Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

2P Sentinel 02 v1.06.w3x
Variables
Initialization
Initialization
Preface and Systems
Bounty INIT
Bounty WORK
Hero Stats INITIATE
Hero Stats SINGLE HERO
SaveLoad Save
SaveLoad Load
Extra Initilalization
SaveLoad Initialization
Preface INIT
Preface TOOGLE DIFFICULTY
Preface TEXT
Begin Game
Apply Difficulty
Hero Glow
xxx
Finish Game
xxx
Powerups ACQUIRE
Powerups COMMON
xxx
Share INIT
Share Research BEGIN
Share Research CANCEL
Share Research FINISH
Share Techtree BEGIN CONSTRUCTION
Share Techtree FINISH CONSTRUCTION
Share Techtree BEGIN AN UPGRADE
Share Techtree CANCEL CONSTRUCTION
Share Techtree CANCEL AN UPGRADE
Share Techtree FINISH AN UPGRADE
Share DEATH
Share COMMON
Tribute
xxx
Item Initialization
Unit Spawns Item
Desc Spawns Item
xxx
Player Leaves
Enable or Disable Experience
Prepare for Cinematic
Restore after Cinematic
Skip Cinematic
Spells
Portal Scroll CAST
HERO
Blade Shield INIT
Blade Shield BEGIN
Blade Shield LOOP
Blade Shield EXPIRE
Blade Shield DEATH
Blade Shield LOADS INTO TRANSPORT
Shift
Shift WORK
Eclipse INIT
Eclipse LEARN
Eclipse BEGIN
Eclipse EXPIRE
Twilight Guardian BEGIN
Twilight Guardian DEATH
xxxxxxxxxxxxxxxxxxxx
Intro Cinematic
Intro Setup
Intro Cinematic Q
Intro Cleanup
Gameplay
Dummy Buildings
Hermit Cinematic 1
Hermit 1 Setup
Hermit Cinematic 1 Q
Hermit 1 Cleanup
Hermit Cinematic 2
Hermit 2 Setup
Hermit Cinematic 2 Q
Hermit 2 Cleanup
Drakthul Disappears
Naga Cinematic
Naga Setup
Naga Cinematic Q
Naga Cleanup
Naga Lightning
Victory Cinematic
Victory Setup
Victory Cinematic Q
Victory Cleanup
xxxxxxxxxxxxxxxxxxxx
Quests
Quest Locate Illidan Create
Quest Locate Illidan Discover
Quest Locate Illidan Completed
Quest Kill Skeletons Create
Quest Kill Skeletons Discover
Quest Kill Skeletons Killed
Quest Kill Skeletons Completed
Quest Kill Naga Create
Quest Kill Naga Discover
Quest Kill Naga Completed
Mission Failed BaseDead
Hints
MyHint Shared Load Q
MyHint Scroll of TP
MyHint Scroll of TP Q
Shipyard 1
Hint Use Shipyard1 Q
Shipyard 2
Hint Use Shipyard2 Q
Shipyard 3
Hint Use Shipyard3 Q
Hint Use Neutral Buildings Q
Ancient Of Wonders Q
Hint Keep Clean Q
Secrets
Secret 01
Secret 01 Q
AI
Start AI
AI Resources
xxxxxxxxxxxxxxxxxxxx
Voice Overs
Twin Trees
Twin Trees Q
Library
Library Q
Naga are Encountered 01
Naga are Encountered 01 Q
Naga are Encountered 02
Naga are Encountered 02 Q
Naga are Encountered 03
Naga are Encountered 03 Q
Naga are Encountered 04
Naga are Encountered 04 Q
Naga are Encountered 05
Naga are Encountered 05 Q
Skeletal Orcs
Skeletal Orcs Q
xxxxxxxxxxxxxxxxxxxx
XXX Victory Defeat
Victory Naga Dead
Defeat Base Dead
Hermit Quest
Player Meets Hermit
Reveal Skeletons
Summoning Pit Destroyed
Skeletons Die Q
Player Returns Artifact
Skeletons Completed Q
New Item Acquired Q
Start Orc Fight
Spawner Death 01
Spawner Death 02
Spawner Death 03
Spawner Spawn 01
Spawner Spawn 02
Spawner Spawn 03
Spawner Check 01
Spawner Check 02
Spawner Check 03
Illidan Quest
Locate Illidan Q
Kill Naga Quest
Player Approaches Tomb
Player Kills Naga Base
Reveal Naga
Shorecrawler 4
Hermit 2
Sea Turtle 1

Scroll of Healing, Scroll of TP, Wand of Negation

Night Elf Transport Ship
Night Elf Frigate

250 gold per coin

RESEARCH, TREE OF LIFE
function SaveLoad_InitialSetup takes nothing returns nothing
    local integer i = 0
    local integer j = 0

    loop
        set udg_SaveLoad_Compress[i + 48] = j
        set udg_SaveLoad_Uncompress[i] = i + 48
        set j = j + 1
        set i = i + 1
        exitwhen i >= 10
    endloop
    set i = 0
    loop
        set udg_SaveLoad_Compress[i + 97] = j
        set udg_SaveLoad_Compress[i + 65] = j + 26
        set udg_SaveLoad_Uncompress[i + 10] = i + 97
        set udg_SaveLoad_Uncompress[i + 26 + 10] = i + 65
        set j = j + 1
        set i = i + 1
        exitwhen i >= 26
    endloop
endfunction

function SaveLoad_Id2CId takes integer n returns integer
    local integer i = n / (256 * 256 * 256)
    local integer r
    set n = n - i * (256 * 256 * 256)
    set r = udg_SaveLoad_Compress[i]
    set i = n / (256 * 256)
    set n = n - i * (256 * 256)
    set r = r * 64 + udg_SaveLoad_Compress[i]
    set i = n / 256
    set r = r * 64 + udg_SaveLoad_Compress[i]
    return r * 64 + udg_SaveLoad_Compress[n - i * 256]
endfunction

function SaveLoad_CId2Id takes integer n returns integer
    local integer i = n / (64 * 64 * 64)
    local integer r
    set n = n - i * (64 * 64 * 64)
    set r = udg_SaveLoad_Uncompress[i]
    set i = n / (64 * 64)
    set n = n - i * (64 * 64)
    set r = r * 256 + udg_SaveLoad_Uncompress[i]
    set i = n / 64
    set r = r * 256 + udg_SaveLoad_Uncompress[i]
    return r * 256 + udg_SaveLoad_Uncompress[n - i * 64]
endfunction

function SaveLoad_Unit2Integer takes unit u returns integer
    local integer i = 0
    local integer n = GetUnitTypeId(u)
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    loop
        set i = i + 1
        exitwhen i > udg_SaveLoad_Heroes_LastIndex
        if udg_SaveLoad_Heroes[i] == n then
            return i
        endif
    endloop
    return SaveLoad_Id2CId(n)
endfunction
function SaveLoad_Integer2Unit takes integer i returns integer
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    if i <= udg_SaveLoad_Heroes_LastIndex then
        return udg_SaveLoad_Heroes[i]
    endif
    return SaveLoad_CId2Id(i)
endfunction

function SaveLoad_Item2Integer takes item t returns integer
    local integer i = 0
    local integer n = GetItemTypeId(t)
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    loop
        set i = i + 1
        exitwhen i > udg_SaveLoad_Items_LastIndex
        if udg_SaveLoad_Items[i] == n then
            return i
        endif
    endloop
    return SaveLoad_Id2CId(n)
endfunction
function SaveLoad_Integer2Item takes integer i returns integer
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    if i <= udg_SaveLoad_Items_LastIndex then
        return udg_SaveLoad_Items[i]
    endif
    return SaveLoad_CId2Id(i)
endfunction

