexei Stukov (Ghost)", 1, "ConvOutput - Enemy");
	Create Unit("Player 6", "Zeratul (Dark Templar)", 7, "ConvOutput - Enemy");
	Create Unit("Player 6", "Tassadar/Zeratul (Archon)", 7, "ConvOutput - Enemy");
	Create Unit("Player 6", "Jim Raynor (Vulture)", 7, "ConvOutput - Enemy");
	Create Unit("Player 6", "Alan Schezar (Goliath)", 7, "ConvOutput - Enemy");
	Create Unit("Player 6", "Norad II (Battlecruiser)", 7, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Broodling", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);
	Deaths("Player 8", "Right Wall Missile Trap", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("Detect - brood");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 1);
	Set Deaths("Player 8", "Left Upper Level Door", Set To, 0);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 9);
	Create Unit("Player 6", "Zerg Broodling", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("out-spawnlist.txt END");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 1);

Actions:
	Preserve Trigger();
	Comment("Randomize Enemies - Levelup-Specific Values");
	Set Switch("=E_ROLL 1=", randomize);
	Set Switch("=E_ROLL 2=", randomize);
	Set Switch("=E_ROLL 3=", set);
	Set Switch("=E_ROLL 4=", set);
	Set Switch("=E_ROLL 5=", set);
	Set Switch("=E_ROLL 6=", set);
	Set Switch("=E_ROLL 7=", set);
	Set Switch("=E_ROLL 8=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 2);

Actions:
	Preserve Trigger();
	Comment("Randomize Enemies - Levelup-Specific Values");
	Set Switch("=E_ROLL 1=", randomize);
	Set Switch("=E_ROLL 2=", randomize);
	Set Switch("=E_ROLL 3=", randomize);
	Set Switch("=E_ROLL 4=", set);
	Set Switch("=E_ROLL 5=", set);
	Set Switch("=E_ROLL 6=", set);
	Set Switch("=E_ROLL 7=", set);
	Set Switch("=E_ROLL 8=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);

Actions:
	Preserve Trigger();
	Comment("Randomize Enemies - Levelup-Specific Values");
	Set Switch("=E_ROLL 1=", randomize);
	Set Switch("=E_ROLL 2=", randomize);
	Set Switch("=E_ROLL 3=", randomize);
	Set Switch("=E_ROLL 4=", randomize);
	Set Switch("=E_ROLL 5=", set);
	Set Switch("=E_ROLL 6=", set);
	Set Switch("=E_ROLL 7=", set);
	Set Switch("=E_ROLL 8=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);

Actions:
	Preserve Trigger();
	Comment("Randomize Enemies - Levelup-Specific Values");
	Set Switch("=E_ROLL 1=", randomize);
	Set Switch("=E_ROLL 2=", randomize);
	Set Switch("=E_ROLL 3=", randomize);
	Set Switch("=E_ROLL 4=", randomize);
	Set Switch("=E_ROLL 5=", set);
	Set Switch("=E_ROLL 6=", set);
	Set Switch("=E_ROLL 7=", set);
	Set Switch("=E_ROLL 8=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);

Actions:
	Preserve Trigger();
	Comment("Randomize Enemies - Levelup-Specific Values");
	Set Switch("=E_ROLL 1=", randomize);
	Set Switch("=E_ROLL 2=", randomize);
	Set Switch("=E_ROLL 3=", randomize);
	Set Switch("=E_ROLL 4=", randomize);
	Set Switch("=E_ROLL 5=", set);
	Set Switch("=E_ROLL 6=", set);
	Set Switch("=E_ROLL 7=", set);
	Set Switch("=E_ROLL 8=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);

Actions:
	Preserve Trigger();
	Comment("Randomize Enemies - Levelup-Specific Values");
	Set Switch("=E_ROLL 1=", randomize);
	Set Switch("=E_ROLL 2=", randomize);
	Set Switch("=E_ROLL 3=", randomize);
	Set Switch("=E_ROLL 4=", randomize);
	Set Switch("=E_ROLL 5=", set);
	Set Switch("=E_ROLL 6=", set);
	Set Switch("=E_ROLL 7=", set);
	Set Switch("=E_ROLL 8=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Comment(" DC == 255");
	Set Deaths("Player 8", "Right Wall Flame Trap", Set To, 255);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Switch("=E_ROLL 8=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Wall Flame Trap", Subtract, 128);
	Set Switch("=E_ROLL 8=", clear);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Switch("=E_ROLL 7=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Wall Flame Trap", Subtract, 64);
	Set Switch("=E_ROLL 7=", clear);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Switch("=E_ROLL 6=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Wall Flame Trap", Subtract, 32);
	Set Switch("=E_ROLL 6=", clear);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Switch("=E_ROLL 5=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Wall Flame Trap", Subtract, 16);
	Set Switch("=E_ROLL 5=", clear);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Switch("=E_ROLL 4=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Wall Flame Trap", Subtract, 8);
	Set Switch("=E_ROLL 4=", clear);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Switch("=E_ROLL 3=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Wall Flame Trap", Subtract, 4);
	Set Switch("=E_ROLL 3=", clear);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Switch("=E_ROLL 2=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Wall Flame Trap", Subtract, 2);
	Set Switch("=E_ROLL 2=", clear);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Switch("=E_ROLL 1=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Wall Flame Trap", Subtract, 1);
	Set Switch("=E_ROLL 1=", clear);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("out-indivvalues.txt");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 0);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 1);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 10);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 10);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 10);
	Create Unit("Player 6", "Terran Marine", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 1);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 1);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 10);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 10);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 10);
	Create Unit("Player 6", "Zerg Zergling", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 1);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Zerg Hydralisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 1);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Protoss Zealot", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 0);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 10);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 10);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 10);
	Create Unit("Player 6", "Terran Marine", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 1);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 10);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 10);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 10);
	Create Unit("Player 6", "Zerg Zergling", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Terran Ghost", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Zerg Hydralisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Tassadar (Templar)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Protoss Zealot", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Protoss Dark Templar", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 7);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Zerg Mutalisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 0);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 10);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 10);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 10);
	Create Unit("Player 6", "Terran Marine", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 1);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 10);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 10);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 10);
	Create Unit("Player 6", "Zerg Zergling", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Terran Ghost", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Zerg Hydralisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Protoss Zealot", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Tassadar (Templar)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Terran Firebat", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 7);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Protoss Dark Templar", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 8);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Terran Siege Tank (Tank Mode)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 9);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Protoss Archon", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 10);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Hunter Killer (Hydralisk)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 11);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Protoss Archon", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 12);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Zerg Mutalisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 13);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Terran Wraith", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 14);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Protoss Scout", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 15);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Terran Battlecruiser", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 0);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 10);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 10);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 10);
	Create Unit("Player 6", "Terran Marine", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 1);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 10);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 10);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 10);
	Create Unit("Player 6", "Zerg Zergling", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Terran Ghost", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Zerg Hydralisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Protoss Zealot", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Tassadar (Templar)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Protoss Dark Templar", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 7);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Terran Siege Tank (Tank Mode)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 8);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Zerg Mutalisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 9);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Terran Wraith", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 10);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Zerg Ultralisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 11);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Protoss Dragoon", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 12);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Terran Goliath", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 13);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Protoss Scout", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 14);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Terran Battlecruiser", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 15);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 50);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 50);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 50);
	Create Unit("Player 6", "Kukulza (Mutalisk)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 0);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Terran Ghost", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 1);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Zerg Hydralisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Protoss Zealot", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 20);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 20);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 20);
	Create Unit("Player 6", "Tassadar (Templar)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Terran Siege Tank (Tank Mode)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Hunter Killer (Hydralisk)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Protoss Archon", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 7);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Terran Firebat", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 8);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Zerg Ultralisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 9);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Terran Vulture", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 10);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Edmund Duke (Siege Tank)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 11);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Terran Goliath", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 12);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Protoss Scout", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 13);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Terran Battlecruiser", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 14);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 50);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 50);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 50);
	Create Unit("Player 6", "Torrasque (Ultralisk)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 15);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 50);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 50);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 50);
	Create Unit("Player 6", "Fenix (Dragoon)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 0);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Protoss Dark Templar", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 1);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Protoss Archon", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 2);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Zerg Mutalisk", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 3);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 30);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 30);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 30);
	Create Unit("Player 6", "Terran Siege Tank (Tank Mode)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 4);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Edmund Duke (Siege Tank)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 5);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Terran Goliath", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Protoss Scout", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 7);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 40);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 40);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 40);
	Create Unit("Player 6", "Terran Battlecruiser", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 8);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 50);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 50);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 50);
	Create Unit("Player 6", "Zeratul (Dark Templar)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 9);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 50);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 50);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 50);
	Create Unit("Player 6", "Jim Raynor (Vulture)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 10);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 50);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 50);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 50);
	Create Unit("Player 6", "Gui Montag (Firebat)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 11);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 50);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 50);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 50);
	Create Unit("Player 6", "Tassadar/Zeratul (Archon)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 12);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 50);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 50);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 50);
	Create Unit("Player 6", "Fenix (Dragoon)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 13);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 50);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 50);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 50);
	Create Unit("Player 6", "Alan Schezar (Goliath)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 14);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 50);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 50);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 50);
	Create Unit("Player 6", "Tom Kazansky (Wraith)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Right Wall Flame Trap", Exactly, 15);
	Deaths("Player 8", "Left Wall Flame Trap", Exactly, 6);
	Deaths("Player 8", "Right Wall Missile Trap", At least, 50);

