| Trigger |
| Description: |
| Turning on the gun or attack |
| Players: |
| ¤ P1 |
| Conditions: |
| ¤ Bring(current player, at least, 1, Pistol, to location "Chosen Weapon") |
| Actions: |
| ¤ SetDeaths(SetTo,1,for Independant Starport) |
| ¤ PreserveTrigger |
| Trigger |
| Description: |
| The In Range Location (Not Required) |
| Players: |
| ¤ P1 |
| Conditions: |
| ¤ Always |
| Actions: |
| ¤ MoveLocation("In Range", on Defiler, at "Anywhere") |
| ¤ Preserve Trigger |
| Trigger |
| Description: |
| Firing the Weapon, Location Required |
| Players: |
| ¤ P1 |
| Conditions: |
| ¤ Bring(All Players, Exactly, 1, Dark Swarm, Anywhere); |
| ¤ Deaths(P1, Exactly, 1, Independent Starport); |
| ¤ Bring(P1, Exactly, 1, Defiler, in range); |
| Actions: |
| ¤ PreserveTrigger(); |
| ¤ MoveLocation(Attack Unit, Dark Swarm, All Players, Anywhere); |
| ¤ RemoveUnitAtLocation(1, Dark Swarm, All Players, Attack Unit); |
| ¤ Put Anything you want to happen here |
| ¤ Example: CreateUnit(1, Kakaru, Attack Unit); |
| ¤ Example2: KillUnitAt(1, Kakaru, Attack Unit); |
| ¤ Alternative: Set a Death Count |
| ¤ Example: SetDeaths(1,Mercanary Gunship); |
| Trigger |
| Description: |
| Effect of the Dark Swarm |
| Players: |
| ¤ P1 |
| Conditions: |
| ¤ There are two ways to do this |
| ¤ i will start with the first |
| ¤ Bring(P2, exactly, 1, Terran Marine[or any other unit], To location "Attack Unit"); |
| ¤ Bring(P1, Exactly,1,Defiler,To "anywhere"); |
| ¤ x---------------or----------------x |
| ¤ Deaths(P1,Exactly, 1, Mercanary Gunship); |
| ¤ Bring(P1, Exactly,1,Defiler,To "anywhere"); |
| Actions: |
| ¤ There are many things you can do here |
| ¤ you can do an automatic thing |
| ¤ or you can use randomize switches |
| ¤ PreserveTrigger(); |
| ¤ SetSwitch(Randomize, "Rand 1"); |
| ¤ SetSwitch(Randomize, "Rand 2"); |
| ¤ SetSwitch(Set, "Randomization"); |
| ¤ x-----------------or-----------------x |
| ¤ you can do the trigger right then and there |
| ¤ Example: KillUnitAt(Terran Marine,"Attack Unit"); |
| ¤ There are other things you may do though |
| Trigger |
| Description: |
| Ammo1 |
| Players: |
| ¤ Player |
| Conditions: |
| ¤ Player has at least 1 minerals |
| ¤ player has at least 1 kill score |
| Actions: |
| ¤ subtract 1 minerals from player |
| ¤ set kills score to 0 |
| ¤ preserve trigger |
| Trigger |
| Description: |
| Ammo2 |
| Players: |
| ¤ player |
| Conditions: |
| ¤ Player has exactly 0 minerals |
| ¤ player has at least 1 gas |
| Actions: |
| ¤ set ally on all players |
| ¤ wait 1500 milsec's (reload time) |
| ¤ display text " reloading..." |
| ¤ subtract 1 gas from player |
| ¤ add 6 gas for player |
| ¤ preaserve trigger |
| Trigger |
| Description: |
| Ammo3 |
| Players: |
| ¤ player |
| Conditions: |
| ¤ player acumaltes 0 gas and 0 ore |
| Actions: |
| ¤ set alliance on all players |
| ¤ preaserve trigger |
| Trigger |
| Description: |
| Ammo4 |
| Players: |
| ¤ player |
| Conditions: |
| ¤ Player brings at least 1 any unit to "resupply ammo" |
| Actions: |
| ¤ set ore to 6 |
| ¤ set gas to 3 |
| ¤ preserve trigger |