function SaveLoad_Ability2Integer takes integer a returns integer
    local integer i = 0
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    loop
        set i = i + 1
        exitwhen i > udg_SaveLoad_Abilities_LastIndex
        if udg_SaveLoad_Abilities[i] == a then
            return i
        endif
    endloop
    return SaveLoad_Id2CId(a)
endfunction
function SaveLoad_Integer2Ability takes integer i returns integer
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    if i <= udg_SaveLoad_Abilities_LastIndex then
        return udg_SaveLoad_Abilities[i]
    endif
    return SaveLoad_CId2Id(i)
endfunction

function SaveLoad_Color takes string s returns string
    local integer i = StringLength(s)
    local string c
    local string r = ""

    loop
        set i = i - 1
        set c = SubString(s,i,i + 1)
        if c == "0" or c == "1" or c == "2" or c == "3" or c == "4" or c == "5" or c == "6" or c == "7" or c == "8" or c == "9" then
            set r = "|cffffcc00" + c + "|r" + r
        elseif c == "a" or c == "b" or c == "c" or c == "d" or c == "e" or c == "f" or c == "g" or c == "h" or c == "i" or c == "j" or c == "k" or c == "l" or c == "m" or c == "n" or c == "o" or c == "p" or c == "q" or c == "r" or c == "s" or c == "t" or c == "u" or c == "v" or c == "w" or c == "x" or c == "y" or c == "z" then
            set r = "|cffff6060" + c + "|r" + r
        elseif c == "A" or c == "B" or c == "C" or c == "D" or c == "E" or c == "F" or c == "G" or c == "H" or c == "I" or c == "J" or c == "K" or c == "L" or c == "M" or c == "N" or c == "O" or c == "P" or c == "Q" or c == "R" or c == "S" or c == "T" or c == "U" or c == "V" or c == "W" or c == "X" or c == "Y" or c == "Z" then
            set r = "|cff6060ff" + c + "|r" + r
        elseif c == "-" then
            set r = "|cffdddddd-|r" + r
        else
            set r = c + r
        endif
        exitwhen i <= 0
    endloop
    return r
endfunction

function SaveLoad_EncodeChar takes string n returns integer
    local integer i = 0
    local string s1 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
    local string s2 = "abcdefghijklmnopqrstuvwxyz"
    local string s3 = "0123456789"

    loop
        if SubString(s1,i,i + 1) == n then
            return i
        endif
        if SubString(s2,i,i + 1) == n then
            return i
        endif
        set i = i + 1
        exitwhen i >= 26
    endloop
    set i = 0
    loop
        if SubString(s3,i,i + 1) == n then
            return i
        endif
        set i = i + 1
        exitwhen i >= 10
    endloop
    return 0
endfunction

function SaveLoad_EncodeVerify takes string buffer returns integer
    local integer i = 0
    local integer j = 0
    local string name = GetPlayerName(GetTriggerPlayer())
    if udg_SaveLoad_UsePlayername == true then
        loop
            set j = j + SaveLoad_EncodeChar(SubString(name,i,i + 1))
            set i = i + 1
            exitwhen i >= StringLength(name)
        endloop
    endif
    set i = 0
    loop
        set j = j + SaveLoad_EncodeChar(SubString(buffer,i,i + 1))
        set i = i + 1
        exitwhen i >= StringLength(buffer)
    endloop
    return j
endfunction

function SaveLoad_EncodeValues takes nothing returns string
    local integer i
    local integer j
    local integer k
    local integer l
    local integer m
    local integer CodeLength = StringLength(udg_SaveLoad_Alphabet)
    local integer array a
    local string buffer = ""
    local string c = ""
    local integer skip = 0
    local integer CONST = 1000000
    local string abc = "0123456789"

    set i = 0
    loop
        set i = i + 1
        exitwhen i > udg_SaveCount
        set buffer = buffer + I2S(udg_Save[i]) + "-"
    endloop
    set buffer = buffer + I2S(SaveLoad_EncodeVerify(buffer))
    if udg_Save[1] == 0 then
        set buffer = "-" + buffer
    endif

    set i = 0
    loop
        set a[i] = 0
        set i = i + 1
        exitwhen i >= 100
    endloop

    set m = 0
    set i = 0
    loop
        set j = 0
        loop
            set a[j] = a[j] * 11
            set j = j + 1
            exitwhen j > m
        endloop

        set l = 0
        set c = SubString(buffer,i,i + 1)
        loop
            exitwhen SubString(abc,l,l + 1) == c
            set l = l + 1
            exitwhen l > 9
        endloop
        set a[0] = a[0] + l

        set j = 0
        loop
            set k = a[j] / CONST
            set a[j] = a[j] - k * CONST
            set a[j + 1] = a[j + 1] + k
            set j = j + 1
            exitwhen j > m
        endloop
        if k > 0 then
            set m = m + 1
        endif
        set i = i + 1
        exitwhen i >= StringLength(buffer)
    endloop

    set buffer = ""
    loop
        exitwhen m < 0
        set j = m
        loop
            exitwhen j <= 0
            set k = a[j] / CodeLength
            set a[j - 1] = a[j - 1] + (a[j] - k * CodeLength) * CONST
            set a[j] = k
            set j = j - 1
        endloop
        set k = a[j] / CodeLength
        set i = a[j] - k * CodeLength
        set buffer = buffer + SubString(udg_SaveLoad_Alphabet,i,i + 1)
        set a[j] = k
        if a[m] == 0 then
            set m = m - 1
        endif
    endloop

    set i = StringLength(buffer)
    set skip = 0
    set c = ""
    loop
        set i = i - 1
        set c = c + SubString(buffer,i,i + 1)
        set skip = skip + 1
        if skip == 4 and i > 0 then
            set c = c + "-"
            set skip = 0
        endif
        exitwhen i <= 0
    endloop
    return c
endfunction

function SaveLoad_DecodeValues takes string s returns boolean
    local integer i
    local integer j
    local integer k
    local integer l
    local integer SaveCode = 0
    local integer m
    local integer array a
    local string buffer = ""
    local integer CodeLength = StringLength(udg_SaveLoad_Alphabet)
    local integer skip = -1
    local integer CONST = 1000000
    local string abc = "0123456789-"
    local string c

    set i = 0
    loop
        set a[i] = 0
        set i = i + 1
        exitwhen i >= 100
    endloop

    set m = 0

    set i = 0
    loop
        set j = 0
        loop
            set a[j] = a[j] * CodeLength
            set j = j + 1
            exitwhen j > m
        endloop

        set skip = skip + 1
        if skip == 4 then
            set skip = 0
            set i = i + 1
        endif

        set l = CodeLength
        set c = SubString(s,i,i + 1)
        loop
            set l = l - 1
            exitwhen l < 1
            exitwhen SubString(udg_SaveLoad_Alphabet,l,l + 1) == c
        endloop
        set a[0] = a[0] + l

        set j = 0
        loop
            set k = a[j] / CONST
            set a[j] = a[j] - k * CONST
            set a[j + 1] = a[j + 1] + k
            set j = j + 1
            exitwhen j > m
        endloop
        if k > 0 then
            set m = m + 1
        endif
        set i = i + 1
        exitwhen i >= StringLength(s)
    endloop

    loop
        exitwhen m < 0
        set j = m
        loop
            exitwhen j <= 0
            set k = a[j] / 11
            set a[j - 1] = a[j - 1] + (a[j] - k * 11) * CONST
            set a[j] = k
            set j = j - 1
        endloop
        set k = a[j] / 11
        set i = a[j] - k * 11
        set buffer = SubString(abc,i,i + 1) + buffer
        set a[j] = k
        if a[m] == 0 then
            set m = m - 1
        endif
    endloop