Actions:
	Preserve Trigger();
	Comment("individual values");
	Set Deaths("Player 8", "Left Upper Level Door", Subtract, 50);
	Set Deaths("Player 8", "Right Wall Missile Trap", Subtract, 50);
	Create Unit("Player 6", "Norad II (Battlecruiser)", 1, "ConvOutput - Enemy");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("out-indivvalues.txt END");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Left Upper Level Door", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("no more enemy pts left to distribute");
	Move Unit("Player 8", "Men", All, "Conversion", "Board-Router");
	Set Deaths("Player 8", "Left Wall Flame Trap", Set To, 0);
	Set Deaths("Player 8", "Right Wall Missile Trap", Set To, 0);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Men", "Conversion", At least, 1);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Comment("Randomize...");
	Set Switch("=E_ROLL 1=", randomize);
	Set Switch("=E_ROLL 2=", randomize);
	Set Switch("=E_ROLL 3=", randomize);
	Set Switch("=E_ROLL 4=", randomize);
	Set Switch("=E_ROLL 5=", randomize);
	Set Switch("=E_ROLL 6=", randomize);
	Set Switch("=E_ROLL 7=", randomize);
	Set Switch("=E_ROLL 8=", randomize);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "ConvOutputs", At least, 1);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Comment("\r\nMELEE SPAWN SEPARATOR\r\n");
	Move Unit("Current Player", "Terran Vulture", All, "ConvOutputs", "Army Buffer (Melee)");
	Move Unit("Current Player", "Jim Raynor (Vulture)", All, "ConvOutputs", "Army Buffer (Melee)");
;	Move Unit("Current Player", "Terran Siege Tank (Tank Mode)", All, "ConvOutputs", "Army Buffer (Melee)");
;	Move Unit("Current Player", "Edmund Duke (Siege Tank)", All, "ConvOutputs", "Army Buffer (Melee)");
	Move Unit("Current Player", "Tassadar (Templar)", All, "ConvOutputs", "Army Buffer (Melee)");
	Move Unit("Current Player", "Terran Firebat", All, "ConvOutputs", "Army Buffer (Melee)");
	Move Unit("Current Player", "Gui Montag (Firebat)", All, "ConvOutputs", "Army Buffer (Melee)");
	Move Unit("Current Player", "Protoss Dark Templar", All, "ConvOutputs", "Army Buffer (Melee)");
	Move Unit("Current Player", "Zerg Ultralisk", All, "ConvOutputs", "Army Buffer (Melee)");
	Move Unit("Current Player", "Zerg Zergling", All, "ConvOutputs", "Army Buffer (Melee)");
	Move Unit("Current Player", "Protoss Zealot", All, "ConvOutputs", "Army Buffer (Melee)");
	Move Unit("Current Player", "Torrasque (Ultralisk)", All, "ConvOutputs", "Army Buffer (Melee)");
	Move Unit("Current Player", "Zeratul (Dark Templar)", All, "ConvOutputs", "Army Buffer (Melee)");
	Move Unit("Current Player", "Men", All, "ConvOutputs", "Army Buffer (Range)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Army Buffers", At least, 1);
	Switch("=Board Used? 1=", not set);
	Bring("- Players (Need All 3) -", "Men", "ConvOutputs", Exactly, 0);
	Bring("All players", "Any unit", "Conversion", Exactly, 0);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Switch("=Board Used? 1=", set);
	Move Unit("- Players (Need All 3) -", "Men", All, "Board-Router", "Hold 1");
	Move Unit("Player 8", "Any unit", All, "Board-Router", "Hold 1");
	Move Unit("- Players (Need All 3) -", "Men", All, "CopyArmyBuffer", "Board Buffer 1");
	Move Unit("Player 6", "Any unit", All, "ConvOutput - Enemy", "[ES] 1");
;	Move Unit("- Players (Need All 3) -", "Men", All, "Army Buffer (Range)", "Placing (1, r)");
;	Move Unit("- Players (Need All 3) -", "Men", All, "Army Buffer (Melee)", "Placing (1, m)");
;	Set Switch("=LockBattleThread=", clear);
;	Order("Player 6", "Any unit", "Fight Board 1", "Placing (1, r)", attack);
;	Order("- Players (Need All 3) -", "Men", "Fight Board 1", "[ES] 1", attack);
	Comment("battle - claim a board");
	Set Invincibility("All players", "Any unit", "Fight Board 1", disabled);
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Army Buffers", At least, 1);
	Switch("=Board Used? 2=", not set);
	Bring("- Players (Need All 3) -", "Men", "ConvOutputs", Exactly, 0);
	Bring("All players", "Any unit", "Conversion", Exactly, 0);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Switch("=Board Used? 2=", set);
	Move Unit("- Players (Need All 3) -", "Men", All, "Board-Router", "Hold 2");
	Move Unit("Player 8", "Any unit", All, "Board-Router", "Hold 2");
	Move Unit("- Players (Need All 3) -", "Men", All, "CopyArmyBuffer", "Board Buffer 2");
	Move Unit("Player 6", "Any unit", All, "ConvOutput - Enemy", "[ES] 2");
;	Move Unit("- Players (Need All 3) -", "Men", All, "Army Buffer (Range)", "Placing (4, r)");
;	Move Unit("- Players (Need All 3) -", "Men", All, "Army Buffer (Melee)", "Placing (4, m)");
;	Set Switch("=LockBattleThread=", clear);
;	Order("Player 6", "Any unit", "Fight Board 2", "Placing (4, r)", attack);
;	Order("- Players (Need All 3) -", "Men", "Fight Board 2", "[ES] 2", attack);
	Comment("battle - claim a board");
	Set Invincibility("All players", "Any unit", "Fight Board 2", disabled);
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Set To, 4);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Army Buffers", At least, 1);
	Switch("=Board Used? 3=", not set);
	Bring("- Players (Need All 3) -", "Men", "ConvOutputs", Exactly, 0);
	Bring("All players", "Any unit", "Conversion", Exactly, 0);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Switch("=Board Used? 3=", set);
	Move Unit("- Players (Need All 3) -", "Men", All, "Board-Router", "Hold 3");
	Move Unit("Player 8", "Any unit", All, "Board-Router", "Hold 3");
	Move Unit("- Players (Need All 3) -", "Men", All, "CopyArmyBuffer", "Board Buffer 3");
	Move Unit("Player 6", "Any unit", All, "ConvOutput - Enemy", "[ES] 3");
;	Move Unit("- Players (Need All 3) -", "Men", All, "Army Buffer (Range)", "Placing (7, r)");
;	Move Unit("- Players (Need All 3) -", "Men", All, "Army Buffer (Melee)", "Placing (7, m)");
;	Set Switch("=LockBattleThread=", clear);
;	Order("Player 6", "Any unit", "Fight Board 3", "Placing (7, r)", attack);
;	Order("- Players (Need All 3) -", "Men", "Fight Board 3", "[ES] 3", attack);
	Comment("battle - claim a board");
	Set Invincibility("All players", "Any unit", "Fight Board 3", disabled);
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Set To, 7);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Hold 1", At least, 1);
	Bring("Current Player", "Men", "Army Buffers", At least, 1);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 1);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Army Buffer (Melee)", "Placing (1, m)");
	Move Unit("Current Player", "Men", All, "Army Buffer (Range)", "Placing (1, r)");
	Comment("battle - place allies");
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Add, 1);
	Center View("Placing (1, m)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Hold 1", At least, 1);
	Bring("Current Player", "Men", "Army Buffers", At least, 1);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 2);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Army Buffer (Melee)", "Placing (2, m)");
	Move Unit("Current Player", "Men", All, "Army Buffer (Range)", "Placing (2, r)");
	Comment("battle - place allies");
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Add, 1);
	Center View("Placing (2, m)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Hold 1", At least, 1);
	Bring("Current Player", "Men", "Army Buffers", At least, 1);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 3);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Army Buffer (Melee)", "Placing (3, m)");
	Move Unit("Current Player", "Men", All, "Army Buffer (Range)", "Placing (3, r)");
	Comment("battle - place allies");
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Add, 1);
	Center View("Placing (3, m)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Hold 2", At least, 1);
	Bring("Current Player", "Men", "Army Buffers", At least, 1);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 4);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Army Buffer (Melee)", "Placing (4, m)");
	Move Unit("Current Player", "Men", All, "Army Buffer (Range)", "Placing (4, r)");
	Comment("battle - place allies");
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Add, 1);
	Center View("Placing (4, m)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Hold 2", At least, 1);
	Bring("Current Player", "Men", "Army Buffers", At least, 1);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 5);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Army Buffer (Melee)", "Placing (5, m)");
	Move Unit("Current Player", "Men", All, "Army Buffer (Range)", "Placing (5, r)");
	Comment("battle - place allies");
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Add, 1);
	Center View("Placing (5, m)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Hold 2", At least, 1);
	Bring("Current Player", "Men", "Army Buffers", At least, 1);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 6);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Army Buffer (Melee)", "Placing (6, m)");
	Move Unit("Current Player", "Men", All, "Army Buffer (Range)", "Placing (6, r)");
	Comment("battle - place allies");
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Add, 1);
	Center View("Placing (6, m)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Hold 3", At least, 1);
	Bring("Current Player", "Men", "Army Buffers", At least, 1);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 7);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Army Buffer (Melee)", "Placing (7, m)");
	Move Unit("Current Player", "Men", All, "Army Buffer (Range)", "Placing (7, r)");
	Comment("battle - place allies");
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Add, 1);
	Center View("Placing (7, m)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Hold 3", At least, 1);
	Bring("Current Player", "Men", "Army Buffers", At least, 1);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 8);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Army Buffer (Melee)", "Placing (8, m)");
	Move Unit("Current Player", "Men", All, "Army Buffer (Range)", "Placing (8, r)");
	Comment("battle - place allies");
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Add, 1);
	Center View("Placing (8, m)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Hold 3", At least, 1);
	Bring("Current Player", "Men", "Army Buffers", At least, 1);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 9);
	Switch("=LockBattleThread=", set);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Army Buffer (Melee)", "Placing (9, m)");
	Move Unit("Current Player", "Men", All, "Army Buffer (Range)", "Placing (9, r)");
	Comment("battle - place allies");
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Add, 1);
	Center View("Placing (9, m)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Army Buffers", Exactly, 0);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Protoss Arbiter Tribunal", At least, 2);
	Deaths("Player 8", "Protoss Arbiter Tribunal", At most, 4);

Actions:
	Preserve Trigger();
	Set Switch("=LockBattleThread=", clear);
	Comment("battle - unlock battle thread");
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Set To, 0);
	Move Location("Player 6", "Men", "Fight Board 1", "AllyAttackLoc 1");
	Order("Player 6", "Men", "Fight Board 1", "Placing (1, r)", attack);
	Order("- Players (Need All 3) -", "Men", "Fight Board 1", "AllyAttackLoc 1", attack);
	Set Invincibility("All players", "Men", "Fight Board 1", disabled);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Army Buffers", Exactly, 0);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Protoss Arbiter Tribunal", At least, 5);
	Deaths("Player 8", "Protoss Arbiter Tribunal", At most, 7);

Actions:
	Preserve Trigger();
	Set Switch("=LockBattleThread=", clear);
	Comment("battle - unlock battle thread");
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Set To, 0);
	Move Location("Player 6", "Men", "Fight Board 2", "AllyAttackLoc 2");
	Order("Player 6", "Men", "Fight Board 2", "Placing (4, r)", attack);
	Order("- Players (Need All 3) -", "Men", "Fight Board 2", "AllyAttackLoc 2", attack);
	Set Invincibility("All players", "Men", "Fight Board 2", disabled);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Army Buffers", Exactly, 0);
	Switch("=LockBattleThread=", set);
	Deaths("Player 8", "Protoss Arbiter Tribunal", At least, 8);
	Deaths("Player 8", "Protoss Arbiter Tribunal", At most, 10);

