// Phantom Classic 1.00 Triggers // Viett // 4/27/08 // Changed Mineral Gain and Anti-Hack //> Normal (M -> M1) // Not going into too much detail here, as this is my adaptation of another's triggers. Read about them here: http://www.staredit.net/wiki/Changing_Minerals_Mined. // Drain current minerals and previously owned minerals into M1, a variable that holds the value for number of minerals from the previous trigger run. If current minerals is in excess, players has gained resources. // These triggers run for all players, with no ill-effects, so that dM (change in minerals) can be evaluated to determine whether or not a player has mineral hacked. Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 4194304, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 4194304); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 4194304); Set Resources("Current Player", Subtract, 4194304, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 4194304); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 2097152, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 2097152); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 2097152); Set Resources("Current Player", Subtract, 2097152, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 2097152); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 1048576, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 1048576); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 1048576); Set Resources("Current Player", Subtract, 1048576, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 1048576); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 524288, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 524288); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 524288); Set Resources("Current Player", Subtract, 524288, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 524288); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 262144, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 262144); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 262144); Set Resources("Current Player", Subtract, 262144, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 262144); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 131072, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 131072); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 131072); Set Resources("Current Player", Subtract, 131072, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 131072); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 65536, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 65536); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 65536); Set Resources("Current Player", Subtract, 65536, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 65536); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 32768, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 32768); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 32768); Set Resources("Current Player", Subtract, 32768, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 32768); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 16384, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 16384); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 16384); Set Resources("Current Player", Subtract, 16384, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 16384); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 8192, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 8192); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 8192); Set Resources("Current Player", Subtract, 8192, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 8192); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 4096, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 4096); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 4096); Set Resources("Current Player", Subtract, 4096, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 4096); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 2048, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 2048); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 2048); Set Resources("Current Player", Subtract, 2048, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 2048); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 1024, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 1024); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 1024); Set Resources("Current Player", Subtract, 1024, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 1024); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 512, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 512); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 512); Set Resources("Current Player", Subtract, 512, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 512); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 256, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 256); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 256); Set Resources("Current Player", Subtract, 256, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 256); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 128, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 128); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 128); Set Resources("Current Player", Subtract, 128, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 128); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 64, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 64); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 64); Set Resources("Current Player", Subtract, 64, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 64); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 32, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 32); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 32); Set Resources("Current Player", Subtract, 32, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 32); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 16, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 16); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 16); Set Resources("Current Player", Subtract, 16, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 8, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 8); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 8); Set Resources("Current Player", Subtract, 8, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 8); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 4, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 4); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 4); Set Resources("Current Player", Subtract, 4, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 4); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 2, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 2); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 2); Set Resources("Current Player", Subtract, 2, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 2); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 1, ore); Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Add, 1); Set Resources("Current Player", Subtract, 1, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Subtract, 1); Preserve Trigger(); } //-----------------------------------------------------------------// //< //> Normal (M -> dM) // Convert excess minerals into deaths. Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 4096, ore); Actions: Set Resources("Current Player", Subtract, 4096, ore); Set Deaths("Current Player", "Mineral Field (Type 3)", Add, 4096); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 2048, ore); Actions: Set Resources("Current Player", Subtract, 2048, ore); Set Deaths("Current Player", "Mineral Field (Type 3)", Add, 2048); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 1024, ore); Actions: Set Resources("Current Player", Subtract, 1024, ore); Set Deaths("Current Player", "Mineral Field (Type 3)", Add, 1024); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 512, ore); Actions: Set Resources("Current Player", Subtract, 512, ore); Set Deaths("Current Player", "Mineral Field (Type 3)", Add, 512); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 256, ore); Actions: Set Resources("Current Player", Subtract, 256, ore); Set Deaths("Current Player", "Mineral Field (Type 3)", Add, 256); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 128, ore); Actions: Set Resources("Current Player", Subtract, 128, ore); Set Deaths("Current Player", "Mineral Field (Type 3)", Add, 128); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 64, ore); Actions: Set Resources("Current Player", Subtract, 64, ore); Set Deaths("Current Player", "Mineral Field (Type 3)", Add, 64); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 32, ore); Actions: Set Resources("Current Player", Subtract, 32, ore); Set Deaths("Current Player", "Mineral Field (Type 3)", Add, 32); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 16, ore); Actions: Set Resources("Current Player", Subtract, 16, ore); Set Deaths("Current Player", "Mineral Field (Type 3)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 8, ore); Actions: Set Resources("Current Player", Subtract, 8, ore); Set Deaths("Current Player", "Mineral Field (Type 3)", Add, 8); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 4, ore); Actions: Set Resources("Current Player", Subtract, 4, ore); Set Deaths("Current Player", "Mineral Field (Type 3)", Add, 4); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 2, ore); Actions: Set Resources("Current Player", Subtract, 2, ore); Set Deaths("Current Player", "Mineral Field (Type 3)", Add, 2); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 1, ore); Actions: Set Resources("Current Player", Subtract, 1, ore); Set Deaths("Current Player", "Mineral Field (Type 3)", Add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// // If previously owned minerals are in excess, player has lost money. No action. Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Actions: Set Deaths("Current Player", "Mineral Field (Type 1)", Set To, 0); Preserve Trigger(); } //-----------------------------------------------------------------// //< //> Normal (M1 -> M) // Give back minerals owned from previous trigger run. Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 4194304); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 4194304); Set Resources("Current Player", Add, 4194304, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 4194304); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 2097152); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 2097152); Set Resources("Current Player", Add, 2097152, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 2097152); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 1048576); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 1048576); Set Resources("Current Player", Add, 1048576, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 1048576); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 524288); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 524288); Set Resources("Current Player", Add, 524288, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 524288); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 262144); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 262144); Set Resources("Current Player", Add, 262144, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 262144); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 131072); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 131072); Set Resources("Current Player", Add, 131072, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 131072); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 65536); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 65536); Set Resources("Current Player", Add, 65536, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 65536); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 32768); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 32768); Set Resources("Current Player", Add, 32768, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 32768); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 16384); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 16384); Set Resources("Current Player", Add, 16384, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 16384); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 8192); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 8192); Set Resources("Current Player", Add, 8192, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 8192); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 4096); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 4096); Set Resources("Current Player", Add, 4096, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 4096); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 2048); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 2048); Set Resources("Current Player", Add, 2048, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 2048); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 1024); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 1024); Set Resources("Current Player", Add, 1024, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 1024); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 512); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 512); Set Resources("Current Player", Add, 512, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 512); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 256); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 256); Set Resources("Current Player", Add, 256, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 256); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 128); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 128); Set Resources("Current Player", Add, 128, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 128); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 64); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 64); Set Resources("Current Player", Add, 64, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 64); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 32); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 32); Set Resources("Current Player", Add, 32, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 32); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 16); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 16); Set Resources("Current Player", Add, 16, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 8); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 8); Set Resources("Current Player", Add, 8, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 8); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 4); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 4); Set Resources("Current Player", Add, 4, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 4); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 2); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 2); Set Resources("Current Player", Add, 2, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 2); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 2)", At least, 1); Actions: Set Deaths("Current Player", "Mineral Field (Type 2)", Subtract, 1); Set Resources("Current Player", Add, 1, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// //< //> Normal (dM -> M) // This evaluates dM (change in minerals) for non-phantom players. First reduces dM by multiples of 514, which indicates mineral hacking. Then removes possible minerals mined. If dM is 0 at this point, a hack must have been used. // Disruption Field death is a flag that is later used to ban. Switch 4 indicates that dM >= 40. Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8224); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Disruption Field", Set To, 1); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 4112); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 4112); Set Resources("Current Player", Add, 4112, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 4112); Set Switch("Switch4", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 2056); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 2056); Set Resources("Current Player", Add, 2056, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 2056); Set Switch("Switch4", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 1028); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 1028); Set Resources("Current Player", Add, 1028, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 1028); Set Switch("Switch4", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 514); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 514); Set Resources("Current Player", Add, 514, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 514); Set Switch("Switch4", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 16, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 16, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 8); Set Resources("Current Player", Add, 8, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 8); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", Exactly, 0); Switch("Switch4", set); Actions: Set Deaths("Current Player", "Disruption Field", Set To, 1); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Switch("Switch4", set); Actions: Preserve Trigger(); Set Switch("Switch4", clear); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 256); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 256); Set Resources("Current Player", Add, 256, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 256); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 128); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 128); Set Resources("Current Player", Add, 128, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 128); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 64); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 64); Set Resources("Current Player", Add, 64, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 64); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 32); Set Resources("Current Player", Add, 32, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 32); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 16, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 8); Set Resources("Current Player", Add, 8, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 8); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 4); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 4); Set Resources("Current Player", Add, 4, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 4); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 2); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 2); Set Resources("Current Player", Add, 2, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 2); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 1); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 1); Set Resources("Current Player", Add, 1, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// //< //> Phantom (dM -> M) // Switch 5 indicates Phantom has dM divisible by 8 and <= 40. Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", Exactly, 8); Actions: Set Switch("Switch5", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", Exactly, 16); Actions: Set Switch("Switch5", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", Exactly, 24); Actions: Set Switch("Switch5", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", Exactly, 32); Actions: Set Switch("Switch5", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", Exactly, 40); Actions: Set Switch("Switch5", set); Preserve Trigger(); } //-----------------------------------------------------------------// // Same mineral hack check, only for phantom. Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8224); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Disruption Field", Set To, 1); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 4112); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 4112); Set Resources("Current Player", Add, 4112, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 4112); Set Switch("Switch4", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 2056); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 2056); Set Resources("Current Player", Add, 2056, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 2056); Set Switch("Switch4", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 1028); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 1028); Set Resources("Current Player", Add, 1028, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 1028); Set Switch("Switch4", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 514); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 514); Set Resources("Current Player", Add, 514, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 514); Set Switch("Switch4", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 16, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 16, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 8); Set Resources("Current Player", Add, 8, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 8); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", Exactly, 0); Switch("Switch4", set); Actions: Set Deaths("Current Player", "Disruption Field", Set To, 1); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Switch("Switch4", set); Actions: Preserve Trigger(); Set Switch("Switch4", clear); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 256); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 256); Set Resources("Current Player", Add, 256, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 256); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 128); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 128); Set Resources("Current Player", Add, 128, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 128); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 64); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 64); Set Resources("Current Player", Add, 64, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 64); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 32); Set Resources("Current Player", Add, 32, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 32); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 16, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 8); Set Resources("Current Player", Add, 8, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 8); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 4); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 4); Set Resources("Current Player", Add, 4, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 4); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 2); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 2); Set Resources("Current Player", Add, 2, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 2); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 1); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 1); Set Resources("Current Player", Add, 1, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// //< //> Phantom (dM -> M) Boost // This section is isolated for easy adjustment. Currently, formula for mineral/gas gain per chunk is: // 2(P-2D)+8. P is number of players. If Darkness Mode is enabled, D = 1. Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 8); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 32); Set Resources("Current Player", Add, 96, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 96); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 8); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 48, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 48); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 8); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 8); Set Resources("Current Player", Add, 24, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 24); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 7); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 32); Set Resources("Current Player", Add, 88, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 88); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 7); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 44, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 44); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 7); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 8); Set Resources("Current Player", Add, 22, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 22); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 6); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 32); Set Resources("Current Player", Add, 80, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 80); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 6); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 40, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 40); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 6); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 8); Set Resources("Current Player", Add, 20, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 20); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 5); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 32); Set Resources("Current Player", Add, 72, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 72); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 5); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 36, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 36); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 5); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 8); Set Resources("Current Player", Add, 18, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 18); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 4); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 32); Set Resources("Current Player", Add, 64, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 64); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 4); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 32, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 32); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 4); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 8); Set Resources("Current Player", Add, 16, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 32); Set Resources("Current Player", Add, 56, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 56); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 28, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 28); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 8); Set Resources("Current Player", Add, 14, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 14); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 32); Set Resources("Current Player", Add, 48, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 48); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 24, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 24); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 8); Set Resources("Current Player", Add, 12, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 12); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 32); Set Resources("Current Player", Add, 40, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 40); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 16); Set Resources("Current Player", Add, 20, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 20); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", Subtract, 8); Set Resources("Current Player", Add, 10, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 10); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Switch("Switch5", set); Actions: Set Switch("Switch5", clear); Preserve Trigger(); } //-----------------------------------------------------------------// //< //> Normal (G -> G1) // The following are gas triggers. They are identical to minerals, except anti-hack triggers are omitted. Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 4194304, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 4194304); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 4194304); Set Resources("Current Player", Subtract, 4194304, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 4194304); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 2097152, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 2097152); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 2097152); Set Resources("Current Player", Subtract, 2097152, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 2097152); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 1048576, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 1048576); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 1048576); Set Resources("Current Player", Subtract, 1048576, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 1048576); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 524288, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 524288); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 524288); Set Resources("Current Player", Subtract, 524288, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 524288); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 262144, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 262144); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 262144); Set Resources("Current Player", Subtract, 262144, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 262144); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 131072, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 131072); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 131072); Set Resources("Current Player", Subtract, 131072, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 131072); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 65536, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 65536); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 65536); Set Resources("Current Player", Subtract, 65536, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 65536); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 32768, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 32768); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 32768); Set Resources("Current Player", Subtract, 32768, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 32768); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 16384, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 16384); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 16384); Set Resources("Current Player", Subtract, 16384, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 16384); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 8192, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 8192); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 8192); Set Resources("Current Player", Subtract, 8192, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 8192); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 4096, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 4096); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 4096); Set Resources("Current Player", Subtract, 4096, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 4096); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 2048, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 2048); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 2048); Set Resources("Current Player", Subtract, 2048, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 2048); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 1024, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 1024); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 1024); Set Resources("Current Player", Subtract, 1024, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 1024); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 512, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 512); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 512); Set Resources("Current Player", Subtract, 512, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 512); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 256, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 256); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 256); Set Resources("Current Player", Subtract, 256, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 256); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 128, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 128); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 128); Set Resources("Current Player", Subtract, 128, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 128); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 64, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 64); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 64); Set Resources("Current Player", Subtract, 64, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 64); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 32, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 32); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 32); Set Resources("Current Player", Subtract, 32, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 32); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 16, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 16); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 16); Set Resources("Current Player", Subtract, 16, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 8, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 8); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 8); Set Resources("Current Player", Subtract, 8, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 8); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 4, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 4); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 4); Set Resources("Current Player", Subtract, 4, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 4); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 2, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 2); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 2); Set Resources("Current Player", Subtract, 2, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 2); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 1, gas); Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 1); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Add, 1); Set Resources("Current Player", Subtract, 1, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Subtract, 1); Preserve Trigger(); } //-----------------------------------------------------------------// //< //> Normal (G -> dG) Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 4096, gas); Actions: Set Resources("Current Player", Subtract, 4096, gas); Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Add, 4096); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 2048, gas); Actions: Set Resources("Current Player", Subtract, 2048, gas); Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Add, 2048); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 1024, gas); Actions: Set Resources("Current Player", Subtract, 1024, gas); Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Add, 1024); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 512, gas); Actions: Set Resources("Current Player", Subtract, 512, gas); Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Add, 512); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 256, gas); Actions: Set Resources("Current Player", Subtract, 256, gas); Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Add, 256); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 128, gas); Actions: Set Resources("Current Player", Subtract, 128, gas); Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Add, 128); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 64, gas); Actions: Set Resources("Current Player", Subtract, 64, gas); Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Add, 64); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 32, gas); Actions: Set Resources("Current Player", Subtract, 32, gas); Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Add, 32); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 16, gas); Actions: Set Resources("Current Player", Subtract, 16, gas); Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 8, gas); Actions: Set Resources("Current Player", Subtract, 8, gas); Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Add, 8); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 4, gas); Actions: Set Resources("Current Player", Subtract, 4, gas); Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Add, 4); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 2, gas); Actions: Set Resources("Current Player", Subtract, 2, gas); Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Add, 2); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Accumulate("Current Player", At least, 1, gas); Actions: Set Resources("Current Player", Subtract, 1, gas); Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Orb (Protoss Type 1)", At least, 1); Actions: Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Set To, 0); Preserve Trigger(); } //-----------------------------------------------------------------// //< //> Normal (G1 -> G) Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 4194304); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 4194304); Set Resources("Current Player", Add, 4194304, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 4194304); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 2097152); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 2097152); Set Resources("Current Player", Add, 2097152, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 2097152); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 1048576); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 1048576); Set Resources("Current Player", Add, 1048576, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 1048576); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 524288); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 524288); Set Resources("Current Player", Add, 524288, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 524288); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 262144); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 262144); Set Resources("Current Player", Add, 262144, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 262144); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 131072); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 131072); Set Resources("Current Player", Add, 131072, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 131072); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 65536); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 65536); Set Resources("Current Player", Add, 65536, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 65536); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 32768); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 32768); Set Resources("Current Player", Add, 32768, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 32768); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 16384); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 16384); Set Resources("Current Player", Add, 16384, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 16384); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 8192); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 8192); Set Resources("Current Player", Add, 8192, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 8192); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 4096); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 4096); Set Resources("Current Player", Add, 4096, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 4096); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 2048); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 2048); Set Resources("Current Player", Add, 2048, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 2048); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 1024); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 1024); Set Resources("Current Player", Add, 1024, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 1024); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 512); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 512); Set Resources("Current Player", Add, 512, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 512); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 256); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 256); Set Resources("Current Player", Add, 256, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 256); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 128); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 128); Set Resources("Current Player", Add, 128, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 128); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 64); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 64); Set Resources("Current Player", Add, 64, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 64); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 32); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 32); Set Resources("Current Player", Add, 32, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 32); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 16); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 16); Set Resources("Current Player", Add, 16, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 8); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 