    set i = 0
    set j = 0
    loop
        loop
            exitwhen i >= StringLength(buffer)
            exitwhen i > 0 and SubString(buffer,i,i + 1) == "-" and SubString(buffer,i - 1,i) != "-"
            set i = i + 1
        endloop
        if i < StringLength(buffer) then
            set k = i
        endif
        set SaveCode = SaveCode + 1
        set udg_Save[SaveCode] = S2I(SubString(buffer,j,i))
        set j = i + 1
        set i = i + 1
        exitwhen i >= StringLength(buffer)
    endloop

    set j = SaveLoad_EncodeVerify(SubString(buffer,0,k))
    set udg_SaveCount = SaveCode - 1
    if j == udg_Save[SaveCode] then
        return true
    endif
    return false
endfunction

function SaveLoad_Encode takes nothing returns string
    if udg_SaveLoad_CaseSensitive == false then
        set udg_SaveLoad_Alphabet = StringCase(udg_SaveLoad_Alphabet,true)
    endif
    return SaveLoad_Color(SaveLoad_EncodeValues())
endfunction

function SaveLoad_Decode takes string s returns boolean
    if udg_SaveLoad_CaseSensitive == false then
        set udg_SaveLoad_Alphabet = StringCase(udg_SaveLoad_Alphabet,true)
        set s = StringCase(s,true)
    endif
    if SaveLoad_DecodeValues(s) then
        call DisplayTextToPlayer(GetTriggerPlayer(),0,0,"Decoding sucessful")
        return true
    endif
    call DisplayTextToPlayer(GetTriggerPlayer(),0,0,"Decoding failed")
    return false
endfunction
Name Type Is Array Initial Value
AI_Helper_Timer timer Yes
Archer01 unit No
Archer02 unit No
Archer03 unit No
Archer04 unit No
AttackedUnit unit No
Bonus_Agility integer No
Bonus_Intelligence integer No
Bonus_Strength integer No
Bounty_NEUTRAL_BASE integer Yes
Bounty_NEUTRAL_DICE integer Yes
Bounty_NEUTRAL_SIDES integer Yes
Bounty_RACE_BASE integer Yes
Bounty_RACE_DICE integer Yes
Bounty_RACE_SIDES integer Yes
CameraReturnPoint location No
Cinematic_NAME string No
Cinematic_Preparation_Finished boolean No
CityGate destructable No
Code string No
Code_Is_Active boolean No
CONSTANT_Glaive_COUNT_MAX integer Yes
CONSTANT_Glaive_COUNT_MIN integer Yes
CONSTANT_Glaive_DAMAGE real Yes
CONSTANT_Glaive_DAMAGE_RANGE real Yes
CONSTANT_Glaive_DURATION real Yes
CONSTANT_Glaive_EFFECT_01 string Yes
CONSTANT_Glaive_EFFECT_02 string Yes
CONSTANT_Glaive_EFFECT_03 modelfile Yes
CONSTANT_Glaive_EFFECT_04 modelfile Yes
CONSTANT_Glaive_EFFECT_05 modelfile Yes
CONSTANT_Glaive_HIT_EFFECT_01 string Yes
CONSTANT_Glaive_HIT_EFFECT_02 modelfile Yes
CONSTANT_Glaive_HIT_EFFECT_03 modelfile Yes
CONSTANT_Glaive_HIT_EFFECT_04 modelfile Yes
CONSTANT_Glaive_HIT_EFFECT_05 modelfile Yes
CONSTANT_Glaive_INTERVAL real Yes
CONSTANT_Glaive_LIMIT integer No
CONSTANT_Glaive_ORBITRANGE real Yes
CONSTANT_Glaive_SPEED_PER_SEC real Yes
CONSTANT_Share_UPGRADE_TOTAL integer No
CONSTANT_Text_Length_EXCHANGE real No
CONSTANT_Text_Length_UPGRADE real No
DIFFICULTY string No
DiscoveredSideQuest boolean No
Drakthul unit No
DrakthulsHut unit No
EMPTY itemcode No
ExclamationPoint effect No
Furion unit No
GameHasStarted boolean No
GameOver boolean No false
Gives_Bounty force No
Glaive_ANGLE real Yes
Glaive_EFFECT_01 effect Yes
Glaive_EFFECT_02 effect Yes
Glaive_EFFECT_03 effect Yes
Glaive_EFFECT_04 effect Yes
Glaive_EFFECT_05 effect Yes
Glaive_EXPIRE timer Yes
Glaive_GROUP group Yes
Glaive_LEVEL integer Yes
Glaive_LOOP timer Yes
Glaive_OWNER unit Yes
Glaive_OWNER_HIDDEN unit Yes
Glaive_STATE string Yes
Glaive_TARGET unit Yes
Glaive_TARGET_HIDDEN unit Yes
Glaive_UNIT unit Yes
HermitSkipped boolean No false
HermitSkipped2 boolean No false
HiddenUnits group No
Illidan unit No
InCinematic boolean No false
IntroDummyUnits group No
IntroHuntersHall unit No
IntroSkipped boolean No false
IntroWisp01 unit No
IntroWisp02 unit No
IntroWisp03 unit No
IntroWisp04 unit No
IntroWisp05 unit No
ITEM_DESC destructable Yes
ITEM_DESC_Item_Type itemcode Yes
ITEM_DESC_Item_Type_INSANE itemcode Yes
ITEM_DESC_Total integer No
ITEM_UNIT unit Yes
ITEM_UNIT_Item_Type itemcode Yes
ITEM_UNIT_Item_Type_INSANE itemcode Yes
ITEM_UNIT_Total integer No
Maiden_OWNER unit Yes
Maiden_TIMER timer Yes
Maiev unit No UnitNull
MaievCinematic unit No UnitNull
MaievReturnSpot location No
Multiboard_Current_Column integer No
Multiboard_Current_Row integer No
Multiboard_Hero_Icon string No
Multiboard_Item_Used boolean Yes
Multiboard_Name_Used boolean No
Multiboard_Skill abilcode Yes
Multiboard_Skill_Icon string Yes
Multiboard_Skill_Name string Yes
Multiboard_Skill_Used boolean Yes
Multiboard_Unit unit No
Mutliboard_Hero_Statistics multiboard No
NagaSkipped boolean No false
Naisha unit No
NewWarden unit No
NewWardenCinematic unit No
NewWardenReturnSpot location No
OrcSpawnDelay01 real No
OrcSpawnDelay02 real No
OrcSpawnDelay03 real No
OrcSpawnGoal01 integer No
OrcSpawnGoal02 integer No
OrcSpawnGoal03 integer No
OrcSpawnTimer01 timer No
OrcSpawnTimer02 timer No
OrcSpawnTimer03 timer No
OrcSpawnUnits01 group No
OrcSpawnUnits02 group No
OrcSpawnUnits03 group No
Player_Color playercolor Yes
Player_Color_String string Yes
Player_One player No
Player_One_Agreed boolean No
Player_One_Color integer No
Player_One_Skipped boolean No
Player_Two player No
Player_Two_Agreed boolean No
Player_Two_Color integer No
Player_Two_Skipped boolean No
PointOrcFightZone location No
Powerups_Gold integer No
Powerups_Lumber integer No
QuestKillNaga quest No
QuestKillNagaReqKill questitem No
QuestLocateIllidan quest No
QuestLocateReqLocate questitem No
QuestSkeletons quest No
QuestSkeletonsReqKill questitem No
QuestSkeletonsReqReturn questitem No
Research_Name_1 string Yes
Research_Name_2 string Yes
Research_Name_3 string Yes
Research_Type techcode Yes
Save integer Yes
SaveCount integer No
SaveLoad_Abilities abilcode Yes
SaveLoad_Abilities_LastIndex integer No
SaveLoad_Alphabet string No
SaveLoad_CaseSensitive boolean No
SaveLoad_Compress integer Yes
SaveLoad_Heroes unitcode Yes
SaveLoad_Heroes_LastIndex integer No
SaveLoad_Initialized boolean No
SaveLoad_Integer integer No
SaveLoad_Item_String string Yes
SaveLoad_Items itemcode Yes
SaveLoad_Items_LastIndex integer No
SaveLoad_Uncompress integer Yes
SaveLoad_UsePlayername boolean No
SelectedUnits group No
Shadow_Orb_OWNER unit Yes
Shadow_Orb_OWNER_INTEGER integer Yes
Shadow_Orb_OWNER_ORB item Yes
Shadow_Orb_TIMER timer Yes
Shadow_Orb_TYPE itemcode Yes
Share_DISPLAY boolean Yes
Share_FAKE unitcode Yes
Share_REAL unitcode Yes
Shift_OWNER unit Yes
Shift_TARGET unit Yes
Shift_TIMER timer Yes
SkeletalArtifact item No ItemNull
SummoningPit01 unit No
SummoningPit02 unit No
SummoningPit03 unit No