Actions:
	Preserve Trigger();
	Set Switch("=LockBattleThread=", clear);
	Comment("battle - unlock battle thread");
	Set Deaths("Player 8", "Protoss Arbiter Tribunal", Set To, 0);
	Move Location("Player 6", "Men", "Fight Board 3", "AllyAttackLoc 3");
	Order("Player 6", "Men", "Fight Board 3", "Placing (7, r)", attack);
	Order("- Players (Need All 3) -", "Men", "Fight Board 3", "AllyAttackLoc 3", attack);
	Set Invincibility("All players", "Men", "Fight Board 3", disabled);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Cantina", At least, 1);
	Bring("Current Player", "Men", "Hold 1", At least, 1);
	Switch("=Hammer has been touched by enemy=", not set);

Actions:
	Preserve Trigger();
	Comment("battle - center vision");
	Center View("Fight Board 1");
	Set Deaths("Current Player", "Cantina", Subtract, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Cantina", At least, 1);
	Bring("Current Player", "Men", "Hold 2", At least, 1);
	Switch("=Hammer has been touched by enemy=", not set);

Actions:
	Preserve Trigger();
	Comment("battle - center vision");
	Center View("Fight Board 2");
	Set Deaths("Current Player", "Cantina", Subtract, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Cantina", At least, 1);
	Bring("Current Player", "Men", "Hold 3", At least, 1);
	Switch("=Hammer has been touched by enemy=", not set);

Actions:
	Preserve Trigger();
	Comment("battle - center vision");
	Center View("Fight Board 3");
	Set Deaths("Current Player", "Cantina", Subtract, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 6", "Any unit", "Fight Board 1", Exactly, 0);
	Switch("=Board Used? 1=", set);
	Switch("=LockWinThread=", not set);
	Bring("- Players (Need All 3) -", "Men", "Fight Board 1", At least, 1);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "Hold 1", "EXP:Holds");
;	Remove Unit At Location("All players", "Any unit", All, "Fight Board 1");
	Set Switch("=Board Used? 1=", clear);
	Set Switch("=LockWinThread=", set);
	Move Unit("Player 8", "Any unit", All, "Hold 1", "EXP:EnemyType");
	Move Unit("- Players (Need All 3) -", "Men", All, "Fight Board 1", "EXP:Pre-random");
	Comment("win battle");
	Set Deaths("- Players (Need All 3) -", "Mineral Field (Type 1)", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 6", "Any unit", "Fight Board 2", Exactly, 0);
	Switch("=Board Used? 2=", set);
	Switch("=LockWinThread=", not set);
	Bring("- Players (Need All 3) -", "Men", "Fight Board 2", At least, 1);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "Hold 2", "EXP:Holds");
;	Remove Unit At Location("All players", "Any unit", All, "Fight Board 2");
	Set Switch("=Board Used? 2=", clear);
	Set Switch("=LockWinThread=", set);
	Move Unit("Player 8", "Any unit", All, "Hold 2", "EXP:EnemyType");
	Move Unit("- Players (Need All 3) -", "Men", All, "Fight Board 2", "EXP:Pre-random");
	Comment("win battle");
	Set Deaths("- Players (Need All 3) -", "Mineral Field (Type 1)", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 6", "Any unit", "Fight Board 3", Exactly, 0);
	Switch("=Board Used? 3=", set);
	Switch("=LockWinThread=", not set);
	Bring("- Players (Need All 3) -", "Men", "Fight Board 3", At least, 1);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("- Players (Need All 3) -", "Men", All, "Hold 3", "EXP:Holds");
;	Remove Unit At Location("All players", "Any unit", All, "Fight Board 3");
	Set Switch("=Board Used? 3=", clear);
	Set Switch("=LockWinThread=", set);
	Move Unit("Player 8", "Any unit", All, "Hold 3", "EXP:EnemyType");
	Move Unit("- Players (Need All 3) -", "Men", All, "Fight Board 3", "EXP:Pre-random");
	Comment("win battle");
	Set Deaths("- Players (Need All 3) -", "Mineral Field (Type 1)", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Fight Board 1", Exactly, 0);
	Switch("=Board Used? 1=", set);
;	Switch("=LockWinThread=", not set);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 0);

Actions:
	Comment("lost battle = gg");
	Set Switch("=GAME OVER=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Fight Board 2", Exactly, 0);
	Switch("=Board Used? 2=", set);
;	Switch("=LockWinThread=", not set);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 0);

Actions:
	Comment("lost battle = gg");
	Set Switch("=GAME OVER=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Fight Board 3", Exactly, 0);
	Switch("=Board Used? 3=", set);
;	Switch("=LockWinThread=", not set);
	Deaths("Player 8", "Protoss Arbiter Tribunal", Exactly, 0);

Actions:
	Comment("lost battle = gg");
	Set Switch("=GAME OVER=", set);
}

//-----------------------------------------------------------------//

Trigger("Player 4","- Players (Need All 3) -"){
Conditions:
	Switch("=GAME OVER=", set);

Actions:
	Comment("you have lost the game...");
	Display Text Message(Always Display, "\x013\x004An ally has perished...\r\n\x013\x008GAME OVER");
	Defeat();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Terran Civilian", "Use Revive", At least, 1);
	Switch("=GAME OVER=", not set);
	Bring("Current Player", "Men", "Hold 1", At least, 1);

Actions:
	Preserve Trigger();
	Remove Unit At Location("Current Player", "Terran Civilian", 1, "Use Revive");
	Comment("revive");
	Center View("Fight Board 1");
	Move Unit("Current Player", "Men", All, "Bought Army", "Fight Board 1");
	Modify Unit Hit Points("Current Player", "Men", 100, 0, "Fight Boards");
	Set Invincibility("Current Player", "Men", "Fight Boards", disabled);
	Display Text Message(Always Display, "\x013\x004- \x007Revive! \x004-");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Terran Civilian", "Use Revive", At least, 1);
	Switch("=GAME OVER=", not set);
	Bring("Current Player", "Men", "Hold 2", At least, 1);

Actions:
	Preserve Trigger();
	Remove Unit At Location("Current Player", "Terran Civilian", 1, "Use Revive");
	Comment("revive");
	Center View("Fight Board 2");
	Move Unit("Current Player", "Men", All, "Bought Army", "Fight Board 2");
	Modify Unit Hit Points("Current Player", "Men", 100, 0, "Fight Boards");
	Set Invincibility("Current Player", "Men", "Fight Boards", disabled);
	Display Text Message(Always Display, "\x013\x004- \x007Revive! \x004-");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Terran Civilian", "Use Revive", At least, 1);
	Switch("=GAME OVER=", not set);
	Bring("Current Player", "Men", "Hold 3", At least, 1);

Actions:
	Preserve Trigger();
	Remove Unit At Location("Current Player", "Terran Civilian", 1, "Use Revive");
	Comment("revive");
	Center View("Fight Board 3");
	Move Unit("Current Player", "Men", All, "Bought Army", "Fight Board 3");
	Modify Unit Hit Points("Current Player", "Men", 100, 0, "Fight Boards");
	Set Invincibility("Current Player", "Men", "Fight Boards", disabled);
	Display Text Message(Always Display, "\x013\x004- \x007Revive! \x004-");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Terran Civilian", "Use Cure", At least, 1);
	Switch("=GAME OVER=", not set);
	Bring("Current Player", "Men", "Hold 1", At least, 1);

Actions:
	Preserve Trigger();
	Remove Unit At Location("Current Player", "Terran Civilian", 1, "Use Cure");
	Comment("cure");
	Center View("Fight Board 1");
	Modify Unit Hit Points("Current Player", "Men", 100, 0, "Fight Boards");
	Display Text Message(Always Display, "\x013\x004- \x01fCure! \x004-");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Terran Civilian", "Use Cure", At least, 1);
	Switch("=GAME OVER=", not set);
	Bring("Current Player", "Men", "Hold 2", At least, 1);

Actions:
	Preserve Trigger();
	Remove Unit At Location("Current Player", "Terran Civilian", 1, "Use Cure");
	Comment("cure");
	Center View("Fight Board 2");
	Modify Unit Hit Points("Current Player", "Men", 100, 0, "Fight Boards");
	Display Text Message(Always Display, "\x013\x004- \x01fCure! \x004-");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Terran Civilian", "Use Cure", At least, 1);
	Switch("=GAME OVER=", not set);
	Bring("Current Player", "Men", "Hold 3", At least, 1);

Actions:
	Preserve Trigger();
	Remove Unit At Location("Current Player", "Terran Civilian", 1, "Use Cure");
	Comment("cure");
	Center View("Fight Board 3");
	Modify Unit Hit Points("Current Player", "Men", 100, 0, "Fight Boards");
	Display Text Message(Always Display, "\x013\x004- \x01fCure! \x004-");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Bring("Current Player", "Men", "Game Board", At least, 1);
	Bring("Current Player", "Men", "Revives", At least, 1);
	Bring("Current Player", "Men", "ReviveQueue", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("move revive");
	Move Unit("Current Player", "Terran Civilian", 1, "Revives", "Revive - p1");
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Bring("Current Player", "Men", "Game Board", At least, 1);
	Bring("Current Player", "Men", "Revives", At least, 1);
	Bring("Current Player", "Men", "ReviveQueue", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("move revive");
	Move Unit("Current Player", "Terran Civilian", 1, "Revives", "Revive - p2");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Bring("Current Player", "Men", "Game Board", At least, 1);
	Bring("Current Player", "Men", "Revives", At least, 1);
	Bring("Current Player", "Men", "ReviveQueue", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("move revive");
	Move Unit("Current Player", "Terran Civilian", 1, "Revives", "Revive - p3");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Bring("Current Player", "Men", "Game Board", At least, 1);
	Bring("Current Player", "Men", "Cures", At least, 1);
	Bring("Current Player", "Men", "CureQueue", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("move cure");
	Move Unit("Current Player", "Terran Civilian", 1, "Cures", "Cure - p1");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Always();

Actions:
	Preserve Trigger();
	Comment("can't use (cure/revive)");
	Move Unit("Current Player", "Men", All, "Use Cure", "Cure - p1");
	Move Unit("Current Player", "Men", All, "Use Revive", "Revive - p1");
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Always();

Actions:
	Preserve Trigger();
	Comment("can't use (cure/revive)");
	Move Unit("Current Player", "Men", All, "Use Cure", "Cure - p2");
	Move Unit("Current Player", "Men", All, "Use Revive", "Revive - p2");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Always();

Actions:
	Preserve Trigger();
	Comment("can't use (cure/revive)");
	Move Unit("Current Player", "Men", All, "Use Cure", "Cure - p3");
	Move Unit("Current Player", "Men", All, "Use Revive", "Revive - p3");
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Bring("Current Player", "Men", "Game Board", At least, 1);
	Bring("Current Player", "Men", "Cures", At least, 1);
	Bring("Current Player", "Men", "CureQueue", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("move cure");
	Move Unit("Current Player", "Terran Civilian", 1, "Cures", "Cure - p2");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Bring("Current Player", "Men", "Game Board", At least, 1);
	Bring("Current Player", "Men", "Cures", At least, 1);
	Bring("Current Player", "Men", "CureQueue", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("move cure");
	Move Unit("Current Player", "Terran Civilian", 1, "Cures", "Cure - p3");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("\r\nVETERAN CHECK\r\n");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Pre-random", At least, 1);

