// Phantom Classic 1.02 Triggers // Viett // 11/27/08 // 1.02 Changes: // Removed anti-mineral hack, anti-auto-unally hack, desync ban //> 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. This used to be so that change in minerals could be evaluated, but without the min hack, this is no longer necessary. These triggers could be removed, because they don't do anything, but it would be blatently obvious who the Phantom was from the scores screen. 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. Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 4096); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", 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 3)", At least, 2048); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", 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 3)", At least, 1024); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", 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 3)", At least, 512); Deaths("Current Player", "Goliath Turret", Exactly, 0); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", 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 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(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Mineral Field (Type 3)", At least, 4096); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", 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 3)", At least, 2048); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", 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 3)", At least, 1024); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", 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 3)", At least, 512); Deaths("Current Player", "Goliath Turret", Exactly, 1); Switch("Switch5", not set); Actions: Set Deaths("Current Player", "Mineral Field (Type 3)", 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 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); Bring("All players", "Any unit", "Location 1", Exactly, 0); Actions: Remove Unit At Location("All players", "Zerg Larva", 3, "Anywhere"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Bring("Player 12", "Mineral Field (Type 1)", "Location 0", At least, 1); Actions: Preserve Trigger(); Remove Unit At Location("Player 12", "Mineral Field (Type 1)", All, "Location 0"); } //-----------------------------------------------------------------// //< //> Overlord Limit (30) // Simple trigger. Includes a refund. Trigger("All players"){ Conditions: Command("Current Player", "Zerg Overlord", At least, 31); Actions: Remove Unit At Location("Current Player", "Zerg Overlord", 1, "Anywhere"); Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Mineral Field (Type 1)", Add, 100); Preserve Trigger(); } //-----------------------------------------------------------------// //< //> Darkness Mode // Disallow unallying before introduction ends. Trigger("All players"){ Conditions: Elapsed Time(At most, 62); Deaths("Foes", "Scanner Sweep", At least, 1); Switch("Switch7", not set); Actions: Set Alliance Status("Foes", Allied Victory); Preserve Trigger(); } //-----------------------------------------------------------------// // Set Map Revealer deaths to 1 if all other players are non-allied victory. Trigger("All players"){ Conditions: Deaths("Current Player", "Map Revealer", Exactly, 1); Elapsed Time(At most, 62); Actions: Set Deaths("Current Player", "Map Revealer", Set To, 0); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Non Allied Victory Players", "Scanner Sweep", Exactly, 7); Deaths("All players", "Scanner Sweep", Exactly, 8); Elapsed Time(At most, 62); Actions: Set Deaths("Current Player", "Map Revealer", Set To, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Non Allied Victory Players", "Scanner Sweep", Exactly, 6); Deaths("All players", "Scanner Sweep", Exactly, 7); Elapsed Time(At most, 62); Actions: Set Deaths("Current Player", "Map Revealer", Set To, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Non Allied Victory Players", "Scanner Sweep", Exactly, 5); Deaths("All players", "Scanner Sweep", Exactly, 6); Elapsed Time(At most, 62); Actions: Set Deaths("Current Player", "Map Revealer", Set To, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Non Allied Victory Players", "Scanner Sweep", Exactly, 4); Deaths("All players", "Scanner Sweep", Exactly, 5); Elapsed Time(At most, 62); Actions: Set Deaths("Current Player", "Map Revealer", Set To, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Non Allied Victory Players", "Scanner Sweep", Exactly, 3); Deaths("All players", "Scanner Sweep", Exactly, 4); Elapsed Time(At most, 62); Actions: Set Deaths("Current Player", "Map Revealer", Set To, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Non Allied Victory Players", "Scanner Sweep", Exactly, 2); Deaths("All players", "Scanner Sweep", Exactly, 3); Elapsed Time(At most, 