Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R1", At least, 1); Bring("Player 8", "Buildings", "R1", At most, 0); Bring("Player 8", "Protoss Beacon", "R1", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R1"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R1", At most, 0); Bring("Player 10", "Protoss Beacon", "R1", At most, 0); Bring("Current Player", "Protoss Beacon", "R1", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R1"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R1", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R1", At least, 1); Bring("Current Player", "Terran Academy", "R1", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R2", At least, 1); Bring("Player 8", "Buildings", "R2", At most, 0); Bring("Player 8", "Protoss Beacon", "R2", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R2"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R2", At most, 0); Bring("Player 10", "Protoss Beacon", "R2", At most, 0); Bring("Current Player", "Protoss Beacon", "R2", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R2"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R2", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R2", At least, 1); Bring("Current Player", "Terran Academy", "R2", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R3", At least, 1); Bring("Player 8", "Buildings", "R3", At most, 0); Bring("Player 8", "Protoss Beacon", "R3", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R3"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R3", At most, 0); Bring("Player 10", "Protoss Beacon", "R3", At most, 0); Bring("Current Player", "Protoss Beacon", "R3", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R3"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R3", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R3", At least, 1); Bring("Current Player", "Terran Academy", "R3", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R4", At least, 1); Bring("Player 8", "Buildings", "R4", At most, 0); Bring("Player 8", "Protoss Beacon", "R4", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R4"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R4", At most, 0); Bring("Player 10", "Protoss Beacon", "R4", At most, 0); Bring("Current Player", "Protoss Beacon", "R4", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R4"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R4", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R4", At least, 1); Bring("Current Player", "Terran Academy", "R4", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R5", At least, 1); Bring("Player 8", "Buildings", "R5", At most, 0); Bring("Player 8", "Protoss Beacon", "R5", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R5"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R5", At most, 0); Bring("Player 10", "Protoss Beacon", "R5", At most, 0); Bring("Current Player", "Protoss Beacon", "R5", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R5"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R5", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R5", At least, 1); Bring("Current Player", "Terran Academy", "R5", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R6", At least, 1); Bring("Player 8", "Buildings", "R6", At most, 0); Bring("Player 8", "Protoss Beacon", "R6", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R6"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R6", At most, 0); Bring("Player 10", "Protoss Beacon", "R6", At most, 0); Bring("Current Player", "Protoss Beacon", "R6", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R6"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R6", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R6", At least, 1); Bring("Current Player", "Terran Academy", "R6", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R7", At least, 1); Bring("Player 8", "Buildings", "R7", At most, 0); Bring("Player 8", "Protoss Beacon", "R7", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R7"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R7", At most, 0); Bring("Player 10", "Protoss Beacon", "R7", At most, 0); Bring("Current Player", "Protoss Beacon", "R7", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R7"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R7", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R7", At least, 1); Bring("Current Player", "Terran Academy", "R7", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R8", At least, 1); Bring("Player 8", "Buildings", "R8", At most, 0); Bring("Player 8", "Protoss Beacon", "R8", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R8"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R8", At most, 0); Bring("Player 10", "Protoss Beacon", "R8", At most, 0); Bring("Current Player", "Protoss Beacon", "R8", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R8"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R8", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R8", At least, 1); Bring("Current Player", "Terran Academy", "R8", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R9", At least, 1); Bring("Player 8", "Buildings", "R9", At most, 0); Bring("Player 8", "Protoss Beacon", "R9", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R9"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R9", At most, 0); Bring("Player 10", "Protoss Beacon", "R9", At most, 0); Bring("Current Player", "Protoss Beacon", "R9", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R9"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R9", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R9", At least, 1); Bring("Current Player", "Terran Academy", "R9", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R10", At least, 1); Bring("Player 8", "Buildings", "R10", At most, 0); Bring("Player 8", "Protoss Beacon", "R10", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R10"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R10", At most, 0); Bring("Player 10", "Protoss Beacon", "R10", At most, 0); Bring("Current Player", "Protoss Beacon", "R10", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R10"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R10", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R10", At least, 1); Bring("Current Player", "Terran Academy", "R10", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R11", At least, 1); Bring("Player 8", "Buildings", "R11", At most, 0); Bring("Player 8", "Protoss Beacon", "R11", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R11"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R11", At most, 0); Bring("Player 10", "Protoss Beacon", "R11", At most, 0); Bring("Current Player", "Protoss Beacon", "R11", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R11"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R11", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R11", At least, 1); Bring("Current Player", "Terran Academy", "R11", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R12", At least, 1); Bring("Player 8", "Buildings", "R12", At most, 0); Bring("Player 8", "Protoss Beacon", "R12", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R12"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R12", At most, 0); Bring("Player 10", "Protoss Beacon", "R12", At most, 0); Bring("Current Player", "Protoss Beacon", "R12", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R12"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R12", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R12", At least, 1); Bring("Current Player", "Terran Academy", "R12", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R13", At least, 1); Bring("Player 8", "Buildings", "R13", At most, 0); Bring("Player 8", "Protoss Beacon", "R13", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R13"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R13", At most, 0); Bring("Player 10", "Protoss Beacon", "R13", At most, 0); Bring("Current Player", "Protoss Beacon", "R13", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R13"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R13", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R13", At least, 1); Bring("Current Player", "Terran Academy", "R13", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R14", At least, 1); Bring("Player 8", "Buildings", "R14", At most, 0); Bring("Player 8", "Protoss Beacon", "R14", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R14"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R14", At most, 0); Bring("Player 10", "Protoss Beacon", "R14", At most, 0); Bring("Current Player", "Protoss Beacon", "R14", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R14"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R14", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R14", At least, 1); Bring("Current Player", "Terran Academy", "R14", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R15", At least, 1); Bring("Player 8", "Buildings", "R15", At most, 0); Bring("Player 8", "Protoss Beacon", "R15", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R15"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R15", At most, 0); Bring("Player 10", "Protoss Beacon", "R15", At most, 0); Bring("Current Player", "Protoss Beacon", "R15", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R15"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R15", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R15", At least, 1); Bring("Current Player", "Terran Academy", "R15", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R16", At least, 1); Bring("Player 8", "Buildings", "R16", At most, 0); Bring("Player 8", "Protoss Beacon", "R16", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R16"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R16", At most, 0); Bring("Player 10", "Protoss Beacon", "R16", At most, 0); Bring("Current Player", "Protoss Beacon", "R16", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R16"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R16", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R16", At least, 1); Bring("Current Player", "Terran Academy", "R16", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R17", At least, 1); Bring("Player 8", "Buildings", "R17", At most, 0); Bring("Player 8", "Protoss Beacon", "R17", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R17"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R17", At most, 0); Bring("Player 10", "Protoss Beacon", "R17", At most, 0); Bring("Current Player", "Protoss Beacon", "R17", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R17"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R17", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R17", At least, 1); Bring("Current Player", "Terran Academy", "R17", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R18", At least, 1); Bring("Player 8", "Buildings", "R18", At most, 0); Bring("Player 8", "Protoss Beacon", "R18", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R18"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R18", At most, 0); Bring("Player 10", "Protoss Beacon", "R18", At most, 0); Bring("Current Player", "Protoss Beacon", "R18", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R18"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R18", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R18", At least, 1); Bring("Current Player", "Terran Academy", "R18", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R19", At least, 1); Bring("Player 8", "Buildings", "R19", At most, 0); Bring("Player 8", "Protoss Beacon", "R19", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R19"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R19", At most, 0); Bring("Player 10", "Protoss Beacon", "R19", At most, 0); Bring("Current Player", "Protoss Beacon", "R19", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R19"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R19", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R19", At least, 1); Bring("Current Player", "Terran Academy", "R19", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R20", At least, 1); Bring("Player 8", "Buildings", "R20", At most, 0); Bring("Player 8", "Protoss Beacon", "R20", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R20"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R20", At most, 0); Bring("Player 10", "Protoss Beacon", "R20", At most, 0); Bring("Current Player", "Protoss Beacon", "R20", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R20"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R20", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R20", At least, 1); Bring("Current Player", "Terran