Actions:
	Preserve Trigger();
	Comment("veteran check - fill judge");
	Move Unit("Current Player", "Men", 1, "EXP:Pre-random", "EXP:Judge Me");
;	Set Resources("Current Player", Add, 1, gas);
	Set Switch("=WinCatcher: Boss Fight?=", clear);
	Set Switch("=Free Shit Bypass=", clear);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("out-exp.txt");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran Marine", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - rine");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran Ghost", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - ghost");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 11);
	Set Switch("=BossSlain: 1=", set);
	Set Switch("=WinCatcher: Boss Fight?=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Zergling", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - ling");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 2);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Hydralisk", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - hydra");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 2);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Protoss Zealot", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - zlot");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Protoss Dark Templar", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - dt");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Drone", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - drone");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 6);
	Set Switch("=BossSlain: 2a=", set);
	Set Switch("=WinCatcher: Boss Fight?=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Jim Raynor (Vulture)", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - hvult");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 11);
	Set Switch("=BossSlain: 2=", set);
	Set Switch("=WinCatcher: Boss Fight?=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran Goliath", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - goli");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran Vulture", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - vult");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Protoss Dragoon", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - goon");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Jim Raynor (Marine)", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - hrine");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 6);
	Set Switch("=BossSlain: 3a=", set);
	Set Switch("=WinCatcher: Boss Fight?=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Guardian", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - guard");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 11);
	Set Switch("=BossSlain: 3=", set);
	Set Switch("=WinCatcher: Boss Fight?=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran SCV", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - scv");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Sarah Kerrigan (Ghost)", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - hghost");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran Firebat", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - bat");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Terran Wraith", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - wraith");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Tassadar/Zeratul (Archon)", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - harc");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 11);
	Set Switch("=BossSlain: 4=", set);
	Set Switch("=WinCatcher: Boss Fight?=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Gui Montag (Firebat)", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - hbat");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Ultralisk", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - ult");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Warbringer (Reaver)", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - hrvr");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 11);
	Set Switch("=BossSlain: 5=", set);
	Set Switch("=WinCatcher: Boss Fight?=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Alan Schezar (Goliath)", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - hgoli");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Mojo (Scout)", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - hscout");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Fenix (Dragoon)", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - hgoon");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Edmund Duke (Siege Tank)", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - htank");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zeratul (Dark Templar)", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - hdt");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 3);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Alexei Stukov (Ghost)", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - stukov");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 0);
	Set Switch("=BossSlain: 6=", set);
	Set Switch("=WinCatcher: Boss Fight?=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Broodling", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("Lookup EXP Rating - brood");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 11);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("out-exp.txt END");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 8", "Zerg Broodling", "EXP:EnemyType", At least, 1);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("broodling == free level (set switch)");
	Set Switch("=Free Shit Bypass=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=DEBUG: 4x Exp=", set);

Actions:
	Preserve Trigger();
	Comment("DEBUG 4x exp");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Add, 2);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgrade:ENABLE_2=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. top-level upgrade");
	Preserve Trigger();
	Set Deaths("Player 8", "Protoss Citadel of Adun", Set To, 2);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgrade:ENABLE_3=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. top-level upgrade");
	Preserve Trigger();
	Set Deaths("Player 8", "Protoss Citadel of Adun", Add, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgrade:ENABLE_4=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. top-level upgrade");
	Preserve Trigger();
	Set Deaths("Player 8", "Protoss Citadel of Adun", Add, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgrade:ENABLE_5=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. top-level upgrade");
	Preserve Trigger();
	Set Deaths("Player 8", "Protoss Citadel of Adun", Add, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgrade:ENABLE_6=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. top-level upgrade");
	Preserve Trigger();
	Set Deaths("Player 8", "Protoss Citadel of Adun", Add, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("out-piggy.txt");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Terran Marine", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 2);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Zerg Hydralisk", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 3);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Terran Ghost", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 3);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Hunter Killer (Hydralisk)", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 4);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Zerg Mutalisk", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 4);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Terran Wraith", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 4);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Protoss Archon", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 4);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Protoss Dragoon", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 5);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Protoss Scout", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 5);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Terran Battlecruiser", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 5);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Terran Goliath", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 5);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Zerg Zergling", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 2);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Protoss Zealot", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 3);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Tassadar (Templar)", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 3);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Terran Firebat", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 4);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Protoss Dark Templar", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 4);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Terran Siege Tank (Tank Mode)", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 4);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Terran Vulture", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 5);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Zerg Ultralisk", "EXP:Judge Me", At least, 1);

Actions:
	Comment("calc. difference from top level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 5);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("out-piggy.txt END");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", Exactly, 2);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=Free Shit Bypass=", not set);
	Deaths("Player 8", "Protoss Citadel of Adun", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("multiplayer - drop EXP [2 PLAYER] Top-Level disabled");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 0);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", At most, 2);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=Free Shit Bypass=", not set);
	Deaths("Player 8", "Protoss Citadel of Adun", At least, 1);

Actions:
	Preserve Trigger();
	Comment("multiplayer - drop EXP [1-2 PLAYERS] +1 for every level below Top-Level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 1);
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Add, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", At most, 2);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=Free Shit Bypass=", not set);
	Deaths("Player 8", "Protoss Citadel of Adun", At least, 1);

Actions:
	Preserve Trigger();
	Comment("multiplayer - drop EXP [1-2 PLAYERS] +1 for every level below Top-Level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 1);
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Add, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", At most, 2);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=Free Shit Bypass=", not set);
	Deaths("Player 8", "Protoss Citadel of Adun", At least, 1);

Actions:
	Preserve Trigger();
	Comment("multiplayer - drop EXP [1-2 PLAYERS] +1 for every level below Top-Level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 1);
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Add, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", At most, 2);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=Free Shit Bypass=", not set);
	Deaths("Player 8", "Protoss Citadel of Adun", At least, 1);

Actions:
	Preserve Trigger();
	Comment("multiplayer - drop EXP [1-2 PLAYERS] +1 for every level below Top-Level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 1);
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Add, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", At most, 2);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=Free Shit Bypass=", not set);
	Deaths("Player 8", "Protoss Citadel of Adun", At least, 1);

Actions:
	Preserve Trigger();
	Comment("multiplayer - drop EXP [1-2 PLAYERS] +1 for every level below Top-Level");
	Set Deaths("Player 8", "Protoss Citadel of Adun", Subtract, 1);
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Add, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", Exactly, 2);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=Free Shit Bypass=", not set);

Actions:
	Preserve Trigger();
	Comment("multiplayer - drop EXP [2 PLAYER] Always -1 off P1 (twice as many units)");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Subtract, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", Exactly, 3);
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=Free Shit Bypass=", not set);

Actions:
	Preserve Trigger();
	Comment("multiplayer - drop EXP [3 PLAYER]");
	Set Deaths("Player 8", "Kyadarin Crystal Formation", Set To, 0);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 2);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("apply toughness rating -> switches");
	Set Switch("=ROLL 1=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 3);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("apply toughness rating -> switches");
	Set Switch("=ROLL 2=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 4);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("apply toughness rating -> switches");
	Set Switch("=ROLL 3=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 5);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("apply toughness rating -> switches");
	Set Switch("=ROLL 4=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 6);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("apply toughness rating -> switches");
	Set Switch("=ROLL 5=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 7);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("apply toughness rating -> switches");
	Set Switch("=ROLL 6=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 8);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("apply toughness rating -> switches");
	Set Switch("=ROLL 7=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 9);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("apply toughness rating -> switches");
	Set Switch("=ROLL 8=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment(" DC == 255");
	Set Deaths("Player 8", "Right Upper Level Door", Set To, 255);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=ROLL 1=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Upper Level Door", Subtract, 128);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=ROLL 2=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Upper Level Door", Subtract, 64);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=ROLL 3=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Upper Level Door", Subtract, 32);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=ROLL 4=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Upper Level Door", Subtract, 16);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=ROLL 5=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Upper Level Door", Subtract, 8);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=ROLL 6=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Upper Level Door", Subtract, 4);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=ROLL 7=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Upper Level Door", Subtract, 2);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);
	Switch("=ROLL 8=", set);

Actions:
	Preserve Trigger();
	Comment("convert switches -> aggregate DC");
	Set Deaths("Player 8", "Right Upper Level Door", Subtract, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("Current Player", "Men", "EXP:Judge Me", At least, 1);