SummoningPitsRemaining integer No 3
Techtree_Fake unitcode Yes
Techtree_Name string Yes
Techtree_Real unitcode Yes
Techtree_Total integer No
TempGroup group Yes
TempInteger integer Yes
TempItem item No
TempItemType itemcode No
TempPoint location Yes
TempText string Yes
Text_Length_Techtree real No
TombDestroyed boolean No
TombGuard01 unit No
TombGuards group No
Twilight_FOLK group Yes
Twilight_TIMER timer Yes
Twilight_UNIT unit Yes
Tyrande unit No
Under_Construction group No
Validate boolean No
VictoryArcher01 unit No
VictoryArcher02 unit No
VictoryArcher03 unit No
VictoryArcher04 unit No
VictorySkipped boolean No false
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Game - Begin preloading with a 0.5 second timeout
    Trigger - Run Extra_Initilalization <gen> (ignoring conditions)
    Game - Set ally color filtering to 0
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Integer A) Equal to 2
                (Integer A) Equal to 10
          Then - Actions
            Player - Make (Player((Integer A))) treat Player 1 (Red) as an Enemy
            Player - Make (Player((Integer A))) treat Player 2 (Blue) as an Ally with shared vision
            Player - Make (Player((Integer A))) treat Player 3 (Teal) as an Enemy
            Player - Make (Player((Integer A))) treat Player 4 (Purple) as an Enemy
            Player - Make (Player((Integer A))) treat Player 5 (Yellow) as an Enemy
            Player - Make (Player((Integer A))) treat Player 6 (Orange) as an Enemy
            Player - Make (Player((Integer A))) treat Player 7 (Green) as an Enemy
            Player - Make (Player((Integer A))) treat Player 8 (Pink) as an Enemy
            Player - Make (Player((Integer A))) treat Player 9 (Gray) as an Neutral
            Player - Make (Player((Integer A))) treat Player 10 (Light Blue) as an Ally with shared vision
            Player - Make (Player((Integer A))) treat Neutral Hostile as an Enemy
            Player - Make Neutral Hostile treat (Player((Integer A))) as an Enemy
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Integer A) Equal to 1
                (Integer A) Equal to 3
                (Integer A) Equal to 4
          Then - Actions
            Player - Set (Player((Integer A))).Current gold to 5000
            Player - Set (Player((Integer A))).Current lumber to 5000
            Player - Make (Player((Integer A))) treat Player 1 (Red) as an Ally with shared vision
            Player - Make (Player((Integer A))) treat Player 2 (Blue) as an Enemy
            Player - Make (Player((Integer A))) treat Player 3 (Teal) as an Ally with shared vision
            Player - Make (Player((Integer A))) treat Player 4 (Purple) as an Ally with shared vision
            Player - Make (Player((Integer A))) treat Player 5 (Yellow) as an Neutral
            Player - Make (Player((Integer A))) treat Player 6 (Orange) as an Neutral
            Player - Make (Player((Integer A))) treat Player 7 (Green) as an Neutral
            Player - Make (Player((Integer A))) treat Player 8 (Pink) as an Neutral
            Player - Make (Player((Integer A))) treat Player 9 (Gray) as an Neutral
            Player - Make (Player((Integer A))) treat Player 10 (Light Blue) as an Enemy
            Player - Make (Player((Integer A))) treat Neutral Hostile as an Neutral
            Player - Make Neutral Hostile treat (Player((Integer A))) as an Neutral
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Integer A) Equal to 5
                (Integer A) Equal to 9
          Then - Actions
            Player - Make (Player((Integer A))) treat Player 1 (Red) as an Neutral
            Player - Make (Player((Integer A))) treat Player 2 (Blue) as an Neutral
            Player - Make (Player((Integer A))) treat Player 3 (Teal) as an Neutral
            Player - Make (Player((Integer A))) treat Player 4 (Purple) as an Neutral
            Player - Make (Player((Integer A))) treat Player 5 (Yellow) as an Neutral
            Player - Make (Player((Integer A))) treat Player 6 (Orange) as an Neutral
            Player - Make (Player((Integer A))) treat Player 7 (Green) as an Neutral
            Player - Make (Player((Integer A))) treat Player 8 (Pink) as an Neutral
            Player - Make (Player((Integer A))) treat Player 9 (Gray) as an Neutral
            Player - Make (Player((Integer A))) treat Player 10 (Light Blue) as an Neutral
            Player - Make (Player((Integer A))) treat Neutral Hostile as an Neutral
            Player - Make Neutral Hostile treat (Player((Integer A))) as an Neutral
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Integer A) Equal to 6
                (Integer A) Equal to 7
                (Integer A) Equal to 8
          Then - Actions
            Player - Make (Player((Integer A))) treat Player 1 (Red) as an Neutral
            Player - Make (Player((Integer A))) treat Player 2 (Blue) as an Enemy
            Player - Make (Player((Integer A))) treat Player 3 (Teal) as an Neutral
            Player - Make (Player((Integer A))) treat Player 4 (Purple) as an Neutral
            Player - Make (Player((Integer A))) treat Player 5 (Yellow) as an Neutral
            Player - Make (Player((Integer A))) treat Player 6 (Orange) as an Enemy
            Player - Make (Player((Integer A))) treat Player 7 (Green) as an Enemy
            Player - Make (Player((Integer A))) treat Player 8 (Pink) as an Enemy
            Player - Make (Player((Integer A))) treat Player 9 (Gray) as an Neutral
            Player - Make (Player((Integer A))) treat Player 10 (Light Blue) as an Enemy
            Player - Make (Player((Integer A))) treat Neutral Hostile as an Neutral
            Player - Make Neutral Hostile treat (Player((Integer A))) as an Neutral
          Else - Actions
    Player - Set name of Player 1 (Red) to Naga Strikeforce
    Player - Set name of Player 3 (Teal) to Illidan's Servitors
    Player - Change color of Player 1 (Red) to Red, Changing color of existing units
    Player - Change color of Player 2 (Blue) to Blue, Changing color of existing units
    Player - Change color of Player 3 (Teal) to Purple, Changing color of existing units
    Player - Change color of Player 4 (Purple) to Purple, Changing color of existing units
    Player - Change color of Player 5 (Yellow) to Orange, Changing color of existing units
    Player - Change color of Player 6 (Orange) to Gray, Changing color of existing units
    Player - Change color of Player 7 (Green) to Dark Green, Changing color of existing units