Academy", "R20", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R21", At least, 1); Bring("Player 8", "Buildings", "R21", At most, 0); Bring("Player 8", "Protoss Beacon", "R21", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R21"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R21", At most, 0); Bring("Player 10", "Protoss Beacon", "R21", At most, 0); Bring("Current Player", "Protoss Beacon", "R21", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R21"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R21", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R21", At least, 1); Bring("Current Player", "Terran Academy", "R21", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R22", At least, 1); Bring("Player 8", "Buildings", "R22", At most, 0); Bring("Player 8", "Protoss Beacon", "R22", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R22"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R22", At most, 0); Bring("Player 10", "Protoss Beacon", "R22", At most, 0); Bring("Current Player", "Protoss Beacon", "R22", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R22"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R22", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R22", At least, 1); Bring("Current Player", "Terran Academy", "R22", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R23", At least, 1); Bring("Player 8", "Buildings", "R23", At most, 0); Bring("Player 8", "Protoss Beacon", "R23", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R23"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R23", At most, 0); Bring("Player 10", "Protoss Beacon", "R23", At most, 0); Bring("Current Player", "Protoss Beacon", "R23", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R23"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R23", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R23", At least, 1); Bring("Current Player", "Terran Academy", "R23", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R24", At least, 1); Bring("Player 8", "Buildings", "R24", At most, 0); Bring("Player 8", "Protoss Beacon", "R24", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R24"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R24", At most, 0); Bring("Player 10", "Protoss Beacon", "R24", At most, 0); Bring("Current Player", "Protoss Beacon", "R24", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R24"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R24", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R24", At least, 1); Bring("Current Player", "Terran Academy", "R24", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R25", At least, 1); Bring("Player 8", "Buildings", "R25", At most, 0); Bring("Player 8", "Protoss Beacon", "R25", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R25"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R25", At most, 0); Bring("Player 10", "Protoss Beacon", "R25", At most, 0); Bring("Current Player", "Protoss Beacon", "R25", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R25"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R25", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R25", At least, 1); Bring("Current Player", "Terran Academy", "R25", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R26", At least, 1); Bring("Player 8", "Buildings", "R26", At most, 0); Bring("Player 8", "Protoss Beacon", "R26", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R26"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R26", At most, 0); Bring("Player 10", "Protoss Beacon", "R26", At most, 0); Bring("Current Player", "Protoss Beacon", "R26", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R26"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R26", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R26", At least, 1); Bring("Current Player", "Terran Academy", "R26", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R27", At least, 1); Bring("Player 8", "Buildings", "R27", At most, 0); Bring("Player 8", "Protoss Beacon", "R27", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R27"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R27", At most, 0); Bring("Player 10", "Protoss Beacon", "R27", At most, 0); Bring("Current Player", "Protoss Beacon", "R27", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R27"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R27", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R27", At least, 1); Bring("Current Player", "Terran Academy", "R27", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R28", At least, 1); Bring("Player 8", "Buildings", "R28", At most, 0); Bring("Player 8", "Protoss Beacon", "R28", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R28"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R28", At most, 0); Bring("Player 10", "Protoss Beacon", "R28", At most, 0); Bring("Current Player", "Protoss Beacon", "R28", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R28"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R28", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R28", At least, 1); Bring("Current Player", "Terran Academy", "R28", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R29", At least, 1); Bring("Player 8", "Buildings", "R29", At most, 0); Bring("Player 8", "Protoss Beacon", "R29", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R29"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R29", At most, 0); Bring("Player 10", "Protoss Beacon", "R29", At most, 0); Bring("Current Player", "Protoss Beacon", "R29", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R29"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R29", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R29", At least, 1); Bring("Current Player", "Terran Academy", "R29", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R30", At least, 1); Bring("Player 8", "Buildings", "R30", At most, 0); Bring("Player 8", "Protoss Beacon", "R30", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R30"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R30", At most, 0); Bring("Player 10", "Protoss Beacon", "R30", At most, 0); Bring("Current Player", "Protoss Beacon", "R30", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R30"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R30", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R30", At least, 1); Bring("Current Player", "Terran Academy", "R30", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R31", At least, 1); Bring("Player 8", "Buildings", "R31", At most, 0); Bring("Player 8", "Protoss Beacon", "R31", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R31"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R31", At most, 0); Bring("Player 10", "Protoss Beacon", "R31", At most, 0); Bring("Current Player", "Protoss Beacon", "R31", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R31"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R31", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R31", At least, 1); Bring("Current Player", "Terran Academy", "R31", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R32", At least, 1); Bring("Player 8", "Buildings", "R32", At most, 0); Bring("Player 8", "Protoss Beacon", "R32", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R32"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R32", At most, 0); Bring("Player 10", "Protoss Beacon", "R32", At most, 0); Bring("Current Player", "Protoss Beacon", "R32", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R32"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R32", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R32", At least, 1); Bring("Current Player", "Terran Academy", "R32", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R33", At least, 1); Bring("Player 8", "Buildings", "R33", At most, 0); Bring("Player 8", "Protoss Beacon", "R33", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R33"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R33", At most, 0); Bring("Player 10", "Protoss Beacon", "R33", At most, 0); Bring("Current Player", "Protoss Beacon", "R33", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R33"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R33", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R33", At least, 1); Bring("Current Player", "Terran Academy", "R33", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R34", At least, 1); Bring("Player 8", "Buildings", "R34", At most, 0); Bring("Player 8", "Protoss Beacon", "R34", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R34"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R34", At most, 0); Bring("Player 10", "Protoss Beacon", "R34", At most, 0); Bring("Current Player", "Protoss Beacon", "R34", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R34"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R34", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R34", At least, 1); Bring("Current Player", "Terran Academy", "R34", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R35", At least, 1); Bring("Player 8", "Buildings", "R35", At most, 0); Bring("Player 8", "Protoss Beacon", "R35", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R35"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R35", At most, 0); Bring("Player 10", "Protoss Beacon", "R35", At most, 0); Bring("Current Player", "Protoss Beacon", "R35", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R35"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R35", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R35", At least, 1); Bring("Current Player", "Terran Academy", "R35", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R36", At least, 1); Bring("Player 8", "Buildings", "R36", At most, 0); Bring("Player 8", "Protoss Beacon", "R36", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R36"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R36", At most, 0); Bring("Player 10", "Protoss Beacon", "R36", At most, 0); Bring("Current Player", "Protoss Beacon", "R36", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R36"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R36", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R36", At least, 1); Bring("Current Player", "Terran Academy", "R36", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R37", At least, 1); Bring("Player 8", "Buildings", "R37", At most, 0); Bring("Player 8", "Protoss Beacon", "R37", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R37"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R37", At most, 0); Bring("Player 10", "Protoss Beacon", "R37", At most, 0); Bring("Current Player", "Protoss Beacon", "R37", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R37"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R37", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R37", At least, 1); Bring("Current Player", "Terran Academy", "R37", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R38", At least, 1); Bring("Player 8", "Buildings", "R38", At most, 0); Bring("Player 8", "Protoss Beacon", "R38", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R38"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R38", At most, 0); Bring("Player 10", "Protoss Beacon", "R38", At most, 0); Bring("Current Player", "Protoss Beacon", "R38", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R38"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R38", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R38", At least, 1); Bring("Current Player", "Terran Academy", "R38", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R39", At least, 1); Bring("Player 8", "Buildings", "R39", At most, 0); Bring("Player 8", "Protoss Beacon", "R39", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R39"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R39", At most, 0); Bring("Player 10", "Protoss Beacon", "R39", At most, 0); Bring("Current Player", "Protoss Beacon", "R39", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R39"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R39", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R39", At least, 1); Bring("Current Player", "Terran Academy", "R39", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R40", At least, 1); Bring("Player 8", "Buildings", "R40", At most, 0); Bring("Player 8", "Protoss Beacon", "R40", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R40"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R40", At most, 0); Bring("Player 10", "Protoss Beacon", "R40", At most, 0); Bring("Current Player", "Protoss Beacon", "R40", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R40"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R40", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R40", At