Actions:
	Preserve Trigger();
	Comment("add 1 (1-256)");
	Set Deaths("Player 8", "Right Upper Level Door", Add, 1);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Preserve Trigger();
	Comment("Randomize...");
	Set Switch("=ROLL 1=", randomize);
	Set Switch("=ROLL 2=", randomize);
	Set Switch("=ROLL 3=", randomize);
	Set Switch("=ROLL 4=", randomize);
	Set Switch("=ROLL 5=", randomize);
	Set Switch("=ROLL 6=", randomize);
	Set Switch("=ROLL 7=", randomize);
	Set Switch("=ROLL 8=", randomize);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("out-techtree.txt");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_2=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Terran Marine", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 12);
	Deaths("Current Player", "Cave-in", Exactly, 1);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Terran Ghost", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x004Gunner \x004evolved to \x011\x017Ranger!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_2=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Terran Marine", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 12);
	Deaths("Current Player", "Cave-in", Exactly, 2);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Zerg Hydralisk", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x004Gunner \x004evolved to \x011\x017Spitter!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_3=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Zerg Hydralisk", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 9);
	Deaths("Current Player", "Cave-in", Exactly, 1);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Hunter Killer (Hydralisk)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x017Spitter \x004evolved to \x011\x011Cobra!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_3=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Zerg Hydralisk", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 9);
	Deaths("Current Player", "Cave-in", Exactly, 2);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Zerg Mutalisk", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x017Spitter \x004evolved to \x011\x011Cumulus!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_3=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Terran Ghost", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 9);
	Deaths("Current Player", "Cave-in", Exactly, 1);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Protoss Archon", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x017Ranger \x004evolved to \x011\x011Plasma!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_3=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Terran Ghost", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 9);
	Deaths("Current Player", "Cave-in", Exactly, 2);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Terran Wraith", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x017Ranger \x004evolved to \x011\x011Stratus!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_4=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Hunter Killer (Hydralisk)", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 6);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Protoss Dragoon", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x011Cobra \x004evolved to \x011\x008Green Vise!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_4=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Zerg Mutalisk", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 6);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Terran Battlecruiser", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x011Cumulus \x004evolved to \x011\x008Sky Fortress!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_4=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Terran Wraith", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 6);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Protoss Scout", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x011Stratus \x004evolved to \x011\x008Cirrus!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_4=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Protoss Archon", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 6);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Terran Goliath", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x011Plasma \x004evolved to \x011\x008Walker!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_5=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Protoss Dragoon", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 3);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Fenix (Dragoon)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x008Green Vise \x004evolved to \x011\x010Black Vise!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_5=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Protoss Scout", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 3);
	Deaths("Current Player", "Cave-in", Exactly, 1);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Tom Kazansky (Wraith)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x008Cirrus \x004evolved to \x011\x010Altostratus!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_5=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Protoss Scout", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 3);
	Deaths("Current Player", "Cave-in", Exactly, 2);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Mojo (Scout)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x008Cirrus \x004evolved to \x011\x010Altocirrus!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_5=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Terran Battlecruiser", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 3);
	Deaths("Current Player", "Cave-in", Exactly, 1);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Kukulza (Mutalisk)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x008Sky Fortress \x004evolved to \x011\x010Altocumulus!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_5=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Terran Battlecruiser", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 3);
	Deaths("Current Player", "Cave-in", Exactly, 2);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Norad II (Battlecruiser)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x008Sky Fortress \x004evolved to \x011\x010Starship!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_5=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Terran Goliath", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 3);
	Deaths("Current Player", "Cave-in", Exactly, 1);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Tassadar/Zeratul (Archon)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x008Walker \x004evolved to \x011\x010Archangel!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_5=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Terran Goliath", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 3);
	Deaths("Current Player", "Cave-in", Exactly, 2);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Alan Schezar (Goliath)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x008Walker \x004evolved to \x011\x010Juggernaut!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_2=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Zerg Zergling", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 12);
	Deaths("Current Player", "Cave-in", Exactly, 1);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Protoss Zealot", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x004Rat \x004evolved to \x011\x017Dicer!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_2=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Zerg Zergling", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 12);
	Deaths("Current Player", "Cave-in", Exactly, 2);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Tassadar (Templar)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x004Rat \x004evolved to \x011\x017Zapper!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_3=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Protoss Zealot", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 9);
	Deaths("Current Player", "Cave-in", Exactly, 1);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Terran Firebat", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x017Dicer \x004evolved to \x011\x011Torch!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_3=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Protoss Zealot", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 9);
	Deaths("Current Player", "Cave-in", Exactly, 2);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Protoss Dark Templar", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x017Dicer \x004evolved to \x011\x011Slicer!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_3=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Tassadar (Templar)", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 9);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Terran Siege Tank (Tank Mode)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x017Zapper \x004evolved to \x011\x011Cannon!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_4=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Terran Firebat", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 6);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Terran Vulture", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x011Torch \x004evolved to \x011\x008Sentry!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_4=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Protoss Dark Templar", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 6);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Zerg Ultralisk", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x011Slicer \x004evolved to \x011\x008Ogre!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_4=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Terran Siege Tank (Tank Mode)", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 6);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Edmund Duke (Siege Tank)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x011Cannon \x004evolved to \x011\x008Howitzer!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_5=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Terran Vulture", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 3);
	Deaths("Current Player", "Cave-in", Exactly, 1);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Gui Montag (Firebat)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x008Sentry \x004evolved to \x011\x010Inferno!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_5=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Terran Vulture", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 3);
	Deaths("Current Player", "Cave-in", Exactly, 2);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Jim Raynor (Vulture)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x008Sentry \x004evolved to \x011\x010Sentry Mk.II!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_5=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Zerg Ultralisk", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 3);
	Deaths("Current Player", "Cave-in", Exactly, 1);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Zeratul (Dark Templar)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x008Ogre \x004evolved to \x011\x010Phantom!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=Upgraded Already=", not set);
	Switch("=Upgrade:ENABLE_5=", set);
	Deaths("Player 8", "Kyadarin Crystal Formation", At least, 1);
	Bring("Current Player", "Zerg Ultralisk", "EXP:Judge Me", At least, 1);
	Deaths("Player 8", "Right Upper Level Door", At most, 3);
	Deaths("Current Player", "Cave-in", Exactly, 2);

Actions:
	Comment("tech-tree");
	Preserve Trigger();
	Set Switch("=Upgraded Already=", set);
	Remove Unit At Location("Current Player", "Men", 1, "EXP:Judge Me");
	Create Unit("Current Player", "Torrasque (Ultralisk)", 1, "EXP:Post-random");
	Display Text Message(Always Display, "\x013\x019\x008Ogre \x004evolved to \x011\x010Titan!");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("out-techtree.txt END");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("\r\nVCHK : END\r\n");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);

Actions:
	Preserve Trigger();
	Comment("veteran check - clear judge");
	Move Unit("Current Player", "Men", All, "EXP:Judge Me", "EXP:Post-random");
	Set Switch("=Upgraded Already=", clear);
	Set Switch("=Civ Determinism?=", clear);
}

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3"){
Conditions:
	Bring("Current Player", "Men", "EXP:Holds", Exactly, 0);
	Deaths("Current Player", "Mineral Field (Type 1)", At least, 1);

Actions:
	Preserve Trigger();
	Comment("centervis - i wasn't in battle (ignore)");
	Set Deaths("Current Player", "Mineral Field (Type 1)", Set To, 0);
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Bring("Current Player", "Men", "EXP:Holds", At least, 1);
	Deaths("Current Player", "Mineral Field (Type 1)", At least, 1);

Actions:
	Preserve Trigger();
	Comment("centervis - right after battle");
	Display Text Message(Always Display, "\x013\x007- \x004Victory! \x007-");
	Center View("P1 Center");
	Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Bring("Current Player", "Men", "EXP:Holds", At least, 1);
	Deaths("Current Player", "Mineral Field (Type 1)", At least, 1);

Actions:
	Preserve Trigger();
	Comment("centervis - right after battle");
	Display Text Message(Always Display, "\x013\x007- \x004Victory! \x007-");
	Center View("P2 Center");
	Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Bring("Current Player", "Men", "EXP:Holds", At least, 1);
	Deaths("Current Player", "Mineral Field (Type 1)", At least, 1);

Actions:
	Preserve Trigger();
	Comment("centervis - right after battle");
	Display Text Message(Always Display, "\x013\x007- \x004Victory! \x007-");
	Center View("P3 Center");
	Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("- Players (Need All 3) -", "Men", "EXP:Pre-random", Exactly, 0);
	Bring("- Players (Need All 3) -", "Men", "EXP:Judge Me", Exactly, 0);
	Bring("Current Player", "Men", "EXP:Holds", At least, 1);

Actions:
	Preserve Trigger();
	Comment("veteran check - done");
;	Set Switch("=LockWinThread=", clear);
	Move Unit("Current Player", "Men", All, "EXP:Post-random", "Army 1");
;	Display Text Message(Always Display, "\x013\x007- \x004Victory! \x007-");
;	Center View("P1 Center");
	Move Unit("Current Player", "Men", All, "EXP:Holds", "EXP:HoldsOut");
	Move Unit("Current Player", "Men", All, "Bought Army", "Army 1");
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("- Players (Need All 3) -", "Men", "EXP:Pre-random", Exactly, 0);
	Bring("- Players (Need All 3) -", "Men", "EXP:Judge Me", Exactly, 0);
	Bring("Current Player", "Men", "EXP:Holds", At least, 1);

Actions:
	Preserve Trigger();
	Comment("veteran check - done");
;	Set Switch("=LockWinThread=", clear);
	Move Unit("Current Player", "Men", All, "EXP:Post-random", "Army 2");
;	Display Text Message(Always Display, "\x013\x007- \x004Victory! \x007-");
;	Center View("P2 Center");
	Move Unit("Current Player", "Men", All, "EXP:Holds", "EXP:HoldsOut");
	Move Unit("Current Player", "Men", All, "Bought Army", "Army 2");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("- Players (Need All 3) -", "Men", "EXP:Pre-random", Exactly, 0);
	Bring("- Players (Need All 3) -", "Men", "EXP:Judge Me", Exactly, 0);
	Bring("Current Player", "Men", "EXP:Holds", At least, 1);

Actions:
	Preserve Trigger();
	Comment("veteran check - done");
;	Set Switch("=LockWinThread=", clear);
	Move Unit("Current Player", "Men", All, "EXP:Post-random", "Army 3");
;	Display Text Message(Always Display, "\x013\x007- \x004Victory! \x007-");
;	Center View("P3 Center");
	Move Unit("Current Player", "Men", All, "EXP:Holds", "EXP:HoldsOut");
	Move Unit("Current Player", "Men", All, "Bought Army", "Army 3");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Bring("- Players (Need All 3) -", "Men", "EXP:Pre-random", Exactly, 0);
	Bring("- Players (Need All 3) -", "Men", "EXP:Judge Me", Exactly, 0);
	Bring("- Players (Need All 3) -", "Men", "EXP:Post-random", Exactly, 0);
	Bring("- Players (Need All 3) -", "Men", "EXP:Holds", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("veteran check - finally");
;	Set Switch("=LockWinThread=", clear);
	Remove Unit At Location("Player 8", "Any unit", All, "EXP:EnemyType");
	Move Unit("Player 1", "Men", All, "EXP:HoldsOut", "P1 BtlReturn");
	Move Unit("Player 2", "Men", All, "EXP:HoldsOut", "P2 BtlReturn");
	Move Unit("Player 3", "Men", All, "EXP:HoldsOut", "P3 BtlReturn");
	Set Switch("=TossOut Units=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=TossOut Units=", set);

Actions:
	Preserve Trigger();
	Comment("keep trying to throw out units");
	Move Unit("Player 1", "Men", All, "EXP:HoldsOut", "P1 BtlReturn");
	Move Unit("Player 2", "Men", All, "EXP:HoldsOut", "P2 BtlReturn");
	Move Unit("Player 3", "Men", All, "EXP:HoldsOut", "P3 BtlReturn");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=LockWinThread=", set);
	Switch("=TossOut Units=", set);
	Bring("- Players (Need All 3) -", "Men", "EXP:HoldsOut", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("done throwing out units");
	Set Switch("=TossOut Units=", clear);
	Set Switch("=LockWinThread=", clear);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Player 1", "Mining Platform", Exactly, 1);

Actions:
	Comment("AutoMovementState = 1: Freeze Heroes");
	Preserve Trigger();
	Move Unit("Player 1", "Men", All, "P1 Center", "P1 Center");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Player 2", "Mining Platform", Exactly, 1);

Actions:
	Comment("AutoMovementState = 1: Freeze Heroes");
	Preserve Trigger();
	Move Unit("Player 2", "Men", All, "P2 Center", "P2 Center");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Player 3", "Mining Platform", Exactly, 1);