    Player - Change color of Player 8 (Pink) to Brown, Changing color of existing units
    Player - Change color of Player 9 (Gray) to Gray, Changing color of existing units
    Player - Change color of Player 10 (Light Blue) to Teal, Changing color of existing units
    Player - Hide Player 4 (Purple) in the post-game score screen
    Player - Hide Player 5 (Yellow) in the post-game score screen
    Player - Hide Player 6 (Orange) in the post-game score screen
    Player - Hide Player 7 (Green) in the post-game score screen
    Player - Hide Player 8 (Pink) in the post-game score screen
    Player - Hide Player 9 (Gray) in the post-game score screen
    Sound - Set Combat Sounds to 0.00%
    Destructible - Make Ruined Gate 0918 <gen> Invulnerable
    Animation - Play the death (animationname) animation for all doodads of type YOlb (doodadcode) within LightningBolt01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YOlb (doodadcode) within LightningBolt02 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YOlb (doodadcode) within LightningBolt03 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YOlb (doodadcode) within LightningBolt04 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YOlb (doodadcode) within LightningBolt05 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YOlb (doodadcode) within LightningBolt06 <gen>.
    Set VariableSet PointOrcFightZone = (Center of Orc_Fight_Zone <gen>)
    Set VariableSet Maiev = Warden 0037 <gen>
    Set VariableSet NewWarden = Warden 0036 <gen>
    Unit - Add Sell Units to Goblin Shipyard 0016 <gen>
    Neutral Building - Add Night Elf Transport Ship to Goblin Shipyard 0016 <gen> with 1 in stock and a max stock of 3
    Neutral Building - Add Night Elf Frigate to Goblin Shipyard 0016 <gen> with 1 in stock and a max stock of 3
    Unit - Add Sell Units to Goblin Shipyard 0013 <gen>
    Neutral Building - Add Night Elf Transport Ship to Goblin Shipyard 0013 <gen> with 1 in stock and a max stock of 3
    Neutral Building - Add Night Elf Frigate to Goblin Shipyard 0013 <gen> with 1 in stock and a max stock of 3
    Unit - Add Sell Units to Goblin Shipyard 0029 <gen>
    Neutral Building - Add Night Elf Transport Ship to Goblin Shipyard 0029 <gen> with 1 in stock and a max stock of 3
    Neutral Building - Add Night Elf Frigate to Goblin Shipyard 0029 <gen> with 1 in stock and a max stock of 3
    Unit - Add Sell Units to Mercenary Camp 0124 <gen>
    Neutral Building - Add Spider Crab Shorecrawler to Mercenary Camp 0124 <gen> with 1 in stock and a max stock of 4
    Neutral Building - Add Stormreaver Hermit to Mercenary Camp 0124 <gen> with 1 in stock and a max stock of 2
    Neutral Building - Add Giant Sea Turtle to Mercenary Camp 0124 <gen> with 1 in stock and a max stock of 1
    Hero - Make Player 2 (Blue) Heroes gain 25.00% experience from future kills
    Hero - Make Player 10 (Light Blue) Heroes gain 25.00% experience from future kills
    Set VariableSet Naisha = Naisha 0004 <gen>
    Set VariableSet Archer01 = Archer 0006 <gen>
    Set VariableSet Archer02 = Archer 0005 <gen>
    Set VariableSet Archer03 = Archer 0007 <gen>
    Set VariableSet Archer04 = Archer 0008 <gen>
    Set VariableSet Drakthul = Drak'thul 0187 <gen>
    Set VariableSet TombGuard01 = Naga Siren 0191 <gen>
    Set VariableSet TombGuard01 = Naga Siren 0190 <gen>
    Unit - Make Drakthul Invulnerable
    Set VariableSet DrakthulsHut = Dwelling 0054 <gen>
    Unit - Make DrakthulsHut Invulnerable
    Set VariableSet TombGuards = (Units in TombGuards <gen> owned by Player 4 (Purple))
    Set VariableSet Illidan = Demon Hunter 0189 <gen>
    Unit - Make Illidan Invulnerable
    Hero - Create Orb of Kil'jaeden and give it to Illidan
    Hero - Create Phat Lewt and give it to Illidan
    Hero - Create Phat Lewt and give it to Illidan
    Hero - Create Phat Lewt and give it to Illidan
    Hero - Create Phat Lewt and give it to Illidan
    Hero - Create Phat Lewt and give it to Illidan
    Set VariableSet SummoningPit01 = Ziggurat 0058 <gen>
    Set VariableSet SummoningPit02 = Ziggurat 0056 <gen>
    Set VariableSet SummoningPit03 = Ziggurat 0057 <gen>
    Set VariableSet OrcSpawnGoal01 = 3
    Set VariableSet OrcSpawnGoal02 = 3
    Set VariableSet OrcSpawnGoal03 = 3
    Set VariableSet OrcSpawnDelay01 = 5.00
    Set VariableSet OrcSpawnDelay02 = 5.00
    Set VariableSet OrcSpawnDelay03 = 5.00
    Set VariableSet OrcSpawnUnits01 = (Units owned by Player 6 (Orange) matching (((Matching unit) is A structure) Equal to False).)
    Set VariableSet OrcSpawnUnits02 = (Units owned by Player 7 (Green) matching (((Matching unit) is A structure) Equal to False).)
    Set VariableSet OrcSpawnUnits03 = (Units owned by Player 8 (Pink) matching (((Matching unit) is A structure) Equal to False).)
    AI - Ignore the guard positions of all Player 6 (Orange) units
    AI - Ignore the guard positions of all Player 7 (Green) units
    AI - Ignore the guard positions of all Player 8 (Pink) units
    AI - Ignore Naga Myrmidon 0195 <gen>'s guard position
    AI - Ignore Naga Myrmidon 0193 <gen>'s guard position
    AI - Ignore Naga Myrmidon 0192 <gen>'s guard position
    AI - Ignore Naga Myrmidon 0194 <gen>'s guard position
    AI - Ignore Naga Myrmidon 0035 <gen>'s guard position
    AI - Ignore Naga Myrmidon 0034 <gen>'s guard position
    AI - Ignore Naga Siren 0191 <gen>'s guard position
    AI - Ignore Naga Siren 0190 <gen>'s guard position
    AI - Ignore Demon Hunter 0189 <gen>'s guard position
    Set VariableSet PointOrcFightZone = (Center of Orc_Fight_Zone <gen>)
    Player - Disable sleeping for all creeps
    Unit - Change color of Illidan to Purple
    Trigger - Run Quest_Locate_Illidan_Create <gen> (checking conditions)
    Trigger - Run Quest_Kill_Skeletons_Create <gen> (checking conditions)
    Trigger - Run Quest_Kill_Naga_Create <gen> (checking conditions)
    Trigger - Run Preface_INIT <gen> (checking conditions)
This trigger registers the important values for this system.
Bounty INIT
  Events
    Map initialization
  Conditions
  Actions
    Player Group - Add Neutral Hostile to Gives_Bounty
    Player Group - Pick every player in Gives_Bounty and do (Actions)
      Loop - Actions
        Player - Turn Gives bounty Off for (Picked player)
    -------- - --------
    Set VariableSet TempInteger[1] = 1
    Set VariableSet Bounty_NEUTRAL_BASE[TempInteger[1]] = 3
    Set VariableSet Bounty_NEUTRAL_DICE[TempInteger[1]] = 1
    Set VariableSet Bounty_NEUTRAL_SIDES[TempInteger[1]] = 3
    -------- - --------
    Set VariableSet TempInteger[1] = 2