least, 1); Bring("Current Player", "Terran Academy", "R40", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R41", At least, 1); Bring("Player 8", "Buildings", "R41", At most, 0); Bring("Player 8", "Protoss Beacon", "R41", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R41"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R41", At most, 0); Bring("Player 10", "Protoss Beacon", "R41", At most, 0); Bring("Current Player", "Protoss Beacon", "R41", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R41"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R41", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R41", At least, 1); Bring("Current Player", "Terran Academy", "R41", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R42", At least, 1); Bring("Player 8", "Buildings", "R42", At most, 0); Bring("Player 8", "Protoss Beacon", "R42", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R42"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R42", At most, 0); Bring("Player 10", "Protoss Beacon", "R42", At most, 0); Bring("Current Player", "Protoss Beacon", "R42", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R42"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R42", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R42", At least, 1); Bring("Current Player", "Terran Academy", "R42", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R43", At least, 1); Bring("Player 8", "Buildings", "R43", At most, 0); Bring("Player 8", "Protoss Beacon", "R43", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R43"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R43", At most, 0); Bring("Player 10", "Protoss Beacon", "R43", At most, 0); Bring("Current Player", "Protoss Beacon", "R43", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R43"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R43", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R43", At least, 1); Bring("Current Player", "Terran Academy", "R43", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R44", At least, 1); Bring("Player 8", "Buildings", "R44", At most, 0); Bring("Player 8", "Protoss Beacon", "R44", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R44"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R44", At most, 0); Bring("Player 10", "Protoss Beacon", "R44", At most, 0); Bring("Current Player", "Protoss Beacon", "R44", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R44"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R44", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R44", At least, 1); Bring("Current Player", "Terran Academy", "R44", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R45", At least, 1); Bring("Player 8", "Buildings", "R45", At most, 0); Bring("Player 8", "Protoss Beacon", "R45", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R45"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R45", At most, 0); Bring("Player 10", "Protoss Beacon", "R45", At most, 0); Bring("Current Player", "Protoss Beacon", "R45", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R45"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R45", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R45", At least, 1); Bring("Current Player", "Terran Academy", "R45", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R46", At least, 1); Bring("Player 8", "Buildings", "R46", At most, 0); Bring("Player 8", "Protoss Beacon", "R46", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R46"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R46", At most, 0); Bring("Player 10", "Protoss Beacon", "R46", At most, 0); Bring("Current Player", "Protoss Beacon", "R46", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R46"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R46", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R46", At least, 1); Bring("Current Player", "Terran Academy", "R46", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R47", At least, 1); Bring("Player 8", "Buildings", "R47", At most, 0); Bring("Player 8", "Protoss Beacon", "R47", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R47"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R47", At most, 0); Bring("Player 10", "Protoss Beacon", "R47", At most, 0); Bring("Current Player", "Protoss Beacon", "R47", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R47"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R47", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R47", At least, 1); Bring("Current Player", "Terran Academy", "R47", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R48", At least, 1); Bring("Player 8", "Buildings", "R48", At most, 0); Bring("Player 8", "Protoss Beacon", "R48", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R48"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R48", At most, 0); Bring("Player 10", "Protoss Beacon", "R48", At most, 0); Bring("Current Player", "Protoss Beacon", "R48", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R48"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R48", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R48", At least, 1); Bring("Current Player", "Terran Academy", "R48", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R49", At least, 1); Bring("Player 8", "Buildings", "R49", At most, 0); Bring("Player 8", "Protoss Beacon", "R49", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R49"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R49", At most, 0); Bring("Player 10", "Protoss Beacon", "R49", At most, 0); Bring("Current Player", "Protoss Beacon", "R49", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R49"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R49", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R49", At least, 1); Bring("Current Player", "Terran Academy", "R49", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R50", At least, 1); Bring("Player 8", "Buildings", "R50", At most, 0); Bring("Player 8", "Protoss Beacon", "R50", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R50"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R50", At most, 0); Bring("Player 10", "Protoss Beacon", "R50", At most, 0); Bring("Current Player", "Protoss Beacon", "R50", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R50"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R50", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R50", At least, 1); Bring("Current Player", "Terran Academy", "R50", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R51", At least, 1); Bring("Player 8", "Buildings", "R51", At most, 0); Bring("Player 8", "Protoss Beacon", "R51", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R51"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R51", At most, 0); Bring("Player 10", "Protoss Beacon", "R51", At most, 0); Bring("Current Player", "Protoss Beacon", "R51", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R51"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R51", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R51", At least, 1); Bring("Current Player", "Terran Academy", "R51", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R52", At least, 1); Bring("Player 8", "Buildings", "R52", At most, 0); Bring("Player 8", "Protoss Beacon", "R52", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R52"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R52", At most, 0); Bring("Player 10", "Protoss Beacon", "R52", At most, 0); Bring("Current Player", "Protoss Beacon", "R52", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R52"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R52", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R52", At least, 1); Bring("Current Player", "Terran Academy", "R52", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R53", At least, 1); Bring("Player 8", "Buildings", "R53", At most, 0); Bring("Player 8", "Protoss Beacon", "R53", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R53"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R53", At most, 0); Bring("Player 10", "Protoss Beacon", "R53", At most, 0); Bring("Current Player", "Protoss Beacon", "R53", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R53"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R53", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R53", At least, 1); Bring("Current Player", "Terran Academy", "R53", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R54", At least, 1); Bring("Player 8", "Buildings", "R54", At most, 0); Bring("Player 8", "Protoss Beacon", "R54", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R54"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R54", At most, 0); Bring("Player 10", "Protoss Beacon", "R54", At most, 0); Bring("Current Player", "Protoss Beacon", "R54", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R54"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R54", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R54", At least, 1); Bring("Current Player", "Terran Academy", "R54", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R55", At least, 1); Bring("Player 8", "Buildings", "R55", At most, 0); Bring("Player 8", "Protoss Beacon", "R55", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R55"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R55", At most, 0); Bring("Player 10", "Protoss Beacon", "R55", At most, 0); Bring("Current Player", "Protoss Beacon", "R55", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R55"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R55", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R55", At least, 1); Bring("Current Player", "Terran Academy", "R55", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R56", At least, 1); Bring("Player 8", "Buildings", "R56", At most, 0); Bring("Player 8", "Protoss Beacon", "R56", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R56"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R56", At most, 0); Bring("Player 10", "Protoss Beacon", "R56", At most, 0); Bring("Current Player", "Protoss Beacon", "R56", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R56"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R56", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R56", At least, 1); Bring("Current Player", "Terran Academy", "R56", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R57", At least, 1); Bring("Player 8", "Buildings", "R57", At most, 0); Bring("Player 8", "Protoss Beacon", "R57", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R57"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R57", At most, 0); Bring("Player 10", "Protoss Beacon", "R57", At most, 0); Bring("Current Player", "Protoss Beacon", "R57", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R57"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R57", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R57", At least, 1); Bring("Current Player", "Terran Academy", "R57", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R58", At least, 1); Bring("Player 8", "Buildings", "R58", At most, 0); Bring("Player 8", "Protoss Beacon", "R58", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R58"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R58", At most, 0); Bring("Player 10", "Protoss Beacon", "R58", At most, 0); Bring("Current Player", "Protoss Beacon", "R58", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R58"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R58", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R58", At least, 1); Bring("Current Player", "Terran Academy", "R58", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R59", At least, 1); Bring("Player 8", "Buildings", "R59", At most, 0); Bring("Player 8", "Protoss Beacon", "R59", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R59"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R59", At most, 0); Bring("Player 10", "Protoss Beacon", "R59", At most, 0); Bring("Current Player", "Protoss Beacon", "R59", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R59"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R59", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R59", At least, 1); Bring("Current Player", "Terran Academy", "R59", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R60", At least, 1); Bring("Player 8", "Buildings", "R60", At most, 0); Bring("Player 8", "Protoss Beacon", "R60", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R60"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R60", At most, 0); Bring("Player 10", "Protoss Beacon", "R60", At most, 0); Bring("Current Player", "Protoss