Actions:
	Comment("AutoMovementState = 1: Freeze Heroes");
	Preserve Trigger();
	Move Unit("Player 3", "Men", All, "P3 Center", "P3 Center");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Player 1", "Mining Platform", Exactly, 2);

Actions:
	Comment("AutoMovementState = 2: Order Heroes -> AutoMoveTo Location");
	Preserve Trigger();
	Order("Player 1", "Men", "Game Board", "P1 AutoMoveTo", move);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Player 2", "Mining Platform", Exactly, 2);

Actions:
	Comment("AutoMovementState = 2: Order Heroes -> AutoMoveTo Location");
	Preserve Trigger();
	Order("Player 2", "Men", "Game Board", "P2 AutoMoveTo", move);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Player 3", "Mining Platform", Exactly, 2);

Actions:
	Comment("AutoMovementState = 2: Order Heroes -> AutoMoveTo Location");
	Preserve Trigger();
	Order("Player 3", "Men", "Game Board", "P3 AutoMoveTo", move);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Preserve Trigger();
	Comment("\r\nINVINC. PER-AREA TRIGGERS\r\n");
	Set Invincibility("- Players (Need All 3) -", "Men", "Castle 1", enabled);
	Set Invincibility("- Players (Need All 3) -", "Men", "Jungle 1", disabled);
	Set Invincibility("- Players (Need All 3) -", "Men", "Rat Lair", enabled);
	Set Invincibility("- Players (Need All 3) -", "Men", "Jungle 2", enabled);
	Set Invincibility("- Players (Need All 3) -", "Men", "Laboratory", enabled);
	Set Invincibility("- Players (Need All 3) -", "Men", "Star City 1", disabled);
	Set Invincibility("- Players (Need All 3) -", "Men", "Star City 2", disabled);
	Set Invincibility("- Players (Need All 3) -", "Men", "Star City 3", disabled);
	Set Invincibility("- Players (Need All 3) -", "Men", "Star City Pre-Boss", enabled);
	Set Invincibility("- Players (Need All 3) -", "Men", "Chapter 6 - Full", enabled);
}

//-----------------------------------------------------------------//

Trigger("Player 7"){
Conditions:
	Always();

Actions:
	Set Alliance Status("- Players (Need All 3) -", Ally);
	Set Alliance Status("Player 8", Ally);
	Set Alliance Status("Player 5", Enemy);
	Set Alliance Status("Player 6", Enemy);
	Comment("alliance");
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
	Always();

Actions:
	Set Alliance Status("- Players (Need All 3) -", Ally);
	Set Alliance Status("Player 8", Ally);
	Set Alliance Status("Player 7", Enemy);
	Set Alliance Status("Player 6", Enemy);
	Comment("alliance");
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Always();

Actions:
	Set Alliance Status("- Players (Need All 3) -", Enemy);
	Set Alliance Status("Player 6", Ally);
	Comment("alliance");
;	Run AI Script("+Vi0");
;	Run AI Script("+Vi1");
;	Run AI Script("+Vi2");
}

//-----------------------------------------------------------------//

Trigger("Player 4"){
Conditions:
	Always();

Actions:
	Set Alliance Status("All players", Ally);
	Comment("alliance");
	Run AI Script("+Vi0");
	Run AI Script("+Vi1");
	Run AI Script("+Vi2");
}

//-----------------------------------------------------------------//

Trigger("Player 6"){
Conditions:
	Always();

Actions:
	Set Alliance Status("- Players (Need All 3) -", Enemy);
	Set Alliance Status("Player 8", Ally);
	Comment("alliance");
	Run AI Script("+Vi0");
	Run AI Script("+Vi1");
	Run AI Script("+Vi2");
}

//-----------------------------------------------------------------//

Trigger("Player 6"){
Conditions:
	Always();

Actions:
	Comment("p6 ptrigs");
	Move Unit("Current Player", "Men", All, "Buy Ling", "Buy Ling");
	Move Unit("Current Player", "Men", All, "Buy Rine", "Buy Rine");
	Move Unit("Current Player", "Men", All, "Invalid Location", "Invalid Location");
	Preserve Trigger();
	Set Deaths("Current Player", "Left Pit Door", Subtract, 1);
	Set Deaths("Current Player", "Floor Hatch (UNUSED)", Subtract, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=Timer has officially started=", set);

Actions:
	Comment("clock");
	Set Deaths("Player 8", "Cave", Add, 1);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Deaths("Current Player", "Cave", At least, 12);

Actions:
	Comment("clock");
	Set Deaths("Current Player", "Cave", Subtract, 12);
	Set Resources("Current Player", Add, 1, gas);
	Set Deaths("Current Player", "Ruins", Add, 1);
	Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 6"){
Conditions:
	Bring("Current Player", "Warbringer (Reaver)", "Fight Boards", At least, 1);

Actions:
	Comment("reaver addition");
	Preserve Trigger();
	Modify Unit Hanger Count("Current Player", "Warbringer (Reaver)", 10, 0, "Fight Boards");
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Always();

Actions:
	Comment("medic blind");
	Modify Unit Energy("Current Player", "Terran Medic", 100, 0, "Anywhere");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Preserve Trigger();
	Comment("Randomize...");
	Set Switch("=ROLL 1=", randomize);
	Set Switch("=ROLL 2=", randomize);
	Set Switch("=ROLL 3=", randomize);
	Set Switch("=ROLL 4=", randomize);
	Set Switch("=ROLL 5=", randomize);
	Set Switch("=ROLL 6=", randomize);
	Set Switch("=ROLL 7=", randomize);
	Set Switch("=ROLL 8=", randomize);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=ROLL 1=", not set);
	Switch("=ROLL 2=", not set);

Actions:
	Set Deaths("Current Player", "Cave-in", Set To, 1);
	Set Deaths("Current Player", "Floor Missile Trap", Set To, 1);
	Preserve Trigger();
	Comment("randomize upg-type-fork");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=ROLL 1=", set);
	Switch("=ROLL 2=", not set);

Actions:
	Set Deaths("Current Player", "Cave-in", Set To, 2);
	Set Deaths("Current Player", "Floor Missile Trap", Set To, 2);
	Preserve Trigger();
	Comment("randomize upg-type-fork");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=ROLL 1=", not set);
	Switch("=ROLL 2=", set);

Actions:
	Set Deaths("Current Player", "Cave-in", Set To, 1);
	Set Deaths("Current Player", "Floor Missile Trap", Set To, 3);
	Preserve Trigger();
	Comment("randomize upg-type-fork");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=ROLL 1=", set);
	Switch("=ROLL 2=", set);

Actions:
	Set Deaths("Current Player", "Cave-in", Set To, 2);
	Preserve Trigger();
	Comment("randomize upg-type-fork");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Terran Civilian", "Buy Ling", At least, 1);

Actions:
	Preserve Trigger();
	Comment("pick 1 new army");
	Remove Unit At Location("Current Player", "Terran Civilian", 1, "Buy Ling");
	Create Unit("Current Player", "Zerg Zergling", 1, "Bought Army");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Terran Civilian", "Buy Rine", At least, 1);

Actions:
	Preserve Trigger();
	Comment("pick 1 new army");
	Remove Unit At Location("Current Player", "Terran Civilian", 1, "Buy Rine");
	Create Unit("Current Player", "Terran Marine", 1, "Bought Army");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 1", "Men", "Game Board", At least, 1);
	Bring("Player 1", "Men", "Bought Army", At least, 1);

Actions:
	Preserve Trigger();
	Comment("move army to new home");
	Move Unit("Player 1", "Men", All, "Bought Army", "Army 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 2", "Men", "Game Board", At least, 1);
	Bring("Player 2", "Men", "Bought Army", At least, 1);

Actions:
	Preserve Trigger();
	Comment("move army to new home");
	Move Unit("Player 2", "Men", All, "Bought Army", "Army 2");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Player 3", "Men", "Game Board", At least, 1);
	Bring("Player 3", "Men", "Bought Army", At least, 1);

Actions:
	Preserve Trigger();
	Comment("move army to new home");
	Move Unit("Player 3", "Men", All, "Bought Army", "Army 3");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=DonePickingArmy: START=", not set);
	Switch("=Civ Determinism?=", not set);

Actions:
	Center View("Buy (all)");
	Create Unit("Current Player", "Terran Civilian", 4, "Buy (civ spawn)");
	Create Unit("Current Player", "Terran Marine", 2, "Bought Army");
	Create Unit("Current Player", "Zerg Zergling", 2, "Bought Army");
	Display Text Message(Always Display, "\x013\x01d- \x004Pick Your Army \x01d-");
	Comment("distribute civs (freedom)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=DonePickingArmy: START=", not set);
	Switch("=Civ Determinism?=", set);
	Bring("- Players (Need All 3) -", "Men", "Bought Army", Exactly, 0);

Actions:
;	Center View("Buy (all)");
;	Create Unit("Current Player", "Terran Civilian", 4, "Buy (civ spawn)");
	Create Unit("- Players (Need All 3) -", "Terran Marine", 4, "Bought Army");
	Create Unit("- Players (Need All 3) -", "Zerg Zergling", 4, "Bought Army");
;	Display Text Message(Always Display, "\x013\x01d- \x004Pick Your Army \x01d-");
	Comment("distribute civs (no freedom)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=DonePickingArmy: START=", not set);
	Bring("- Players (Need All 3) -", "Men", "Buy (all)", Exactly, 0);

Actions:
	Set Switch("=DonePickingArmy: START=", set);
;	Remove Unit At Location("Player 8", "Terran Medic", All, "Blindfield");
	Comment("done pick");
	Set Switch("=Timer has officially started=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Set Switch("=Nobody is in a Fight=", clear);
	Preserve Trigger();
	Comment("detect nobody-in-a-fight");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Devouring One (Zergling)", "Off-Board 1", Exactly, 0);
	Bring("- Players (Need All 3) -", "Devouring One (Zergling)", "Off-Board 2", Exactly, 0);
	Bring("- Players (Need All 3) -", "Fenix (Zealot)", "Off-Board 1", Exactly, 0);
	Bring("- Players (Need All 3) -", "Fenix (Zealot)", "Off-Board 2", Exactly, 0);
	Bring("- Players (Need All 3) -", "Samir Duran (Ghost)", "Off-Board 1", Exactly, 0);
	Bring("- Players (Need All 3) -", "Samir Duran (Ghost)", "Off-Board 2", Exactly, 0);

Actions:
	Set Switch("=Nobody is in a Fight=", set);
	Preserve Trigger();
	Comment("detect nobody-in-a-fight");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Show Time", At least, 1);

Actions:
	Set Switch("=ShowTime?=", set);
	Preserve Trigger();
	Comment("show time?");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Show Time", Exactly, 0);