8); Set Resources("Current Player", Add, 8, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 8); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 4); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 4); Set Resources("Current Player", Add, 4, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 4); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 2); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 2); Set Resources("Current Player", Add, 2, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 2); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Sac (Zerg Type 1)", At least, 1); Actions: Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", Subtract, 1); Set Resources("Current Player", Add, 1, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// //< //> Normal (dG -> G) Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 4096); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 4096); Set Resources("Current Player", Add, 4096, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 4096); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 2048); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 2048); Set Resources("Current Player", Add, 2048, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 2048); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 1024); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 1024); Set Resources("Current Player", Add, 1024, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 1024); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 512); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 512); Set Resources("Current Player", Add, 512, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 512); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 256); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 256); Set Resources("Current Player", Add, 256, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 256); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 128); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 128); Set Resources("Current Player", Add, 128, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 128); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 64); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 64); Set Resources("Current Player", Add, 64, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 64); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 32); Set Resources("Current Player", Add, 32, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 32); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 16); Set Resources("Current Player", Add, 16, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 8); Set Resources("Current Player", Add, 8, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 8); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 4); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 4); Set Resources("Current Player", Add, 4, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 4); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 2); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 2); Set Resources("Current Player", Add, 2, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 2); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 1); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 1); Set Resources("Current Player", Add, 1, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// //< //> Phantom (dG -> G) Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", Exactly, 8); Actions: Set Switch("Switch5", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", Exactly, 16); Actions: Set Switch("Switch5", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", Exactly, 24); Actions: Set Switch("Switch5", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", Exactly, 32); Actions: Set Switch("Switch5", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", Exactly, 40); Actions: Set Switch("Switch5", set); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 4096); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 4096); Set Resources("Current Player", Add, 4096, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 4096); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 2048); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 2048); Set Resources("Current Player", Add, 2048, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 2048); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 1024); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 1024); Set Resources("Current Player", Add, 1024, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 1024); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 512); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 512); Set Resources("Current Player", Add, 512, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 512); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 256); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 256); Set Resources("Current Player", Add, 256, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 256); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 128); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 128); Set Resources("Current Player", Add, 128, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 128); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 64); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 64); Set Resources("Current Player", Add, 64, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 64); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 32); Set Resources("Current Player", Add, 32, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 32); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 16); Set Resources("Current Player", Add, 16, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 8); Set Resources("Current Player", Add, 8, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 8); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 4); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 4); Set Resources("Current Player", Add, 8, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 8); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 2); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 2); Set Resources("Current Player", Add, 4, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 4); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 1); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 1); Set Resources("Current Player", Add, 2, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 2); Preserve Trigger(); } //-----------------------------------------------------------------// //< //> Phantom (dG -> G) Boost Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 8); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 32); Set Resources("Current Player", Add, 96, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 96); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 8); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 16); Set Resources("Current Player", Add, 48, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 48); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 8); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 8); Set Resources("Current Player", Add, 24, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 24); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 7); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 32); Set Resources("Current Player", Add, 88, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 88); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 7); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 16); Set Resources("Current Player", Add, 44, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 44); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 7); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 8); Set Resources("Current Player", Add, 22, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 22); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 6); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 32); Set Resources("Current Player", Add, 80, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 80); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 6); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 16); Set Resources("Current