Beacon", "R60", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R60"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R60", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R60", At least, 1); Bring("Current Player", "Terran Academy", "R60", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R61", At least, 1); Bring("Player 8", "Buildings", "R61", At most, 0); Bring("Player 8", "Protoss Beacon", "R61", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R61"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R61", At most, 0); Bring("Player 10", "Protoss Beacon", "R61", At most, 0); Bring("Current Player", "Protoss Beacon", "R61", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R61"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R61", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R61", At least, 1); Bring("Current Player", "Terran Academy", "R61", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R62", At least, 1); Bring("Player 8", "Buildings", "R62", At most, 0); Bring("Player 8", "Protoss Beacon", "R62", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R62"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R62", At most, 0); Bring("Player 10", "Protoss Beacon", "R62", At most, 0); Bring("Current Player", "Protoss Beacon", "R62", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R62"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R62", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R62", At least, 1); Bring("Current Player", "Terran Academy", "R62", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R63", At least, 1); Bring("Player 8", "Buildings", "R63", At most, 0); Bring("Player 8", "Protoss Beacon", "R63", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R63"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R63", At most, 0); Bring("Player 10", "Protoss Beacon", "R63", At most, 0); Bring("Current Player", "Protoss Beacon", "R63", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R63"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R63", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R63", At least, 1); Bring("Current Player", "Terran Academy", "R63", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R64", At least, 1); Bring("Player 8", "Buildings", "R64", At most, 0); Bring("Player 8", "Protoss Beacon", "R64", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R64"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R64", At most, 0); Bring("Player 10", "Protoss Beacon", "R64", At most, 0); Bring("Current Player", "Protoss Beacon", "R64", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R64"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R64", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R64", At least, 1); Bring("Current Player", "Terran Academy", "R64", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R65", At least, 1); Bring("Player 8", "Buildings", "R65", At most, 0); Bring("Player 8", "Protoss Beacon", "R65", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R65"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R65", At most, 0); Bring("Player 10", "Protoss Beacon", "R65", At most, 0); Bring("Current Player", "Protoss Beacon", "R65", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R65"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R65", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R65", At least, 1); Bring("Current Player", "Terran Academy", "R65", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R66", At least, 1); Bring("Player 8", "Buildings", "R66", At most, 0); Bring("Player 8", "Protoss Beacon", "R66", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R66"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R66", At most, 0); Bring("Player 10", "Protoss Beacon", "R66", At most, 0); Bring("Current Player", "Protoss Beacon", "R66", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R66"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R66", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R66", At least, 1); Bring("Current Player", "Terran Academy", "R66", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R67", At least, 1); Bring("Player 8", "Buildings", "R67", At most, 0); Bring("Player 8", "Protoss Beacon", "R67", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R67"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R67", At most, 0); Bring("Player 10", "Protoss Beacon", "R67", At most, 0); Bring("Current Player", "Protoss Beacon", "R67", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R67"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R67", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R67", At least, 1); Bring("Current Player", "Terran Academy", "R67", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R68", At least, 1); Bring("Player 8", "Buildings", "R68", At most, 0); Bring("Player 8", "Protoss Beacon", "R68", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R68"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R68", At most, 0); Bring("Player 10", "Protoss Beacon", "R68", At most, 0); Bring("Current Player", "Protoss Beacon", "R68", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R68"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R68", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R68", At least, 1); Bring("Current Player", "Terran Academy", "R68", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R69", At least, 1); Bring("Player 8", "Buildings", "R69", At most, 0); Bring("Player 8", "Protoss Beacon", "R69", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R69"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R69", At most, 0); Bring("Player 10", "Protoss Beacon", "R69", At most, 0); Bring("Current Player", "Protoss Beacon", "R69", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R69"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R69", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R69", At least, 1); Bring("Current Player", "Terran Academy", "R69", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R70", At least, 1); Bring("Player 8", "Buildings", "R70", At most, 0); Bring("Player 8", "Protoss Beacon", "R70", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R70"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R70", At most, 0); Bring("Player 10", "Protoss Beacon", "R70", At most, 0); Bring("Current Player", "Protoss Beacon", "R70", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R70"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R70", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R70", At least, 1); Bring("Current Player", "Terran Academy", "R70", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R71", At least, 1); Bring("Player 8", "Buildings", "R71", At most, 0); Bring("Player 8", "Protoss Beacon", "R71", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R71"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R71", At most, 0); Bring("Player 10", "Protoss Beacon", "R71", At most, 0); Bring("Current Player", "Protoss Beacon", "R71", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R71"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R71", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R71", At least, 1); Bring("Current Player", "Terran Academy", "R71", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R72", At least, 1); Bring("Player 8", "Buildings", "R72", At most, 0); Bring("Player 8", "Protoss Beacon", "R72", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R72"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R72", At most, 0); Bring("Player 10", "Protoss Beacon", "R72", At most, 0); Bring("Current Player", "Protoss Beacon", "R72", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R72"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R72", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R72", At least, 1); Bring("Current Player", "Terran Academy", "R72", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R73", At least, 1); Bring("Player 8", "Buildings", "R73", At most, 0); Bring("Player 8", "Protoss Beacon", "R73", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R73"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R73", At most, 0); Bring("Player 10", "Protoss Beacon", "R73", At most, 0); Bring("Current Player", "Protoss Beacon", "R73", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R73"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R73", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R73", At least, 1); Bring("Current Player", "Terran Academy", "R73", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R74", At least, 1); Bring("Player 8", "Buildings", "R74", At most, 0); Bring("Player 8", "Protoss Beacon", "R74", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R74"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R74", At most, 0); Bring("Player 10", "Protoss Beacon", "R74", At most, 0); Bring("Current Player", "Protoss Beacon", "R74", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R74"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R74", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R74", At least, 1); Bring("Current Player", "Terran Academy", "R74", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R75", At least, 1); Bring("Player 8", "Buildings", "R75", At most, 0); Bring("Player 8", "Protoss Beacon", "R75", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R75"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R75", At most, 0); Bring("Player 10", "Protoss Beacon", "R75", At most, 0); Bring("Current Player", "Protoss Beacon", "R75", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R75"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R75", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R75", At least, 1); Bring("Current Player", "Terran Academy", "R75", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R76", At least, 1); Bring("Player 8", "Buildings", "R76", At most, 0); Bring("Player 8", "Protoss Beacon", "R76", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R76"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R76", At most, 0); Bring("Player 10", "Protoss Beacon", "R76", At most, 0); Bring("Current Player", "Protoss Beacon", "R76", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R76"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R76", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R76", At least, 1); Bring("Current Player", "Terran Academy", "R76", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R77", At least, 1); Bring("Player 8", "Buildings", "R77", At most, 0); Bring("Player 8", "Protoss Beacon", "R77", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R77"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R77", At most, 0); Bring("Player 10", "Protoss Beacon", "R77", At most, 0); Bring("Current Player", "Protoss Beacon", "R77", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R77"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R77", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R77", At least, 1); Bring("Current Player", "Terran Academy", "R77", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R78", At least, 1); Bring("Player 8", "Buildings", "R78", At most, 0); Bring("Player 8", "Protoss Beacon", "R78", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R78"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R78", At most, 0); Bring("Player 10", "Protoss Beacon", "R78", At most, 0); Bring("Current Player", "Protoss Beacon", "R78", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R78"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R78", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R78", At least, 1); Bring("Current Player", "Terran Academy", "R78", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R79", At least, 1); Bring("Player 8", "Buildings", "R79", At most, 0); Bring("Player 8", "Protoss Beacon", "R79", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R79"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R79", At most, 0); Bring("Player 10", "Protoss Beacon", "R79", At most, 0); Bring("Current Player", "Protoss Beacon", "R79", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R79"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R79", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R79", At least, 1); Bring("Current Player", "Terran Academy", "R79", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R80", At least, 1); Bring("Player 8", "Buildings", "R80", At most, 0); Bring("Player 8", "Protoss Beacon", "R80", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R80"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R80", At most, 0); Bring("Player 10", "Protoss Beacon", "R80", At most, 0); Bring("Current