    Set VariableSet Bounty_NEUTRAL_BASE[TempInteger[1]] = 5
    Set VariableSet Bounty_NEUTRAL_DICE[TempInteger[1]] = 1
    Set VariableSet Bounty_NEUTRAL_SIDES[TempInteger[1]] = 3
    -------- - --------
    Set VariableSet TempInteger[1] = 3
    Set VariableSet Bounty_NEUTRAL_BASE[TempInteger[1]] = 7
    Set VariableSet Bounty_NEUTRAL_DICE[TempInteger[1]] = 1
    Set VariableSet Bounty_NEUTRAL_SIDES[TempInteger[1]] = 3
    -------- - --------
    Set VariableSet TempInteger[1] = 4
    Set VariableSet Bounty_NEUTRAL_BASE[TempInteger[1]] = 9
    Set VariableSet Bounty_NEUTRAL_DICE[TempInteger[1]] = 2
    Set VariableSet Bounty_NEUTRAL_SIDES[TempInteger[1]] = 3
    -------- - --------
    Set VariableSet TempInteger[1] = 5
    Set VariableSet Bounty_NEUTRAL_BASE[TempInteger[1]] = 17
    Set VariableSet Bounty_NEUTRAL_DICE[TempInteger[1]] = 3
    Set VariableSet Bounty_NEUTRAL_SIDES[TempInteger[1]] = 3
    -------- - --------
    Set VariableSet TempInteger[1] = 6
    Set VariableSet Bounty_NEUTRAL_BASE[TempInteger[1]] = 40
    Set VariableSet Bounty_NEUTRAL_DICE[TempInteger[1]] = 4
    Set VariableSet Bounty_NEUTRAL_SIDES[TempInteger[1]] = 3
    -------- - --------
    Set VariableSet TempInteger[1] = 7
    Set VariableSet Bounty_NEUTRAL_BASE[TempInteger[1]] = 50
    Set VariableSet Bounty_NEUTRAL_DICE[TempInteger[1]] = 5
    Set VariableSet Bounty_NEUTRAL_SIDES[TempInteger[1]] = 3
    -------- - --------
    Set VariableSet TempInteger[1] = 8
    Set VariableSet Bounty_NEUTRAL_BASE[TempInteger[1]] = 70
    Set VariableSet Bounty_NEUTRAL_DICE[TempInteger[1]] = 6
    Set VariableSet Bounty_NEUTRAL_SIDES[TempInteger[1]] = 3
    -------- - --------
    Set VariableSet TempInteger[1] = 9
    Set VariableSet Bounty_NEUTRAL_BASE[TempInteger[1]] = 100
    Set VariableSet Bounty_NEUTRAL_DICE[TempInteger[1]] = 7
    Set VariableSet Bounty_NEUTRAL_SIDES[TempInteger[1]] = 3
    -------- - --------
    Set VariableSet TempInteger[1] = 10
    Set VariableSet Bounty_NEUTRAL_BASE[TempInteger[1]] = 150
    Set VariableSet Bounty_NEUTRAL_DICE[TempInteger[1]] = 8
    Set VariableSet Bounty_NEUTRAL_SIDES[TempInteger[1]] = 3
    -------- - --------
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        Set VariableSet Bounty_RACE_BASE[(Integer A)] = (10 + (5 x (Integer A)))
        Set VariableSet Bounty_RACE_DICE[(Integer A)] = (4 + (Integer A))
        Set VariableSet Bounty_RACE_SIDES[(Integer A)] = 3
Bounty WORK
  Events
    Unit - A unit Dies
  Conditions
    ((Dying unit) is A structure) Equal to False
    ((Dying unit) is Summoned) Equal to False
    ((Owner of (Dying unit)) is in Gives_Bounty.) Equal to True
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Killing unit)) Equal to Player_One
        (Owner of (Killing unit)) Equal to Player_Two
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Dying unit)) Equal to Peasant
            (Unit-type of (Dying unit)) Equal to Footman
            (Unit-type of (Dying unit)) Equal to Knight
            (Unit-type of (Dying unit)) Equal to Rifleman
            (Unit-type of (Dying unit)) Equal to Mortar Team
            (Unit-type of (Dying unit)) Equal to Flying Machine
            (Unit-type of (Dying unit)) Equal to Gryphon Rider
            (Unit-type of (Dying unit)) Equal to Priest
            (Unit-type of (Dying unit)) Equal to Sorceress
            (Unit-type of (Dying unit)) Equal to Siege Engine
            (Unit-type of (Dying unit)) Equal to Spell Breaker
            (Unit-type of (Dying unit)) Equal to Dragonhawk Rider
            (Unit-type of (Dying unit)) Equal to Paladin
            (Unit-type of (Dying unit)) Equal to Archmage
            (Unit-type of (Dying unit)) Equal to Mountain King
            (Unit-type of (Dying unit)) Equal to Blood Mage
            (Unit-type of (Dying unit)) Equal to Siege Engine (Barrage)
            (Unit-type of (Dying unit)) Equal to Militia
            (Unit-type of (Dying unit)) Equal to Water Elemental (Level 1)
            (Unit-type of (Dying unit)) Equal to Water Elemental (Level 2)
            (Unit-type of (Dying unit)) Equal to Water Elemental (Level 3)
            (Unit-type of (Dying unit)) Equal to Phoenix
            (Unit-type of (Dying unit)) Equal to Phoenix Egg
            (Unit-type of (Dying unit)) Equal to Peon
            (Unit-type of (Dying unit)) Equal to Grunt
            (Unit-type of (Dying unit)) Equal to Raider
            (Unit-type of (Dying unit)) Equal to Tauren
            (Unit-type of (Dying unit)) Equal to Troll Headhunter
            (Unit-type of (Dying unit)) Equal to Demolisher
            (Unit-type of (Dying unit)) Equal to Kodo Beast
            (Unit-type of (Dying unit)) Equal to Wind Rider
            (Unit-type of (Dying unit)) Equal to Troll Batrider
            (Unit-type of (Dying unit)) Equal to Troll Witch Doctor
            (Unit-type of (Dying unit)) Equal to Shaman
            (Unit-type of (Dying unit)) Equal to Spirit Walker
            (Unit-type of (Dying unit)) Equal to Blademaster
            (Unit-type of (Dying unit)) Equal to Far Seer
            (Unit-type of (Dying unit)) Equal to Tauren Chieftain
            (Unit-type of (Dying unit)) Equal to Shadow Hunter
            (Unit-type of (Dying unit)) Equal to Sentry Ward
            (Unit-type of (Dying unit)) Equal to Watcher Ward
            (Unit-type of (Dying unit)) Equal to Stasis Trap
            (Unit-type of (Dying unit)) Equal to Spirit Wolf (Level 1)
            (Unit-type of (Dying unit)) Equal to Dire Wolf (Level 2)
            (Unit-type of (Dying unit)) Equal to Shadow Wolf (Level 3)
            (Unit-type of (Dying unit)) Equal to Healing Ward
            (Unit-type of (Dying unit)) Equal to Serpent Ward (Level 1)
            (Unit-type of (Dying unit)) Equal to Serpent Ward (Level 2)
            (Unit-type of (Dying unit)) Equal to Serpent Ward (Level 3)
            (Unit-type of (Dying unit)) Equal to Serpent Ward (Level 4)
            (Unit-type of (Dying unit)) Equal to Spirit Walker (Ethereal)
            (Unit-type of (Dying unit)) Equal to Troll Berserker
            (Unit-type of (Dying unit)) Equal to Acolyte
            (Unit-type of (Dying unit)) Equal to Shade
            (Unit-type of (Dying unit)) Equal to Ghoul
            (Unit-type of (Dying unit)) Equal to Abomination
            (Unit-type of (Dying unit)) Equal to Meat Wagon
            (Unit-type of (Dying unit)) Equal to Crypt Fiend
            (Unit-type of (Dying unit)) Equal to Gargoyle
            (Unit-type of (Dying unit)) Equal to Banshee