Player", Add, 40, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 40); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 6); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 8); Set Resources("Current Player", Add, 20, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 20); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 5); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 32); Set Resources("Current Player", Add, 72, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 72); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 5); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 16); Set Resources("Current Player", Add, 36, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 36); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 5); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 8); Set Resources("Current Player", Add, 18, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 18); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 4); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 32); Set Resources("Current Player", Add, 64, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 64); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 4); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 16); Set Resources("Current Player", Add, 32, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 32); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 4); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 8); Set Resources("Current Player", Add, 16, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 16); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 32); Set Resources("Current Player", Add, 56, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 56); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 16); Set Resources("Current Player", Add, 28, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 28); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 8); Set Resources("Current Player", Add, 14, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 14); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 32); Set Resources("Current Player", Add, 48, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 48); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 16); Set Resources("Current Player", Add, 24, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 24); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 8); Set Resources("Current Player", Add, 12, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 12); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 32); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 32); Set Resources("Current Player", Add, 40, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 40); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 16); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 16); Set Resources("Current Player", Add, 20, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 20); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Vespene Tank (Terran Type 1)", At least, 8); Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Nuclear Missile", Exactly, 3); Switch("Switch5", set); Actions: Set Deaths("Current Player", "Vespene Tank (Terran Type 1)", Subtract, 8); Set Resources("Current Player", Add, 10, gas); Set Deaths("Current Player", "Vespene Orb (Protoss Type 1)", Add, 10); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Switch("Switch5", set); Actions: Set Switch("Switch5", clear); Preserve Trigger(); } //-----------------------------------------------------------------// //< // Regular Triggers Start Here //> Hypertriggers Trigger("All players"){ 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); Wait(0); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ 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); Wait(0); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ 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); Wait(0); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ 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); Wait(0); Preserve Trigger(); } //-----------------------------------------------------------------// //< //> Introduction // Mission objectives and player count set (Scanner Sweep). Trigger("All players"){ Conditions: Always(); Actions: Set Resources("Current Player", Set To, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Set To, 50); Set Deaths("All players", "Scanner Sweep", Set To, 1); Set Mission Objectives("\x0041 2 3\r\n\x0048 4\r\n\x0047 6 5 Player map by start location\r\n\r\n\x007Unally eliminated players to ban\r\n\x007Unally victory during intro for Darkness Mode\r\n\r\n\x006Need Majority"); } //-----------------------------------------------------------------// // Measure player count against minimum (3). Trigger("All players"){ Conditions: Deaths("All players", "Scanner Sweep", At most, 2); Elapsed Time(At least, 3); Elapsed Time(At most, 77); Actions: Display Text Message(Always Display, "\x004You need at least three players to start the game."); Draw(); } //-----------------------------------------------------------------// // Introduction. Waits are not used so replays are functional. Trigger("All players"){ Conditions: Always(); Actions: Display Text Message(Always Display, "\x004Welcome to Phantom"); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Elapsed Time(At least, 7); Actions: Display Text Message(Always Display, "\x004There is a traitor in your midst. He is a \x006Phantom\x004, and cannot be trusted!"); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Elapsed Time(At least, 14); Actions: Display Text Message(Always Display, "\x004You will not know who the \x006Phantom\x004 is, unless you are smart and fast enough..."); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Elapsed Time(At least, 21); Actions: Display Text Message(Always Display, "\x004...to catch him"); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Elapsed Time(At least, 28); Actions: Display Text Message(Always Display, "\x004The \x006Phantom\x004 has \x002two \x004advantages: It gains resources faster..."); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Elapsed Time(At least, 35); Actions: Display Text Message(Always Display, "\x004...And \x005its identity is unknown."); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Elapsed Time(At least, 42); Actions: Display Text Message(Always Display, "\x004You lose when you have no remaining buildings."); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Elapsed Time(At least, 49); Actions: Display Text Message(Always Display, "\x004Phantom concept by \x003R\x006es'\x003S\x006ar~(\x003SR\x006)"); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Elapsed Time(At least, 56); Actions: Display Text Message(Always Display, "\x004Phantom \x018BGH \x01dClassic \x004by \x005Viett"); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Elapsed Time(At least, 63); Actions: Display Text Message(Always Display, "\x004Please enjoy this game. Good luck and have fun. A Phantom will now be chosen."); Play WAV("sound\\Misc\\UNrWht00.wav", 0); } //-----------------------------------------------------------------// // Reset ally because of Darkness Mode voting. Trigger("All players"){ Conditions: Elapsed Time(At least, 63); Switch("Switch7", not set); Actions: Leader Board Control("Army Size", "Men"); Set Alliance Status("All players", Allied Victory); } //-----------------------------------------------------------------// //< //> Choose Phantom // 3 Switches for 8 combinations. Khalis Crystal ensures one randomization per trigger cycle. Trigger("All players"){ Conditions: Elapsed Time(At least, 77); Deaths("All players", "Goliath Turret", Exactly, 0); Switch("Switch6", not set); Deaths("All players", "Khalis Crystal", Exactly, 0); Actions: Set Switch("Switch1", randomize); Set Switch("Switch2", randomize); Set Switch("Switch3", randomize); Set Deaths("All players", "Khalis Crystal", Set To, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Player 1"){ Conditions: Switch("Switch1", not set); Switch("Switch2", not set); Switch("Switch3", not set); Elapsed Time(At least, 77); Actions: Set Deaths("Current Player", "Goliath Turret", Set To, 1); } //-----------------------------------------------------------------// Trigger("Player 2"){ Conditions: Switch("Switch1", set); Switch("Switch2", not set); Switch("Switch3", not set); Elapsed Time(At least, 77); Actions: Set Deaths("Current Player", "Goliath Turret", Set To, 1); } //-----------------------------------------------------------------// Trigger("Player 3"){ Conditions: Switch("Switch1", not set); Switch("Switch2", set); Switch("Switch3", not set); Elapsed Time(At least, 77); Actions: Set Deaths("Current Player", "Goliath Turret", Set To, 1); } //-----------------------------------------------------------------// Trigger("Player 4"){ Conditions: Switch("Switch1", set); Switch("Switch2", set); Switch("Switch3", not set); Elapsed Time(At least, 77); Actions: Set Deaths("Current Player", "Goliath Turret", Set To, 1); } //-----------------------------------------------------------------// Trigger("Player 5"){ Conditions: Switch("Switch1", not set); Switch("Switch2", not set); Switch("Switch3", set); Elapsed Time(At least, 77); Actions: Set Deaths("Current Player", "Goliath Turret", Set To, 1); } //-----------------------------------------------------------------// Trigger("Player 6"){ Conditions: Switch("Switch1", set); Switch("Switch2", not set); Switch("Switch3", set); Elapsed Time(At least, 77); Actions: Set Deaths("Current Player", "Goliath Turret", Set To, 1); } //-----------------------------------------------------------------// Trigger("Player 7"){ Conditions: Switch("Switch1", not set); Switch("Switch2", set); Switch("Switch3", set); Elapsed Time(At least, 77); Actions: Set Deaths("Current Player", "Goliath Turret", Set To, 1); } //-----------------------------------------------------------------// Trigger("Player 8"){ Conditions: Switch("Switch1", set); Switch("Switch2", set); Switch("Switch3", set); Elapsed Time(At least, 77); Actions: Set Deaths("Current Player", "Goliath Turret", Set To, 1); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Khalis Crystal", Exactly, 1); Actions: Set Deaths("Current Player", "Khalis Crystal", Set To, 0); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("All players", "Goliath Turret", Exactly, 1); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Display Text Message(Always Display, "The Phantom has been chosen. Gather your wits and prepare for battle!"); Play WAV("sound\\Zerg\\LURKER\\ZLuPss03.WAV", 0); Set Deaths("All players", "Nuclear Missile", Add, 1); Set Switch("Switch6", set); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Goliath Turret", Exactly, 1); Actions: Display Text Message(Always Display, "\x013\x006YOU ARE THE PHANTOM - KILL THEM ALL!"); Play WAV("sound\\Zerg\\Hydra\\ZHyPss00.WAV", 0); Set Deaths("All players", "Nuclear Missile", Add, 1); Set Switch("Switch6", set); } //-----------------------------------------------------------------// //< //> Victory and Defeat // Phantom (Goliath Turret) is dead, defeat. Trigger("All players"){ Conditions: Command("Current Player", "Buildings", At most, 0); Deaths("Current Player", "Goliath Turret", Exactly, 1); Actions: Display Text Message(Always Display, "\x006You have been driven from this mortal plane!"); Play WAV("sound\\Zerg\\Lurker\\ZLuPss02.WAV", 0); Defeat(); } //-----------------------------------------------------------------// // Phantom has been defeated. Death timer for pause. Trigger("All players"){ Conditions: Deaths("All players", "Goliath Turret", Exactly, 0); Switch("Switch6", set); Actions: Display Text Message(Always Display, "\x004The \x006Phantom\x004 releases a terrible cry in its death throes as its \x004final sanctum is destroyed!"); Play WAV("sound\\Zerg\\Lurker\\ZLuPss02.WAV", 0); Set Deaths("Current Player", "Alan Turret", Set To, 85); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Alan Turret", At least, 2); Actions: Set Deaths("Current Player", "Alan Turret", Subtract, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Alan Turret", Exactly, 1); Actions: Display Text Message(Always Display, "\x004Good has prevailed and the \x006Phantom \x004is no more!"); Play WAV("sound\\Terran\\Firebat\\TFBPss01.WAV", 0); Set Alliance Status("All players", Allied Victory); Victory(); } //-----------------------------------------------------------------// // Scanner Sweep, number of alive players, is 1 (self). Trigger("All players"){ Conditions: Deaths("Current Player", "Goliath Turret", Exactly, 1); Deaths("All players", "Scanner Sweep", Exactly, 1); Actions: Display Text Message(Always Display, "\x004Congratulations, \x006Phantom\x004, for you have prevailed!"); Play WAV("sound\\Zerg\\Hydra\\ZHyPss01.WAV", 0); Victory(); } //-----------------------------------------------------------------// // These triggers go full circle, the following trigger last. This allows the trigger to activate for each player before the action makes the conditions false. Trigger("All players"){ Conditions: Deaths("Current Player", "Cave", Exactly, 1); Actions: Set Deaths("Current Player", "Scanner Sweep", Set To, 0); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Command("Current Player", "Buildings", At most, 0); Deaths("Current Player", "Goliath Turret", Exactly, 0); Deaths("Current Player", "Disruption Field", Exactly, 0); Actions: Set Deaths("Current Player", "Cave", Set To, 1); Display Text Message(Always Display, "\x006Fool! You have been destroyed!"); Run AI Script("+Vi0"); Run AI Script("+Vi1"); Run AI Script("+Vi2"); Run AI Script("+Vi3"); Run AI Script("+Vi4"); Run AI Script("+Vi5"); Run AI Script("+Vi6"); Run AI Script("+Vi7"); Give Units to Player("Current Player", "Player 12", "Any unit", All, "Anywhere"); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 1", "Cave", Exactly, 1); Deaths("Current Player", "Cave", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 1 has been eliminated."); Play WAV("sound\\Misc\\Transmission.wav", 0); Set Alliance Status("Player 1", Allied Victory); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 2", "Cave", Exactly, 1); Deaths("Current Player", "Cave", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 2 has been eliminated."); Play WAV("sound\\Misc\\Transmission.wav", 0); Set Alliance Status("Player 2", Allied Victory); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 3", "Cave", Exactly, 1); Deaths("Current Player", "Cave", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 3 has been eliminated."); Play WAV("sound\\Misc\\Transmission.wav", 0); Set Alliance Status("Player 3", Allied Victory); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 4", "Cave", Exactly, 1); Deaths("Current Player", "Cave", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 4 has been eliminated."); Play WAV("sound\\Misc\\Transmission.wav", 0); Set Alliance Status("Player 4", Allied Victory); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 5", "Cave", Exactly, 1); Deaths("Current Player", "Cave", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 5 has been eliminated."); Play WAV("sound\\Misc\\Transmission.wav", 0); Set Alliance Status("Player 5", Allied Victory); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 6", "Cave", Exactly, 1); Deaths("Current Player", "Cave", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 6 has been eliminated."); Play WAV("sound\\Misc\\Transmission.wav", 0); Set Alliance Status("Player 6", Allied Victory); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 7", "Cave", Exactly, 1); Deaths("Current Player", "Cave", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 7 has been eliminated."); Play WAV("sound\\Misc\\Transmission.wav", 0); Set Alliance Status("Player 7", Allied Victory); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 8", "Cave", Exactly, 1); Deaths("Current Player", "Cave", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 8 has been eliminated."); Play WAV("sound\\Misc\\Transmission.wav", 0); Set Alliance Status("Player 8", Allied Victory); } //-----------------------------------------------------------------// //< //> Anti-Map Max // See http://www.staredit.net/wiki/Detecting_Map_Max. Trigger("All players"){ Conditions: Bring("All players", "Any unit", "Location 1", Exactly, 0); Actions: Create Unit("Current Player", "Mineral Field (Type 1)", 1, "Location 0"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Bring("Player 12", "Mineral Field (Type 1)", "Location 0", Exactly, 0); B