Player", "Protoss Beacon", "R80", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R80"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R80", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R80", At least, 1); Bring("Current Player", "Terran Academy", "R80", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R81", At least, 1); Bring("Player 8", "Buildings", "R81", At most, 0); Bring("Player 8", "Protoss Beacon", "R81", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R81"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R81", At most, 0); Bring("Player 10", "Protoss Beacon", "R81", At most, 0); Bring("Current Player", "Protoss Beacon", "R81", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R81"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R81", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R81", At least, 1); Bring("Current Player", "Terran Academy", "R81", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R82", At least, 1); Bring("Player 8", "Buildings", "R82", At most, 0); Bring("Player 8", "Protoss Beacon", "R82", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R82"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R82", At most, 0); Bring("Player 10", "Protoss Beacon", "R82", At most, 0); Bring("Current Player", "Protoss Beacon", "R82", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R82"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R82", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R82", At least, 1); Bring("Current Player", "Terran Academy", "R82", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R83", At least, 1); Bring("Player 8", "Buildings", "R83", At most, 0); Bring("Player 8", "Protoss Beacon", "R83", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R83"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R83", At most, 0); Bring("Player 10", "Protoss Beacon", "R83", At most, 0); Bring("Current Player", "Protoss Beacon", "R83", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R83"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R83", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R83", At least, 1); Bring("Current Player", "Terran Academy", "R83", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R84", At least, 1); Bring("Player 8", "Buildings", "R84", At most, 0); Bring("Player 8", "Protoss Beacon", "R84", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R84"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R84", At most, 0); Bring("Player 10", "Protoss Beacon", "R84", At most, 0); Bring("Current Player", "Protoss Beacon", "R84", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R84"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R84", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R84", At least, 1); Bring("Current Player", "Terran Academy", "R84", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R85", At least, 1); Bring("Player 8", "Buildings", "R85", At most, 0); Bring("Player 8", "Protoss Beacon", "R85", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R85"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R85", At most, 0); Bring("Player 10", "Protoss Beacon", "R85", At most, 0); Bring("Current Player", "Protoss Beacon", "R85", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R85"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R85", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R85", At least, 1); Bring("Current Player", "Terran Academy", "R85", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R86", At least, 1); Bring("Player 8", "Buildings", "R86", At most, 0); Bring("Player 8", "Protoss Beacon", "R86", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R86"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R86", At most, 0); Bring("Player 10", "Protoss Beacon", "R86", At most, 0); Bring("Current Player", "Protoss Beacon", "R86", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R86"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R86", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R86", At least, 1); Bring("Current Player", "Terran Academy", "R86", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R87", At least, 1); Bring("Player 8", "Buildings", "R87", At most, 0); Bring("Player 8", "Protoss Beacon", "R87", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R87"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R87", At most, 0); Bring("Player 10", "Protoss Beacon", "R87", At most, 0); Bring("Current Player", "Protoss Beacon", "R87", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R87"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R87", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R87", At least, 1); Bring("Current Player", "Terran Academy", "R87", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R88", At least, 1); Bring("Player 8", "Buildings", "R88", At most, 0); Bring("Player 8", "Protoss Beacon", "R88", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R88"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R88", At most, 0); Bring("Player 10", "Protoss Beacon", "R88", At most, 0); Bring("Current Player", "Protoss Beacon", "R88", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R88"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R88", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R88", At least, 1); Bring("Current Player", "Terran Academy", "R88", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R89", At least, 1); Bring("Player 8", "Buildings", "R89", At most, 0); Bring("Player 8", "Protoss Beacon", "R89", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R89"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R89", At most, 0); Bring("Player 10", "Protoss Beacon", "R89", At most, 0); Bring("Current Player", "Protoss Beacon", "R89", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R89"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R89", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R89", At least, 1); Bring("Current Player", "Terran Academy", "R89", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R90", At least, 1); Bring("Player 8", "Buildings", "R90", At most, 0); Bring("Player 8", "Protoss Beacon", "R90", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R90"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R90", At most, 0); Bring("Player 10", "Protoss Beacon", "R90", At most, 0); Bring("Current Player", "Protoss Beacon", "R90", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R90"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R90", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R90", At least, 1); Bring("Current Player", "Terran Academy", "R90", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R91", At least, 1); Bring("Player 8", "Buildings", "R91", At most, 0); Bring("Player 8", "Protoss Beacon", "R91", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R91"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R91", At most, 0); Bring("Player 10", "Protoss Beacon", "R91", At most, 0); Bring("Current Player", "Protoss Beacon", "R91", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R91"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R91", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R91", At least, 1); Bring("Current Player", "Terran Academy", "R91", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R92", At least, 1); Bring("Player 8", "Buildings", "R92", At most, 0); Bring("Player 8", "Protoss Beacon", "R92", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R92"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R92", At most, 0); Bring("Player 10", "Protoss Beacon", "R92", At most, 0); Bring("Current Player", "Protoss Beacon", "R92", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R92"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R92", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R92", At least, 1); Bring("Current Player", "Terran Academy", "R92", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R93", At least, 1); Bring("Player 8", "Buildings", "R93", At most, 0); Bring("Player 8", "Protoss Beacon", "R93", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R93"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R93", At most, 0); Bring("Player 10", "Protoss Beacon", "R93", At most, 0); Bring("Current Player", "Protoss Beacon", "R93", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R93"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R93", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R93", At least, 1); Bring("Current Player", "Terran Academy", "R93", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R94", At least, 1); Bring("Player 8", "Buildings", "R94", At most, 0); Bring("Player 8", "Protoss Beacon", "R94", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R94"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R94", At most, 0); Bring("Player 10", "Protoss Beacon", "R94", At most, 0); Bring("Current Player", "Protoss Beacon", "R94", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R94"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R94", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R94", At least, 1); Bring("Current Player", "Terran Academy", "R94", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R95", At least, 1); Bring("Player 8", "Buildings", "R95", At most, 0); Bring("Player 8", "Protoss Beacon", "R95", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R95"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R95", At most, 0); Bring("Player 10", "Protoss Beacon", "R95", At most, 0); Bring("Current Player", "Protoss Beacon", "R95", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R95"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R95", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R95", At least, 1); Bring("Current Player", "Terran Academy", "R95", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R96", At least, 1); Bring("Player 8", "Buildings", "R96", At most, 0); Bring("Player 8", "Protoss Beacon", "R96", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R96"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R96", At most, 0); Bring("Player 10", "Protoss Beacon", "R96", At most, 0); Bring("Current Player", "Protoss Beacon", "R96", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R96"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R96", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R96", At least, 1); Bring("Current Player", "Terran Academy", "R96", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R97", At least, 1); Bring("Player 8", "Buildings", "R97", At most, 0); Bring("Player 8", "Protoss Beacon", "R97", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R97"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R97", At most, 0); Bring("Player 10", "Protoss Beacon", "R97", At most, 0); Bring("Current Player", "Protoss Beacon", "R97", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R97"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R97", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R97", At least, 1); Bring("Current Player", "Terran Academy", "R97", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R98", At least, 1); Bring("Player 8", "Buildings", "R98", At most, 0); Bring("Player 8", "Protoss Beacon", "R98", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R98"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R98", At most, 0); Bring("Player 10", "Protoss Beacon", "R98", At most, 0); Bring("Current Player", "Protoss Beacon", "R98", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R98"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R98", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R98", At least, 1); Bring("Current Player", "Terran Academy", "R98", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R99", At least, 1); Bring("Player 8", "Buildings", "R99", At most, 0); Bring("Player 8", "Protoss Beacon", "R99", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R99"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R99", At most, 0); Bring("Player 10", "Protoss Beacon", "R99", At most, 0); Bring("Current Player", "Protoss Beacon", "R99", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R99"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R99", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R99", At least, 1); Bring("Current Player", "Terran Academy", "R99", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R100", At least, 1); Bring("Player 8", "Buildings", "R100", At most, 0); Bring("Player 8", "Protoss Beacon", "R100", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R100"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R100", At