            (Unit-type of (Dying unit)) Equal to Necromancer
            (Unit-type of (Dying unit)) Equal to Obsidian Statue
            (Unit-type of (Dying unit)) Equal to Frost Wyrm
            (Unit-type of (Dying unit)) Equal to Death Knight
            (Unit-type of (Dying unit)) Equal to Lich
            (Unit-type of (Dying unit)) Equal to Dreadlord
            (Unit-type of (Dying unit)) Equal to Crypt Lord
            (Unit-type of (Dying unit)) Equal to Burrowed Crypt Fiend
            (Unit-type of (Dying unit)) Equal to Stone Form Gargoyle
            (Unit-type of (Dying unit)) Equal to Skeleton Warrior
            (Unit-type of (Dying unit)) Equal to Skeletal Mage
            (Unit-type of (Dying unit)) Equal to Destroyer
            (Unit-type of (Dying unit)) Equal to Carrion Beetle (Level 1)
            (Unit-type of (Dying unit)) Equal to Carrion Beetle (Level 2)
            (Unit-type of (Dying unit)) Equal to Carrion Beetle (Level 3)
            (Unit-type of (Dying unit)) Equal to Burrowed Carrion Beetle (Level 2)
            (Unit-type of (Dying unit)) Equal to Burrowed Carrion Beetle (Level 3)
            (Unit-type of (Dying unit)) Equal to Wisp
            (Unit-type of (Dying unit)) Equal to Archer
            (Unit-type of (Dying unit)) Equal to Huntress
            (Unit-type of (Dying unit)) Equal to Dryad
            (Unit-type of (Dying unit)) Equal to Glaive Thrower
            (Unit-type of (Dying unit)) Equal to Hippogryph
            (Unit-type of (Dying unit)) Equal to Hippogryph Rider
            (Unit-type of (Dying unit)) Equal to Chimaera
            (Unit-type of (Dying unit)) Equal to Druid of the Talon (Night Elf Form)
            (Unit-type of (Dying unit)) Equal to Druid of the Claw (Night Elf Form)
            (Unit-type of (Dying unit)) Equal to Mountain Giant
            (Unit-type of (Dying unit)) Equal to Faerie Dragon
            (Unit-type of (Dying unit)) Equal to Keeper of the Grove
            (Unit-type of (Dying unit)) Equal to Priestess of the Moon
            (Unit-type of (Dying unit)) Equal to Demon Hunter
            (Unit-type of (Dying unit)) Equal to Warden
            (Unit-type of (Dying unit)) Equal to Demon Hunter (Demon Form)
            (Unit-type of (Dying unit)) Equal to Druid of the Talon (Storm Crow Form)
            (Unit-type of (Dying unit)) Equal to Druid of the Claw (Bear Form)
            (Unit-type of (Dying unit)) Equal to Treant
            (Unit-type of (Dying unit)) Equal to Avatar of Vengeance
            (Unit-type of (Dying unit)) Equal to Couatl
            (Unit-type of (Dying unit)) Equal to Mur'gul Reaver
            (Unit-type of (Dying unit)) Equal to Naga Siren
            (Unit-type of (Dying unit)) Equal to Snap Dragon
            (Unit-type of (Dying unit)) Equal to Naga Myrmidon
            (Unit-type of (Dying unit)) Equal to Naga Royal Guard
            (Unit-type of (Dying unit)) Equal to Dragon Turtle
            (Unit-type of (Dying unit)) Equal to Mur'gul Slave
            (Unit-type of (Dying unit)) Equal to Naga Sea Witch
            (Unit-type of (Dying unit)) Equal to Submerged Snap Dragon
            (Unit-type of (Dying unit)) Equal to Submerged Naga Myrmidon
            (Unit-type of (Dying unit)) Equal to Submerged Naga Royal Guard
      Then - Actions
        Set VariableSet TempInteger[1] = (Random integer number between (Bounty_RACE_BASE[(Level of (Dying unit))] + Bounty_RACE_DICE[(Level of (Dying unit))]) and (Bounty_RACE_BASE[(Level of (Dying unit))] + (Bounty_RACE_DICE[(Level of (Dying unit))] x Bounty_RACE_SIDES[(Level of (Dying unit))])))
      Else - Actions
        Set VariableSet TempInteger[1] = (Random integer number between (Bounty_NEUTRAL_BASE[(Level of (Dying unit))] + Bounty_NEUTRAL_DICE[(Level of (Dying unit))]) and (Bounty_NEUTRAL_BASE[(Level of (Dying unit))] + (Bounty_NEUTRAL_DICE[(Level of (Dying unit))] x Bounty_NEUTRAL_SIDES[(Level of (Dying unit))])))
    Player - Add (TempInteger[1] / 2) to Player_One.Current gold
    Player - Add (TempInteger[1] / 2) to Player_Two.Current gold
    Set VariableSet TempPoint[1] = (Position of (Dying unit))
    Special Effect - Create a special effect at TempPoint[1] using UI\Feedback\GoldCredit\GoldCredit.mdl
    Special Effect - Destroy (Last created special effect)
    Floating Text - Create floating text that reads (|cffffcc00+ + (String((TempInteger[1] / 2)))) at TempPoint[1] with Z offset 0, using font size 10.00, color (100%, 100%, 100%), and 0% transparency
    Custom script: call RemoveLocation(udg_TempPoint[1])
    Floating Text - Set the velocity of (Last created floating text) to 96.00 towards 90 degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
    Floating Text - Change the fading age of (Last created floating text) to 1.20 seconds
Hero Stats INITIATE
  Events
  Conditions
  Actions
    Multiboard - Destroy Mutliboard_Hero_Statistics
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            (Number of items carried by Maiev) Equal to 0
            (Number of items carried by NewWarden) Equal to 0
            (Number of items carried by Furion) Equal to 0
            (Number of items carried by Tyrande) Equal to 0
      Then - Actions
        Multiboard - Create a multiboard with 2 columns and 1 rows, titled Hero Statistics.
      Else - Actions
        Multiboard - Create a multiboard with 3 columns and 1 rows, titled Hero Statistics.
    Set VariableSet Mutliboard_Hero_Statistics = (Last created multiboard)
    Set VariableSet Multiboard_Current_Row = 1
    Multiboard - Hide Mutliboard_Hero_Statistics
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Maiev Not equal to No unit
      Then - Actions
        Set VariableSet Multiboard_Unit = Maiev
        Set VariableSet Multiboard_Hero_Icon = ReplaceableTextures\CommandButtons\BTNWarden2.blp
        Set VariableSet Multiboard_Skill[1] = Fan of Knives
        Set VariableSet Multiboard_Skill[2] = Blink
        Set VariableSet Multiboard_Skill[3] = Shadow Strike
        Set VariableSet Multiboard_Skill[4] = Vengeance
        Set VariableSet Multiboard_Skill_Name[1] = Fan of Knives
        Set VariableSet Multiboard_Skill_Name[2] = Blink
        Set VariableSet Multiboard_Skill_Name[3] = Shadow Strike
        Set VariableSet Multiboard_Skill_Name[4] = Vengeance
        Set VariableSet Multiboard_Skill_Icon[1] = ReplaceableTextures\CommandButtons\BTNFanOfKnives.blp
        Set VariableSet Multiboard_Skill_Icon[2] = ReplaceableTextures\CommandButtons\BTNBlink.blp