Actions:
	Set Switch("=ShowTime?=", clear);
	Preserve Trigger();
	Comment("show time?");
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 32768);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 32768);
	Set Deaths("Current Player", "Ruins", Subtract, 32768);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 16384);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 16384);
	Set Deaths("Current Player", "Ruins", Subtract, 16384);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 8192);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 8192);
	Set Deaths("Current Player", "Ruins", Subtract, 8192);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 4096);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 4096);
	Set Deaths("Current Player", "Ruins", Subtract, 4096);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 2048);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 2048);
	Set Deaths("Current Player", "Ruins", Subtract, 2048);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 1024);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 1024);
	Set Deaths("Current Player", "Ruins", Subtract, 1024);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 512);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 512);
	Set Deaths("Current Player", "Ruins", Subtract, 512);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 256);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 256);
	Set Deaths("Current Player", "Ruins", Subtract, 256);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 128);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 128);
	Set Deaths("Current Player", "Ruins", Subtract, 128);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 64);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 64);
	Set Deaths("Current Player", "Ruins", Subtract, 64);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 32);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 32);
	Set Deaths("Current Player", "Ruins", Subtract, 32);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 16);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 16);
	Set Deaths("Current Player", "Ruins", Subtract, 16);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 8);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 8);
	Set Deaths("Current Player", "Ruins", Subtract, 8);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 4);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 4);
	Set Deaths("Current Player", "Ruins", Subtract, 4);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 2);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 2);
	Set Deaths("Current Player", "Ruins", Subtract, 2);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", set);
	Deaths("Current Player", "Ruins", At least, 1);

Actions:
	Preserve Trigger();
	Comment("timebuffer -> clock");
	Set Countdown Timer(Add, 1);
	Set Deaths("Current Player", "Ruins", Subtract, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 32768);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 32768);
	Set Deaths("Current Player", "Ruins", Add, 32768);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 16384);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 16384);
	Set Deaths("Current Player", "Ruins", Add, 16384);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 8192);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 8192);
	Set Deaths("Current Player", "Ruins", Add, 8192);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 4096);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 4096);
	Set Deaths("Current Player", "Ruins", Add, 4096);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 2048);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 2048);
	Set Deaths("Current Player", "Ruins", Add, 2048);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 1024);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 1024);
	Set Deaths("Current Player", "Ruins", Add, 1024);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 512);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 512);
	Set Deaths("Current Player", "Ruins", Add, 512);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 256);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 256);
	Set Deaths("Current Player", "Ruins", Add, 256);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 128);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 128);
	Set Deaths("Current Player", "Ruins", Add, 128);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 64);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 64);
	Set Deaths("Current Player", "Ruins", Add, 64);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 32);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 32);
	Set Deaths("Current Player", "Ruins", Add, 32);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 16);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 16);
	Set Deaths("Current Player", "Ruins", Add, 16);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 8);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 8);
	Set Deaths("Current Player", "Ruins", Add, 8);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 4);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 4);
	Set Deaths("Current Player", "Ruins", Add, 4);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 2);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 2);
	Set Deaths("Current Player", "Ruins", Add, 2);
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
	Switch("=ShowTime?=", not set);
	Countdown Timer(At least, 1);

Actions:
	Preserve Trigger();
	Comment("clock -> timebuffer");
	Set Countdown Timer(Subtract, 1);
	Set Deaths("Current Player", "Ruins", Add, 1);
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Switch("=DEBUG: CPU 2=", set);
	Deaths("Current Player", "Mining Platform", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("CPU Allies AI");
	Order("Current Player", "Terran Civilian", "Buy (all)", "Buy Ling", move);
}

//-----------------------------------------------------------------//

Trigger("Player 2"){
Conditions:
	Switch("=DEBUG: CPUFollow? 2=", set);
	Deaths("Current Player", "Mining Platform", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("CPU Allies AI");
	Order("Current Player", "Men", "Game Board", "P1 Center", move);
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Switch("=DEBUG: CPU 3=", set);
	Deaths("Current Player", "Mining Platform", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("CPU Allies AI");
	Order("Current Player", "Terran Civilian", "Buy (all)", "Buy Ling", move);
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Switch("=DEBUG: CPUFollow? 3=", set);
	Deaths("Current Player", "Mining Platform", Exactly, 0);

Actions:
	Preserve Trigger();
	Comment("CPU Allies AI");
	Order("Current Player", "Men", "Game Board", "P1 Center", move);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("\r\nQUEST 2A - RAT LAIR\r\n");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Rat Lair: IN-CHK", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "Rat Lair: IN-A", At least, 3);
	Switch("=SQ: Rat Lair=", not set);

Actions:
	Move Unit("- Players (Need All 3) -", "Men", All, "Rat Lair: IN-A", "Rat Lair: IN-B");
	Set Deaths("- Players (Need All 3) -", "Right Pit Door", Set To, 1);
	Preserve Trigger();
	Comment("Entered Dungeon");
	Set Switch("=SQ: Rat Lair=", set);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Rat Lair: IN-CHK", At least, 1);
	Switch("=SQ: Rat Lair=", not set);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Rat Lair: IN-CHK", "Rat Lair: OUT-B");
	Display Text Message(Always Display, "\x013\x01d- \x004This Sidequest Needs All 3 Players \x01d-");
	Comment("(failed)");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Rat Lair: IN-CHK", At least, 1);
	Switch("=SQ: Rat Lair=", set);

Actions:
	Move Unit("Current Player", "Men", All, "Rat Lair: IN-A", "Rat Lair: IN-B");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Preserve Trigger();
	Comment("Entered Dungeon");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Rat Lair: OUT-CHK", At least, 1);

Actions:
	Move Unit("Current Player", "Men", All, "Rat Lair: OUT-A", "Rat Lair: OUT-B");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Preserve Trigger();
	Comment("Exited Dungeon");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Always();

Actions:
	Comment("\r\nQUEST 3A - SCRATCH\r\n");
}

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2"){
Conditions:
	Bring("Current Player", "Men", "Scratch Lair: IN-CHK", At least, 1);

Actions:
	Move Unit("Current Player", "Men", All, "Scratch Lair: IN-CHK", "Scratch Lair: OUT-B");
	Preserve Trigger();
	Comment("(failed)");
	Display Text Message(Always Display, "\x013\x01d- \x004Only \x00fThe Outlaw \x004may enter \x01d-");
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Bring("Current Player", "Samir Duran (Ghost)", "Scratch Lair: IN-CHK", At least, 1);

Actions:
	Move Unit("Current Player", "Men", All, "Scratch Lair: IN-CHK", "Scratch Lair: IN-B");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Preserve Trigger();
	Comment("Entered Dungeon");
	Set Switch("=SQ: Scratch Started=", set);
}

//-----------------------------------------------------------------//

Trigger("Player 3"){
Conditions:
	Bring("Current Player", "Samir Duran (Ghost)", "Scratch Lair: OUT-CHK", At least, 1);

Actions:
	Move Unit("Current Player", "Men", All, "Scratch Lair: OUT-CHK", "Scratch Lair: OUT-B");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Preserve Trigger();
	Comment("Exited Dungeon");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("\r\nQUEST 3 - LAB 2ND PART\r\n");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Prof Lair: IN-CHK", At least, 1);

Actions:
	Move Unit("Current Player", "Men", All, "Prof Lair: IN-A", "Prof Lair: IN-B");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Preserve Trigger();
	Comment("Entered Dungeon");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Prof Lair: OUT-CHK", At least, 1);

Actions:
	Move Unit("Current Player", "Men", All, "Prof Lair: OUT-A", "Prof Lair: OUT-B");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Preserve Trigger();
	Comment("Exited Dungeon");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=UNDER CONSTRUCTION - END GAME=", set);

Actions:
;	Preserve Trigger();
	Comment("\r\nUNDER CONSTRUCTION MSG\r\n");
	Display Text Message(Always Display, "\x013\x01d- \x004TEST VERSION END \x01d-\r\n\x013\x019\"Thanks for Playing!\"");
	Set Deaths("Current Player", "Left Wall Missile Trap", Set To, 36);
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Switch("=UNDER CONSTRUCTION - END GAME=", set);
	Deaths("- Players (Need All 3) -", "Left Wall Missile Trap", Exactly, 0);

Actions:
;	Preserve Trigger();
	Comment("victory (testing)");
	Victory();
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("\r\nDEATH ACTIONS\r\n");
}

//-----------------------------------------------------------------//

Trigger("Player 6"){
Conditions:
	Bring("Current Player", "Zerg Drone", "Fight Boards", At least, 1);
	Deaths("Current Player", "Left Pit Door", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Left Pit Door", Set To, 24);
	Move Location("Current Player", "Zerg Drone", "Fight Boards", "Rat King Spawn");
	Create Unit("Current Player", "Zerg Zergling", 1, "Rat King Spawn");
	Comment("rat king spawn");
}