most, 0); Bring("Player 10", "Protoss Beacon", "R100", At most, 0); Bring("Current Player", "Protoss Beacon", "R100", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R100"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R100", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R100", At least, 1); Bring("Current Player", "Terran Academy", "R100", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R101", At least, 1); Bring("Player 8", "Buildings", "R101", At most, 0); Bring("Player 8", "Protoss Beacon", "R101", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R101"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R101", At most, 0); Bring("Player 10", "Protoss Beacon", "R101", At most, 0); Bring("Current Player", "Protoss Beacon", "R101", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R101"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R101", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R101", At least, 1); Bring("Current Player", "Terran Academy", "R101", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R102", At least, 1); Bring("Player 8", "Buildings", "R102", At most, 0); Bring("Player 8", "Protoss Beacon", "R102", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R102"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R102", At most, 0); Bring("Player 10", "Protoss Beacon", "R102", At most, 0); Bring("Current Player", "Protoss Beacon", "R102", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R102"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R102", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R102", At least, 1); Bring("Current Player", "Terran Academy", "R102", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R103", At least, 1); Bring("Player 8", "Buildings", "R103", At most, 0); Bring("Player 8", "Protoss Beacon", "R103", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R103"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R103", At most, 0); Bring("Player 10", "Protoss Beacon", "R103", At most, 0); Bring("Current Player", "Protoss Beacon", "R103", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R103"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R103", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R103", At least, 1); Bring("Current Player", "Terran Academy", "R103", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R104", At least, 1); Bring("Player 8", "Buildings", "R104", At most, 0); Bring("Player 8", "Protoss Beacon", "R104", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R104"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R104", At most, 0); Bring("Player 10", "Protoss Beacon", "R104", At most, 0); Bring("Current Player", "Protoss Beacon", "R104", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R104"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R104", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R104", At least, 1); Bring("Current Player", "Terran Academy", "R104", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R105", At least, 1); Bring("Player 8", "Buildings", "R105", At most, 0); Bring("Player 8", "Protoss Beacon", "R105", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R105"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R105", At most, 0); Bring("Player 10", "Protoss Beacon", "R105", At most, 0); Bring("Current Player", "Protoss Beacon", "R105", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R105"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R105", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R105", At least, 1); Bring("Current Player", "Terran Academy", "R105", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R106", At least, 1); Bring("Player 8", "Buildings", "R106", At most, 0); Bring("Player 8", "Protoss Beacon", "R106", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R106"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R106", At most, 0); Bring("Player 10", "Protoss Beacon", "R106", At most, 0); Bring("Current Player", "Protoss Beacon", "R106", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R106"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R106", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R106", At least, 1); Bring("Current Player", "Terran Academy", "R106", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R107", At least, 1); Bring("Player 8", "Buildings", "R107", At most, 0); Bring("Player 8", "Protoss Beacon", "R107", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R107"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R107", At most, 0); Bring("Player 10", "Protoss Beacon", "R107", At most, 0); Bring("Current Player", "Protoss Beacon", "R107", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R107"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R107", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R107", At least, 1); Bring("Current Player", "Terran Academy", "R107", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R108", At least, 1); Bring("Player 8", "Buildings", "R108", At most, 0); Bring("Player 8", "Protoss Beacon", "R108", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R108"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R108", At most, 0); Bring("Player 10", "Protoss Beacon", "R108", At most, 0); Bring("Current Player", "Protoss Beacon", "R108", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R108"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R108", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R108", At least, 1); Bring("Current Player", "Terran Academy", "R108", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R109", At least, 1); Bring("Player 8", "Buildings", "R109", At most, 0); Bring("Player 8", "Protoss Beacon", "R109", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R109"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R109", At most, 0); Bring("Player 10", "Protoss Beacon", "R109", At most, 0); Bring("Current Player", "Protoss Beacon", "R109", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R109"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R109", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R109", At least, 1); Bring("Current Player", "Terran Academy", "R109", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R110", At least, 1); Bring("Player 8", "Buildings", "R110", At most, 0); Bring("Player 8", "Protoss Beacon", "R110", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R110"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R110", At most, 0); Bring("Player 10", "Protoss Beacon", "R110", At most, 0); Bring("Current Player", "Protoss Beacon", "R110", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R110"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R110", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R110", At least, 1); Bring("Current Player", "Terran Academy", "R110", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R111", At least, 1); Bring("Player 8", "Buildings", "R111", At most, 0); Bring("Player 8", "Protoss Beacon", "R111", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R111"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R111", At most, 0); Bring("Player 10", "Protoss Beacon", "R111", At most, 0); Bring("Current Player", "Protoss Beacon", "R111", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R111"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R111", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R111", At least, 1); Bring("Current Player", "Terran Academy", "R111", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R112", At least, 1); Bring("Player 8", "Buildings", "R112", At most, 0); Bring("Player 8", "Protoss Beacon", "R112", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R112"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R112", At most, 0); Bring("Player 10", "Protoss Beacon", "R112", At most, 0); Bring("Current Player", "Protoss Beacon", "R112", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R112"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R112", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R112", At least, 1); Bring("Current Player", "Terran Academy", "R112", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R113", At least, 1); Bring("Player 8", "Buildings", "R113", At most, 0); Bring("Player 8", "Protoss Beacon", "R113", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R113"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R113", At most, 0); Bring("Player 10", "Protoss Beacon", "R113", At most, 0); Bring("Current Player", "Protoss Beacon", "R113", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R113"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R113", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R113", At least, 1); Bring("Current Player", "Terran Academy", "R113", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R114", At least, 1); Bring("Player 8", "Buildings", "R114", At most, 0); Bring("Player 8", "Protoss Beacon", "R114", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R114"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R114", At most, 0); Bring("Player 10", "Protoss Beacon", "R114", At most, 0); Bring("Current Player", "Protoss Beacon", "R114", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R114"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R114", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R114", At least, 1); Bring("Current Player", "Terran Academy", "R114", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R115", At least, 1); Bring("Player 8", "Buildings", "R115", At most, 0); Bring("Player 8", "Protoss Beacon", "R115", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R115"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R115", At most, 0); Bring("Player 10", "Protoss Beacon", "R115", At most, 0); Bring("Current Player", "Protoss Beacon", "R115", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R115"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R115", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R115", At least, 1); Bring("Current Player", "Terran Academy", "R115", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R116", At least, 1); Bring("Player 8", "Buildings", "R116", At most, 0); Bring("Player 8", "Protoss Beacon", "R116", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R116"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R116", At most, 0); Bring("Player 10", "Protoss Beacon", "R116", At most, 0); Bring("Current Player", "Protoss Beacon", "R116", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R116"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R116", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R116", At least, 1); Bring("Current Player", "Terran Academy", "R116", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R117", At least, 1); Bring("Player 8", "Buildings", "R117", At most, 0); Bring("Player 8", "Protoss Beacon", "R117", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R117"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R117", At most, 0); Bring("Player 10", "Protoss Beacon", "R117", At most, 0); Bring("Current Player", "Protoss Beacon", "R117", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R117"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R117", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R117", At least, 1); Bring("Current Player", "Terran Academy", "R117", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R118", At least, 1); Bring("Player 8", "Buildings", "R118", At most, 0); Bring("Player 8", "Protoss Beacon", "R118", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R118"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R118", At most, 0); Bring("Player 10", "Protoss Beacon", "R118", At most, 0); Bring("Current Player", "Protoss Beacon", "R118", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R118"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R118", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R118", At least, 1); Bring("Current Player", "Terran Academy", "R118", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R119", At least, 1); Bring("Player 8", "Buildings", "R119", At most, 0); Bring("Player 8", "Protoss Beacon", "R119", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R119"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R119", At most, 0); Bring("Player 10", "Protoss Beacon", "R119", At most, 0); Bring("Current Player", "Protoss Beacon", "R119", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R119"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R119", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R119", At least, 1); Bring("Current