62); Actions: Set Deaths("Current Player", "Map Revealer", Set To, 1); Preserve Trigger(); } //-----------------------------------------------------------------// // If majority players have unallied victory, set Darkness Mode and reduce Phantom's mineral/gas gain by 4 per chunk. Trigger("All players"){ Conditions: Deaths("All players", "Map Revealer", At least, 5); Deaths("All players", "Scanner Sweep", Exactly, 8); Elapsed Time(At most, 62); Switch("Switch7", not set); Actions: Set Switch("Switch7", set); Set Deaths("All players", "Nuclear Missile", Subtract, 2); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("All players", "Map Revealer", At least, 4); Deaths("All players", "Scanner Sweep", Exactly, 7); Elapsed Time(At most, 62); Switch("Switch7", not set); Actions: Set Switch("Switch7", set); Set Deaths("All players", "Nuclear Missile", Subtract, 2); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("All players", "Map Revealer", At least, 4); Deaths("All players", "Scanner Sweep", Exactly, 6); Elapsed Time(At most, 62); Switch("Switch7", not set); Actions: Set Switch("Switch7", set); Set Deaths("All players", "Nuclear Missile", Subtract, 2); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("All players", "Map Revealer", At least, 3); Deaths("All players", "Scanner Sweep", Exactly, 5); Elapsed Time(At most, 62); Switch("Switch7", not set); Actions: Set Switch("Switch7", set); Set Deaths("All players", "Nuclear Missile", Subtract, 2); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("All players", "Map Revealer", At least, 3); Deaths("All players", "Scanner Sweep", Exactly, 4); Elapsed Time(At most, 62); Switch("Switch7", not set); Actions: Set Switch("Switch7", set); Set Deaths("All players", "Nuclear Missile", Subtract, 2); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("All players", "Map Revealer", At least, 2); Deaths("All players", "Scanner Sweep", Exactly, 3); Elapsed Time(At most, 62); Switch("Switch7", not set); Actions: Set Switch("Switch7", set); Set Deaths("All players", "Nuclear Missile", Subtract, 2); } //-----------------------------------------------------------------// // Action of Darkness Mode, unally vision. Only if player is alive. Trigger("Player 1"){ Conditions: Switch("Switch7", set); Deaths("Current Player", "Scanner Sweep", At least, 1); Actions: 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"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Player 2"){ Conditions: Switch("Switch7", set); Deaths("Current Player", "Scanner Sweep", At least, 1); Actions: Run AI Script("-Vi0"); Run AI Script("-Vi2"); Run AI Script("-Vi3"); Run AI Script("-Vi4"); Run AI Script("-Vi5"); Run AI Script("-Vi6"); Run AI Script("-Vi7"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Player 3"){ Conditions: Switch("Switch7", set); Deaths("Current Player", "Scanner Sweep", At least, 1); Actions: Run AI Script("-Vi0"); Run AI Script("-Vi1"); Run AI Script("-Vi3"); Run AI Script("-Vi4"); Run AI Script("-Vi5"); Run AI Script("-Vi6"); Run AI Script("-Vi7"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Player 4"){ Conditions: Switch("Switch7", set); Deaths("Current Player", "Scanner Sweep", At least, 1); Actions: Run AI Script("-Vi0"); Run AI Script("-Vi1"); Run AI Script("-Vi2"); Run AI Script("-Vi4"); Run AI Script("-Vi5"); Run AI Script("-Vi6"); Run AI Script("-Vi7"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Player 5"){ Conditions: Switch("Switch7", set); Deaths("Current Player", "Scanner Sweep", At least, 1); Actions: Run AI Script("-Vi0"); Run AI Script("-Vi1"); Run AI Script("-Vi2"); Run AI Script("-Vi3"); Run AI Script("-Vi5"); Run AI Script("-Vi6"); Run AI Script("-Vi7"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Player 6"){ Conditions: Switch("Switch7", set); Deaths("Current Player", "Scanner Sweep", At least, 1); Actions: Run AI Script("-Vi0"); Run AI Script("-Vi1"); Run AI Script("-Vi2"); Run AI Script("-Vi3"); Run AI Script("-Vi4"); Run AI Script("-Vi6"); Run AI Script("-Vi7"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Player 7"){ Conditions: Switch("Switch7", set); Deaths("Current Player", "Scanner Sweep", At least, 1); Actions: 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("-Vi7"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Player 8"){ Conditions: Switch("Switch7", set); Deaths("Current Player", "Scanner Sweep", At least, 1); Actions: 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"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Switch("Switch7", set); Actions: Display Text Message(Always Display, "\x005Darkness Mode Enabled"); Set Alliance Status("All players", Allied Victory); } //-----------------------------------------------------------------// //< //> Ban Spectators //The action is first so it is not executed before all of the following Trigger("All players"){ Conditions: Deaths("Current Player", "Khaydarin Crystal Formation", Exactly, 1); Actions: Defeat(); } //-----------------------------------------------------------------// // If player has a non-allied player, ally all. Trigger("All players"){ Conditions: Deaths("Non Allied Victory Players", "Scanner Sweep", At least, 1); Deaths("Current Player", "Goliath Turret", Exactly, 0); Command("Current Player", "Buildings", At most, 0); Actions: Set Alliance Status("All players", Allied Victory); Preserve Trigger(); } //-----------------------------------------------------------------// // If a player has more non-allied victory players than regular players, ban. This only counts alive players. Trigger("All players"){ Conditions: Deaths("All players", "Scanner Sweep", Exactly, 7); Deaths("Current Player", "Scanner Sweep", Exactly, 0); Deaths("Non Allied Victory Players", "Scanner Sweep", At least, 4); Actions: Set Deaths("Current Player", "Uraj Crystal", Set To, 1); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("All players", "Scanner Sweep", Exactly, 6); Deaths("Current Player", "Scanner Sweep", Exactly, 0); Deaths("Non Allied Victory Players", "Scanner Sweep", At least, 4); Actions: Set Deaths("Current Player", "Uraj Crystal", Set To, 1); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("All players", "Scanner Sweep", Exactly, 5); Deaths("Current Player", "Scanner Sweep", Exactly, 0); Deaths("Non Allied Victory Players", "Scanner Sweep", At least, 3); Actions: Set Deaths("Current Player", "Uraj Crystal", Set To, 1); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("All players", "Scanner Sweep", Exactly, 4); Deaths("Current Player", "Scanner Sweep", Exactly, 0); Deaths("Non Allied Victory Players", "Scanner Sweep", At least, 3); Actions: Set Deaths("Current Player", "Uraj Crystal", Set To, 1); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("All players", "Scanner Sweep", Exactly, 3); Deaths("Current Player", "Scanner Sweep", Exactly, 0); Deaths("Non Allied Victory Players", "Scanner Sweep", At least, 2); Actions: Set Deaths("Current Player", "Uraj Crystal", Set To, 1); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("All players", "Scanner Sweep", Exactly, 2); Deaths("Current Player", "Scanner Sweep", Exactly, 0); Deaths("Non Allied Victory Players", "Scanner Sweep", At least, 2); Actions: Set Deaths("Current Player", "Uraj Crystal", Set To, 1); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 1", "Uraj Crystal", Exactly, 1); Deaths("Current Player", "Uraj Crystal", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 1 has been banned."); Play WAV("sound\\Misc\\Transmission.wav", 0); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 2", "Uraj Crystal", Exactly, 1); Deaths("Current Player", "Uraj Crystal", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 2 has been banned."); Play WAV("sound\\Misc\\Transmission.wav", 0); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 3", "Uraj Crystal", Exactly, 1); Deaths("Current Player", "Uraj Crystal", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 3 has been banned."); Play WAV("sound\\Misc\\Transmission.wav", 0); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 4", "Uraj Crystal", Exactly, 1); Deaths("Current Player", "Uraj Crystal", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 4 has been banned."); Play WAV("sound\\Misc\\Transmission.wav", 0); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 5", "Uraj Crystal", Exactly, 1); Deaths("Current Player", "Uraj Crystal", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 5 has been banned."); Play WAV("sound\\Misc\\Transmission.wav", 0); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 6", "Uraj Crystal", Exactly, 1); Deaths("Current Player", "Uraj Crystal", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 6 has been banned."); Play WAV("sound\\Misc\\Transmission.wav", 0); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 7", "Uraj Crystal", Exactly, 1); Deaths("Current Player", "Uraj Crystal", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 7 has been banned."); Play WAV("sound\\Misc\\Transmission.wav", 0); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Player 8", "Uraj Crystal", Exactly, 1); Deaths("Current Player", "Uraj Crystal", Exactly, 0); Actions: Display Text Message(Always Display, "\x003Player 8 has been banned."); Play WAV("sound\\Misc\\Transmission.wav", 0); } //-----------------------------------------------------------------// Trigger("All players"){ Conditions: Deaths("Current Player", "Uraj Crystal", Exactly, 1); Actions: Display Text Message(Always Display, "\x004You have been \x006banned\x004."); Play WAV("sound\\Misc\\Transmission.wav", 0); Set Deaths("Current Player", "Khaydarin Crystal Formation", Set To, 1); } //-----------------------------------------------------------------//