//-----------------------------------------------------------------//

Trigger("Player 6"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Fight Boards", At least, 1);
	Deaths("Current Player", "Floor Hatch (UNUSED)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Floor Hatch (UNUSED)", Set To, 30);
	Move Location("- Players (Need All 3) -", "Men", "Fight Board 1", "Auto-Targeter 1");
	Move Location("- Players (Need All 3) -", "Men", "Fight Board 2", "Auto-Targeter 2");
	Move Location("- Players (Need All 3) -", "Men", "Fight Board 3", "Auto-Targeter 3");
	Order("Current Player", "Any unit", "Fight Board 1", "Auto-Targeter 1", attack);
	Order("Current Player", "Any unit", "Fight Board 2", "Auto-Targeter 2", attack);
	Order("Current Player", "Any unit", "Fight Board 3", "Auto-Targeter 3", attack);
	Comment("auto-atk");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Zerg Zergling", At least, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Zerg Zergling", Subtract, 1);
	Create Unit("Current Player", "Zerg Zergling", 1, "Bought Army");
	Comment("died / BASE CLASS");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Marine", At least, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Marine", Subtract, 1);
	Create Unit("Current Player", "Terran Marine", 1, "Bought Army");
	Comment("died / BASE CLASS");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("out-death.txt");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Ghost", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Ghost", Subtract, 1);
	Create Unit("Current Player", "Terran Marine", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Ghost", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Ghost", Subtract, 1);
	Create Unit("Current Player", "Terran Ghost", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Zerg Hydralisk", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Zerg Hydralisk", Subtract, 1);
	Create Unit("Current Player", "Terran Marine", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Zerg Hydralisk", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Zerg Hydralisk", Subtract, 1);
	Create Unit("Current Player", "Zerg Hydralisk", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Hunter Killer (Hydralisk)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Hunter Killer (Hydralisk)", Subtract, 1);
	Create Unit("Current Player", "Zerg Hydralisk", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Hunter Killer (Hydralisk)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Hunter Killer (Hydralisk)", Subtract, 1);
	Create Unit("Current Player", "Hunter Killer (Hydralisk)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Zerg Mutalisk", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Zerg Mutalisk", Subtract, 1);
	Create Unit("Current Player", "Zerg Hydralisk", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Zerg Mutalisk", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Zerg Mutalisk", Subtract, 1);
	Create Unit("Current Player", "Zerg Mutalisk", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Protoss Archon", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Protoss Archon", Subtract, 1);
	Create Unit("Current Player", "Terran Ghost", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Protoss Archon", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Protoss Archon", Subtract, 1);
	Create Unit("Current Player", "Protoss Archon", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Wraith", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Wraith", Subtract, 1);
	Create Unit("Current Player", "Terran Ghost", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Wraith", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Wraith", Subtract, 1);
	Create Unit("Current Player", "Terran Wraith", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Protoss Dragoon", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Protoss Dragoon", Subtract, 1);
	Create Unit("Current Player", "Hunter Killer (Hydralisk)", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Protoss Dragoon", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Protoss Dragoon", Subtract, 1);
	Create Unit("Current Player", "Protoss Dragoon", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Battlecruiser", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Battlecruiser", Subtract, 1);
	Create Unit("Current Player", "Zerg Mutalisk", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Battlecruiser", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Battlecruiser", Subtract, 1);
	Create Unit("Current Player", "Terran Battlecruiser", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Protoss Scout", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Protoss Scout", Subtract, 1);
	Create Unit("Current Player", "Terran Wraith", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Protoss Scout", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Protoss Scout", Subtract, 1);
	Create Unit("Current Player", "Protoss Scout", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Goliath", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Goliath", Subtract, 1);
	Create Unit("Current Player", "Protoss Archon", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Goliath", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Goliath", Subtract, 1);
	Create Unit("Current Player", "Terran Goliath", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Fenix (Dragoon)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Fenix (Dragoon)", Subtract, 1);
	Create Unit("Current Player", "Protoss Dragoon", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Fenix (Dragoon)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Fenix (Dragoon)", Subtract, 1);
	Create Unit("Current Player", "Fenix (Dragoon)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Tom Kazansky (Wraith)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Tom Kazansky (Wraith)", Subtract, 1);
	Create Unit("Current Player", "Protoss Scout", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Tom Kazansky (Wraith)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Tom Kazansky (Wraith)", Subtract, 1);
	Create Unit("Current Player", "Tom Kazansky (Wraith)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Mojo (Scout)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Mojo (Scout)", Subtract, 1);
	Create Unit("Current Player", "Protoss Scout", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Mojo (Scout)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Mojo (Scout)", Subtract, 1);
	Create Unit("Current Player", "Mojo (Scout)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Kukulza (Mutalisk)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Kukulza (Mutalisk)", Subtract, 1);
	Create Unit("Current Player", "Terran Battlecruiser", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Kukulza (Mutalisk)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Kukulza (Mutalisk)", Subtract, 1);
	Create Unit("Current Player", "Kukulza (Mutalisk)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Norad II (Battlecruiser)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Norad II (Battlecruiser)", Subtract, 1);
	Create Unit("Current Player", "Terran Battlecruiser", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Norad II (Battlecruiser)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Norad II (Battlecruiser)", Subtract, 1);
	Create Unit("Current Player", "Norad II (Battlecruiser)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Tassadar/Zeratul (Archon)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Tassadar/Zeratul (Archon)", Subtract, 1);
	Create Unit("Current Player", "Terran Goliath", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Tassadar/Zeratul (Archon)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Tassadar/Zeratul (Archon)", Subtract, 1);
	Create Unit("Current Player", "Tassadar/Zeratul (Archon)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Alan Schezar (Goliath)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Alan Schezar (Goliath)", Subtract, 1);
	Create Unit("Current Player", "Terran Goliath", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Alan Schezar (Goliath)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Alan Schezar (Goliath)", Subtract, 1);
	Create Unit("Current Player", "Alan Schezar (Goliath)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Protoss Zealot", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Protoss Zealot", Subtract, 1);
	Create Unit("Current Player", "Zerg Zergling", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Protoss Zealot", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Protoss Zealot", Subtract, 1);
	Create Unit("Current Player", "Protoss Zealot", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Tassadar (Templar)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Tassadar (Templar)", Subtract, 1);
	Create Unit("Current Player", "Zerg Zergling", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Tassadar (Templar)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Tassadar (Templar)", Subtract, 1);
	Create Unit("Current Player", "Tassadar (Templar)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Firebat", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Firebat", Subtract, 1);
	Create Unit("Current Player", "Protoss Zealot", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Firebat", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Firebat", Subtract, 1);
	Create Unit("Current Player", "Terran Firebat", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Protoss Dark Templar", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Protoss Dark Templar", Subtract, 1);
	Create Unit("Current Player", "Protoss Zealot", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Protoss Dark Templar", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Protoss Dark Templar", Subtract, 1);
	Create Unit("Current Player", "Protoss Dark Templar", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Siege Tank (Tank Mode)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Siege Tank (Tank Mode)", Subtract, 1);
	Create Unit("Current Player", "Tassadar (Templar)", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Siege Tank (Tank Mode)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Siege Tank (Tank Mode)", Subtract, 1);
	Create Unit("Current Player", "Terran Siege Tank (Tank Mode)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Vulture", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Vulture", Subtract, 1);
	Create Unit("Current Player", "Terran Firebat", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Terran Vulture", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Terran Vulture", Subtract, 1);
	Create Unit("Current Player", "Terran Vulture", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Zerg Ultralisk", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Zerg Ultralisk", Subtract, 1);
	Create Unit("Current Player", "Protoss Dark Templar", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Zerg Ultralisk", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Zerg Ultralisk", Subtract, 1);
	Create Unit("Current Player", "Zerg Ultralisk", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Edmund Duke (Siege Tank)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Edmund Duke (Siege Tank)", Subtract, 1);
	Create Unit("Current Player", "Terran Siege Tank (Tank Mode)", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Edmund Duke (Siege Tank)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Edmund Duke (Siege Tank)", Subtract, 1);
	Create Unit("Current Player", "Edmund Duke (Siege Tank)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Gui Montag (Firebat)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Gui Montag (Firebat)", Subtract, 1);
	Create Unit("Current Player", "Terran Vulture", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Gui Montag (Firebat)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Gui Montag (Firebat)", Subtract, 1);
	Create Unit("Current Player", "Gui Montag (Firebat)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Jim Raynor (Vulture)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Jim Raynor (Vulture)", Subtract, 1);
	Create Unit("Current Player", "Terran Vulture", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Jim Raynor (Vulture)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Jim Raynor (Vulture)", Subtract, 1);
	Create Unit("Current Player", "Jim Raynor (Vulture)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Zeratul (Dark Templar)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Zeratul (Dark Templar)", Subtract, 1);
	Create Unit("Current Player", "Zerg Ultralisk", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Zeratul (Dark Templar)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Zeratul (Dark Templar)", Subtract, 1);
	Create Unit("Current Player", "Zeratul (Dark Templar)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Torrasque (Ultralisk)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 0);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Torrasque (Ultralisk)", Subtract, 1);
	Create Unit("Current Player", "Zerg Ultralisk", 1, "Bought Army");
	Comment("died / downgrade by 1");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Deaths("Current Player", "Torrasque (Ultralisk)", At least, 1);
	Deaths("Current Player", "Mineral Chunk (Type 2)", Exactly, 1);

Actions:
	Preserve Trigger();
	Set Deaths("Current Player", "Torrasque (Ultralisk)", Subtract, 1);
	Create Unit("Current Player", "Torrasque (Ultralisk)", 1, "Bought Army");
	Comment("died / downgrade immunity");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("out-death.txt END");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Always();

Actions:
	Comment("\r\nTOWER OF TRASH\r\n");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Tower Up 1", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "Tower Up 2 RETURN", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Tower Up 1", "Tower Down 2 RETURN");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Comment("Tower of Trash - Stairs");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Tower Up s1", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "Tower Up s2 RETURN", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Tower Up s1", "Tower Down s2 RETURN");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Comment("Tower of Trash - Stairs");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Tower Up 2", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "Tower Down 3 RETURN", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Tower Up 2", "Tower Down 3 RETURN");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Comment("Tower of Trash - Stairs");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Tower Up s2", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "Tower Down s3 RETURN", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Tower Up s2", "Tower Down s3 RETURN");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Comment("Tower of Trash - Stairs");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Tower Down 2", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "Tower Up 1 RETURN", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Tower Down 2", "Tower Up 1 RETURN");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Comment("Tower of Trash - Stairs");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Tower Down s2", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "Tower Up s1 RETURN", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Tower Down s2", "Tower Up s1 RETURN");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Comment("Tower of Trash - Stairs");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Tower Up 3", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "Tower Down 4 RETURN", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Tower Up 3", "Tower Down 4 RETURN");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Comment("Tower of Trash - Stairs");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Tower Down 3", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "Tower Up 2 RETURN", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Tower Down 3", "Tower Up 2 RETURN");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Comment("Tower of Trash - Stairs");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Tower Down s3", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "Tower Up s2 RETURN", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Tower Down s3", "Tower Up s2 RETURN");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Comment("Tower of Trash - Stairs");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Tower Up 4", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "Tower Down 5 RETURN", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Tower Up 4", "Tower Down 5 RETURN");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Comment("Tower of Trash - Stairs");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Tower Down 4", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "Tower Up 3 RETURN", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Tower Down 4", "Tower Up 3 RETURN");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Comment("Tower of Trash - Stairs");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Tower Down 5", At least, 1);
	Bring("- Players (Need All 3) -", "Men", "Tower Up 4 RETURN", Exactly, 0);

Actions:
	Preserve Trigger();
	Move Unit("Current Player", "Men", All, "Tower Down 5", "Tower Up 4 RETURN");
	Set Deaths("Current Player", "Right Pit Door", Set To, 1);
	Comment("Tower of Trash - Stairs");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("- Players (Need All 3) -", "Men", "Tower OpenLock", At least, 1);

Actions:
	Move Unit("All players", "Psi Emitter", All, "TowerLock", "TowerLock");
	Comment("Tower of Trash - MoveLock");
	Display Text Message(Always Display, "\x013\x004You hear something moving...");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Men", "Game Board", At least, 1);
	Elapsed Time(At least, 60);

Actions:
	Display Text Message(Always Display, "\x013\x007TIP:\r\n\x013\x004Read the Mission Objectives.\r\n\x013\x005(Hit F10 J)\r\n                                                                       ");
	Comment("TIPS");
}

//-----------------------------------------------------------------//

Trigger("- Players (Need All 3) -"){
Conditions:
	Bring("Current Player", "Terran Civilian", "Buy (all)", At least, 1);
	Switch("=NewArmyPester=", set);

Actions:
	Minimap Ping("Buy (all)");
	Preserve Trigger();
	Comment("pester (buy civ)");
}

//-----------------------------------------------------------------//