Player", "Terran Academy", "R119", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R120", At least, 1); Bring("Player 8", "Buildings", "R120", At most, 0); Bring("Player 8", "Protoss Beacon", "R120", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R120"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R120", At most, 0); Bring("Player 10", "Protoss Beacon", "R120", At most, 0); Bring("Current Player", "Protoss Beacon", "R120", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R120"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R120", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R120", At least, 1); Bring("Current Player", "Terran Academy", "R120", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R121", At least, 1); Bring("Player 8", "Buildings", "R121", At most, 0); Bring("Player 8", "Protoss Beacon", "R121", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R121"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R121", At most, 0); Bring("Player 10", "Protoss Beacon", "R121", At most, 0); Bring("Current Player", "Protoss Beacon", "R121", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R121"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R121", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R121", At least, 1); Bring("Current Player", "Terran Academy", "R121", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R122", At least, 1); Bring("Player 8", "Buildings", "R122", At most, 0); Bring("Player 8", "Protoss Beacon", "R122", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R122"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R122", At most, 0); Bring("Player 10", "Protoss Beacon", "R122", At most, 0); Bring("Current Player", "Protoss Beacon", "R122", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R122"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R122", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R122", At least, 1); Bring("Current Player", "Terran Academy", "R122", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R123", At least, 1); Bring("Player 8", "Buildings", "R123", At most, 0); Bring("Player 8", "Protoss Beacon", "R123", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R123"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R123", At most, 0); Bring("Player 10", "Protoss Beacon", "R123", At most, 0); Bring("Current Player", "Protoss Beacon", "R123", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R123"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R123", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R123", At least, 1); Bring("Current Player", "Terran Academy", "R123", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R124", At least, 1); Bring("Player 8", "Buildings", "R124", At most, 0); Bring("Player 8", "Protoss Beacon", "R124", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R124"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R124", At most, 0); Bring("Player 10", "Protoss Beacon", "R124", At most, 0); Bring("Current Player", "Protoss Beacon", "R124", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R124"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R124", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R124", At least, 1); Bring("Current Player", "Terran Academy", "R124", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R125", At least, 1); Bring("Player 8", "Buildings", "R125", At most, 0); Bring("Player 8", "Protoss Beacon", "R125", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R125"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R125", At most, 0); Bring("Player 10", "Protoss Beacon", "R125", At most, 0); Bring("Current Player", "Protoss Beacon", "R125", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R125"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R125", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R125", At least, 1); Bring("Current Player", "Terran Academy", "R125", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R126", At least, 1); Bring("Player 8", "Buildings", "R126", At most, 0); Bring("Player 8", "Protoss Beacon", "R126", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R126"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R126", At most, 0); Bring("Player 10", "Protoss Beacon", "R126", At most, 0); Bring("Current Player", "Protoss Beacon", "R126", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R126"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R126", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R126", At least, 1); Bring("Current Player", "Terran Academy", "R126", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R127", At least, 1); Bring("Player 8", "Buildings", "R127", At most, 0); Bring("Player 8", "Protoss Beacon", "R127", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R127"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R127", At most, 0); Bring("Player 10", "Protoss Beacon", "R127", At most, 0); Bring("Current Player", "Protoss Beacon", "R127", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R127"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R127", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R127", At least, 1); Bring("Current Player", "Terran Academy", "R127", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R128", At least, 1); Bring("Player 8", "Buildings", "R128", At most, 0); Bring("Player 8", "Protoss Beacon", "R128", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R128"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R128", At most, 0); Bring("Player 10", "Protoss Beacon", "R128", At most, 0); Bring("Current Player", "Protoss Beacon", "R128", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R128"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R128", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R128", At least, 1); Bring("Current Player", "Terran Academy", "R128", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R129", At least, 1); Bring("Player 8", "Buildings", "R129", At most, 0); Bring("Player 8", "Protoss Beacon", "R129", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R129"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R129", At most, 0); Bring("Player 10", "Protoss Beacon", "R129", At most, 0); Bring("Current Player", "Protoss Beacon", "R129", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R129"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R129", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R129", At least, 1); Bring("Current Player", "Terran Academy", "R129", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R130", At least, 1); Bring("Player 8", "Buildings", "R130", At most, 0); Bring("Player 8", "Protoss Beacon", "R130", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R130"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R130", At most, 0); Bring("Player 10", "Protoss Beacon", "R130", At most, 0); Bring("Current Player", "Protoss Beacon", "R130", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R130"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R130", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R130", At least, 1); Bring("Current Player", "Terran Academy", "R130", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R131", At least, 1); Bring("Player 8", "Buildings", "R131", At most, 0); Bring("Player 8", "Protoss Beacon", "R131", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R131"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R131", At most, 0); Bring("Player 10", "Protoss Beacon", "R131", At most, 0); Bring("Current Player", "Protoss Beacon", "R131", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R131"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R131", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R131", At least, 1); Bring("Current Player", "Terran Academy", "R131", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R132", At least, 1); Bring("Player 8", "Buildings", "R132", At most, 0); Bring("Player 8", "Protoss Beacon", "R132", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R132"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R132", At most, 0); Bring("Player 10", "Protoss Beacon", "R132", At most, 0); Bring("Current Player", "Protoss Beacon", "R132", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R132"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R132", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R132", At least, 1); Bring("Current Player", "Terran Academy", "R132", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R133", At least, 1); Bring("Player 8", "Buildings", "R133", At most, 0); Bring("Player 8", "Protoss Beacon", "R133", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R133"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R133", At most, 0); Bring("Player 10", "Protoss Beacon", "R133", At most, 0); Bring("Current Player", "Protoss Beacon", "R133", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R133"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R133", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R133", At least, 1); Bring("Current Player", "Terran Academy", "R133", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R134", At least, 1); Bring("Player 8", "Buildings", "R134", At most, 0); Bring("Player 8", "Protoss Beacon", "R134", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R134"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R134", At most, 0); Bring("Player 10", "Protoss Beacon", "R134", At most, 0); Bring("Current Player", "Protoss Beacon", "R134", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R134"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R134", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R134", At least, 1); Bring("Current Player", "Terran Academy", "R134", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R135", At least, 1); Bring("Player 8", "Buildings", "R135", At most, 0); Bring("Player 8", "Protoss Beacon", "R135", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R135"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R135", At most, 0); Bring("Player 10", "Protoss Beacon", "R135", At most, 0); Bring("Current Player", "Protoss Beacon", "R135", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R135"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R135", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R135", At least, 1); Bring("Current Player", "Terran Academy", "R135", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R136", At least, 1); Bring("Player 8", "Buildings", "R136", At most, 0); Bring("Player 8", "Protoss Beacon", "R136", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R136"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R136", At most, 0); Bring("Player 10", "Protoss Beacon", "R136", At most, 0); Bring("Current Player", "Protoss Beacon", "R136", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R136"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R136", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R136", At least, 1); Bring("Current Player", "Terran Academy", "R136", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R137", At least, 1); Bring("Player 8", "Buildings", "R137", At most, 0); Bring("Player 8", "Protoss Beacon", "R137", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R137"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R137", At most, 0); Bring("Player 10", "Protoss Beacon", "R137", At most, 0); Bring("Current Player", "Protoss Beacon", "R137", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R137"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R137", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R137", At least, 1); Bring("Current Player", "Terran Academy", "R137", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R138", At least, 1); Bring("Player 8", "Buildings", "R138", At most, 0); Bring("Player 8", "Protoss Beacon", "R138", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R138"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R138", At most, 0); Bring("Player 10", "Protoss Beacon", "R138", At most, 0); Bring("Current Player", "Protoss Beacon", "R138", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R138"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R138", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R138", At least, 1); Bring("Current Player", "Terran Academy", "R138", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R139", At least, 1); Bring("Player 8", "Buildings", "R139", At most, 0); Bring("Player 8", "Protoss Beacon", "R139", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R139"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R139", At most, 0); Bring("Player 10", "Protoss Beacon", "R139", At most, 0); Bring("Current Player", "Protoss Beacon", "R139", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R139"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R139", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R139", At least, 1); Bring("Current Player", "Terran Academy", "R139", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R140", At least, 1); Bring("Player 8", "Buildings", "R140", At most, 0); Bring("Player 8", "Protoss Beacon", "R140", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R140"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R140", At most, 0); Bring("Player 10", "Protoss Beacon", "R140", At most, 0); Bring("Current Player", "Protoss Beacon", "R140", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R140"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R140", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R140", At least, 1); Bring("Current Player", "Terran Academy", "R140", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R141", At least, 1); Bring("Player 8", "Buildings", "R141", At most, 0); Bring("Player 8", "Protoss Beacon", "R141", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R141"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R141", At most, 0); Bring("Player 10", "Protoss Beacon", "R141", At most, 0); Bring("Current Player", "Protoss Beacon", "R141", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R141"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R141", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R141", At least, 1); Bring("Current Player", "Terran Academy", "R141", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R142", At least, 1); Bring("Player 8", "Buildings", "R142", At most, 0); Bring("Player 8", "Protoss Beacon", "R142", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R142"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R142", At most, 0); Bring("Player 10", "Protoss Beacon", "R142", At most, 0); Bring("Current Player", "Protoss Beacon", "R142", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R142"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R142", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R142", At least, 1); Bring("Current Player", "Terran Academy", "R142", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R143", At least, 1); Bring("Player 8", "Buildings", "R143", At most, 0); Bring("Player 8", "Protoss Beacon", "R143", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R143"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R143", At most, 0); Bring("Player 10", "Protoss Beacon", "R143", At most, 0); Bring("Current Player", "Protoss Beacon", "R143", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R143"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R143", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R143", At least, 1); Bring("Current Player", "Terran Academy", "R143", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R144", At least, 1); Bring("Player 8", "Buildings", "R144", At most, 0); Bring("Player 8", "Protoss Beacon", "R144", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R144"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R144", At most, 0); Bring("Player 10", "Protoss Beacon", "R144", At most, 0); Bring("Current Player", "Protoss Beacon", "R144", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R144"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R144", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R144", At least, 1); Bring("Current Player", "Terran Academy", "R144", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R145", At least, 1); Bring("Player 8", "Buildings", "R145", At most, 0); Bring("Player 8", "Protoss Beacon", "R145", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R145"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R145", At most, 0); Bring("Player 10", "Protoss Beacon", "R145", At most, 0); Bring("Current Player", "Protoss Beacon", "R145", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R145"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R145", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R145", At least, 1); Bring("Current Player", "Terran Academy", "R145", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R146", At least, 1); Bring("Player 8", "Buildings", "R146", At most, 0); Bring("Player 8", "Protoss Beacon", "R146", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R146"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R146", At most, 0); Bring("Player 10", "Protoss Beacon", "R146", At most, 0); Bring("Current Player", "Protoss Beacon", "R146", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R146"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R146", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R146", At least, 1); Bring("Current Player", "Terran Academy", "R146", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R147", At least, 1); Bring("Player 8", "Buildings", "R147", At most, 0); Bring("Player 8", "Protoss Beacon", "R147", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R147"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R147", At most, 0); Bring("Player 10", "Protoss Beacon", "R147", At most, 0); Bring("Current Player", "Protoss Beacon", "R147", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R147"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R147", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R147", At least, 1); Bring("Current Player", "Terran Academy", "R147", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R148", At least, 1); Bring("Player 8", "Buildings", "R148", At most, 0); Bring("Player 8", "Protoss Beacon", "R148", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R148"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R148", At most, 0); Bring("Player 10", "Protoss Beacon", "R148", At most, 0); Bring("Current Player", "Protoss Beacon", "R148", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R148"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R148", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R148", At least, 1); Bring("Current Player", "Terran Academy", "R148", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R149", At least, 1); Bring("Player 8", "Buildings", "R149", At most, 0); Bring("Player 8", "Protoss Beacon", "R149", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R149"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R149", At most, 0); Bring("Player 10", "Protoss Beacon", "R149", At most, 0); Bring("Current Player", "Protoss Beacon", "R149", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R149"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R149", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R149", At least, 1); Bring("Current Player", "Terran Academy", "R149", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R150", At least, 1); Bring("Player 8", "Buildings", "R150", At most, 0); Bring("Player 8", "Protoss Beacon", "R150", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R150"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R150", At most, 0); Bring("Player 10", "Protoss Beacon", "R150", At most, 0); Bring("Current Player", "Protoss Beacon", "R150", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R150"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R150", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R150", At least, 1); Bring("Current Player", "Terran Academy", "R150", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R151", At least, 1); Bring("Player 8", "Buildings", "R151", At most, 0); Bring("Player 8", "Protoss Beacon", "R151", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R151"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R151", At most, 0); Bring("Player 10", "Protoss Beacon", "R151", At most, 0); Bring("Current Player", "Protoss Beacon", "R151", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R151"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R151", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R151", At least, 1); Bring("Current Player", "Terran Academy", "R151", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R152", At least, 1); Bring("Player 8", "Buildings", "R152", At most, 0); Bring("Player 8", "Protoss Beacon", "R152", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R152"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R152", At most, 0); Bring("Player 10", "Protoss Beacon", "R152", At most, 0); Bring("Current Player", "Protoss Beacon", "R152", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R152"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R152", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R152", At least, 1); Bring("Current Player", "Terran Academy", "R152", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R153", At least, 1); Bring("Player 8", "Buildings", "R153", At most, 0); Bring("Player 8", "Protoss Beacon", "R153", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R153"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R153", At most, 0); Bring("Player 10", "Protoss Beacon", "R153", At most, 0); Bring("Current Player", "Protoss Beacon", "R153", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R153"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R153", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R153", At least, 1); Bring("Current Player", "Terran Academy", "R153", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R154", At least, 1); Bring("Player 8", "Buildings", "R154", At most, 0); Bring("Player 8", "Protoss Beacon", "R154", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R154"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R154", At most, 0); Bring("Player 10", "Protoss Beacon", "R154", At most, 0); Bring("Current Player", "Protoss Beacon", "R154", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R154"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R154", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R154", At least, 1); Bring("Current Player", "Terran Academy", "R154", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R155", At least, 1); Bring("Player 8", "Buildings", "R155", At most, 0); Bring("Player 8", "Protoss Beacon", "R155", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R155"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R155", At most, 0); Bring("Player 10", "Protoss Beacon", "R155", At most, 0); Bring("Current Player", "Protoss Beacon", "R155", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R155"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R155", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R155", At least, 1); Bring("Current Player", "Terran Academy", "R155", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R156", At least, 1); Bring("Player 8", "Buildings", "R156", At most, 0); Bring("Player 8", "Protoss Beacon", "R156", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R156"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R156", At most, 0); Bring("Player 10", "Protoss Beacon", "R156", At most, 0); Bring("Current Player", "Protoss Beacon", "R156", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R156"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R156", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R156", At least, 1); Bring("Current Player", "Terran Academy", "R156", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Current Player", "Buildings", "R157", At least, 1); Bring("Player 8", "Buildings", "R157", At most, 0); Bring("Player 8", "Protoss Beacon", "R157", At least, 1); Actions: Give Units to Player("Player 8", "Current Player", "Protoss Beacon", 1, "R157"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Bring("Civs", "Buildings", "R157", At most, 0); Bring("Player 10", "Protoss Beacon", "R157", At most, 0); Bring("Current Player", "Protoss Beacon", "R157", At Least, 1); Actions: Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "R157"); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R157", At least, 1); Actions: Set Resources("Current Player", Add, 100, ore); Set Deaths("Current Player", "Vespene Sac (Zerg Type 1)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------// Trigger("Civs"){ Conditions: Deaths("Current Player", "Mineral Field (Type 1)", At least, 1); Bring("Current Player", "Protoss Beacon", "R157", At least, 1); Bring("Current Player", "Terran Academy", "R157", At least, 1); Actions: Set Resources("Current Player", Add, 50, ore); Set Deaths("Current Player", "Mineral Field (Type 2)", add, 1); Preserve Trigger(); } //-----------------------------------------------------------------//