        Set VariableSet Multiboard_Skill_Icon[3] = ReplaceableTextures\CommandButtons\BTNShadowStrike.blp
        Set VariableSet Multiboard_Skill_Icon[4] = ReplaceableTextures\CommandButtons\BTNSpiritOfVengeance.blp
        Set VariableSet Multiboard_Skill_Used[1] = False
        Set VariableSet Multiboard_Skill_Used[2] = False
        Set VariableSet Multiboard_Skill_Used[3] = False
        Set VariableSet Multiboard_Skill_Used[4] = False
        Set VariableSet Multiboard_Item_Used[1] = False
        Set VariableSet Multiboard_Item_Used[2] = False
        Set VariableSet Multiboard_Item_Used[3] = False
        Set VariableSet Multiboard_Item_Used[4] = False
        Set VariableSet Multiboard_Item_Used[5] = False
        Set VariableSet Multiboard_Item_Used[6] = False
        Set VariableSet Multiboard_Name_Used = False
        Trigger - Run Hero_Stats_SINGLE_HERO <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        NewWarden Not equal to No unit
      Then - Actions
        Set VariableSet Multiboard_Unit = NewWarden
        Set VariableSet Multiboard_Hero_Icon = ReplaceableTextures\CommandButtons\BTNAssassin.blp
        Set VariableSet Multiboard_Skill[1] = Blade Shield
        Set VariableSet Multiboard_Skill[2] = Shift
        Set VariableSet Multiboard_Skill[3] = Summon Twilight Guardian
        Set VariableSet Multiboard_Skill[4] = Eclipse
        Set VariableSet Multiboard_Skill_Name[1] = Blade Shield
        Set VariableSet Multiboard_Skill_Name[2] = Shift
        Set VariableSet Multiboard_Skill_Name[3] = Twilight Guardian
        Set VariableSet Multiboard_Skill_Name[4] = Maiden of Pain
        Set VariableSet Multiboard_Skill_Icon[1] = ReplaceableTextures\CommandButtons\BTNUpgradeMoonGlaive.blp
        Set VariableSet Multiboard_Skill_Icon[2] = ReplaceableTextures\CommandButtons\BTNUsedSoulGem.blp
        Set VariableSet Multiboard_Skill_Icon[3] = ReplaceableTextures\CommandButtons\BTNAvengingWatcher.blp
        Set VariableSet Multiboard_Skill_Icon[4] = ReplaceableTextures\CommandButtons\BTNAvengingAssassin.blp
        Set VariableSet Multiboard_Skill_Used[1] = False
        Set VariableSet Multiboard_Skill_Used[2] = False
        Set VariableSet Multiboard_Skill_Used[3] = False
        Set VariableSet Multiboard_Skill_Used[4] = False
        Set VariableSet Multiboard_Item_Used[1] = False
        Set VariableSet Multiboard_Item_Used[2] = False
        Set VariableSet Multiboard_Item_Used[3] = False
        Set VariableSet Multiboard_Item_Used[4] = False
        Set VariableSet Multiboard_Item_Used[5] = False
        Set VariableSet Multiboard_Item_Used[6] = False
        Set VariableSet Multiboard_Name_Used = False
        Trigger - Run Hero_Stats_SINGLE_HERO <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Furion Not equal to No unit
      Then - Actions
        Set VariableSet Multiboard_Unit = Furion
        Set VariableSet Multiboard_Hero_Icon = ReplaceableTextures\CommandButtons\BTNFurion.blp
        Set VariableSet Multiboard_Skill[1] = Entangling Roots
        Set VariableSet Multiboard_Skill[2] = Force of Nature
        Set VariableSet Multiboard_Skill[3] = Thorns Aura
        Set VariableSet Multiboard_Skill[4] = Tranquility
        Set VariableSet Multiboard_Skill_Name[1] = Entangling Roots
        Set VariableSet Multiboard_Skill_Name[2] = Force of Nature
        Set VariableSet Multiboard_Skill_Name[3] = Thorns Aura
        Set VariableSet Multiboard_Skill_Name[4] = Tranquility
        Set VariableSet Multiboard_Skill_Icon[1] = ReplaceableTextures\CommandButtons\BTNEntanglingRoots.blp
        Set VariableSet Multiboard_Skill_Icon[2] = ReplaceableTextures\CommandButtons\BTNEnt.blp
        Set VariableSet Multiboard_Skill_Icon[3] = ReplaceableTextures\CommandButtons\BTNThorns.blp
        Set VariableSet Multiboard_Skill_Icon[4] = ReplaceableTextures\CommandButtons\BTNTranquility.blp
        Set VariableSet Multiboard_Skill_Used[1] = False
        Set VariableSet Multiboard_Skill_Used[2] = False
        Set VariableSet Multiboard_Skill_Used[3] = False
        Set VariableSet Multiboard_Skill_Used[4] = False
        Set VariableSet Multiboard_Item_Used[1] = False
        Set VariableSet Multiboard_Item_Used[2] = False
        Set VariableSet Multiboard_Item_Used[3] = False
        Set VariableSet Multiboard_Item_Used[4] = False
        Set VariableSet Multiboard_Item_Used[5] = False
        Set VariableSet Multiboard_Item_Used[6] = False
        Set VariableSet Multiboard_Name_Used = False
        Trigger - Run Hero_Stats_SINGLE_HERO <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Tyrande Not equal to No unit
      Then - Actions
        Set VariableSet Multiboard_Unit = Tyrande
        Set VariableSet Multiboard_Hero_Icon = ReplaceableTextures\CommandButtons\BTNPriestessOfTheMoon.blp
        Set VariableSet Multiboard_Skill[1] = Scout
        Set VariableSet Multiboard_Skill[2] = Searing Arrows
        Set VariableSet Multiboard_Skill[3] = Trueshot Aura
        Set VariableSet Multiboard_Skill[4] = Starfall
        Set VariableSet Multiboard_Skill_Name[1] = Scout
        Set VariableSet Multiboard_Skill_Name[2] = Searing Arrows
        Set VariableSet Multiboard_Skill_Name[3] = Trueshot Aura
        Set VariableSet Multiboard_Skill_Name[4] = Starfall
        Set VariableSet Multiboard_Skill_Icon[1] = ReplaceableTextures\CommandButtons\BTNScout.blp
        Set VariableSet Multiboard_Skill_Icon[2] = ReplaceableTextures\CommandButtons\BTNSearingArrows.blp
        Set VariableSet Multiboard_Skill_Icon[3] = ReplaceableTextures\CommandButtons\BTNTrueShot.blp
        Set VariableSet Multiboard_Skill_Icon[4] = ReplaceableTextures\CommandButtons\BTNStarfall.blp
        Set VariableSet Multiboard_Skill_Used[1] = False
        Set VariableSet Multiboard_Skill_Used[2] = False
        Set VariableSet Multiboard_Skill_Used[3] = False
        Set VariableSet Multiboard_Skill_Used[4] = False
        Set VariableSet Multiboard_Item_Used[1] = False
        Set VariableSet Multiboard_Item_Used[2] = False
        Set VariableSet Multiboard_Item_Used[3] = False
        Set VariableSet Multiboard_Item_Used[4] = False
        Set VariableSet Multiboard_Item_Used[5] = False
        Set VariableSet Multiboard_Item_Used[6] = False
        Set VariableSet Multiboard_Name_Used = False
        Trigger - Run Hero_Stats_SINGLE_HERO <gen> (checking conditions)
      Else - Actions
    Multiboard - Change the number of rows for Mutliboard_Hero_Statistics to ((Number of rows in Mutliboard_Hero_Statistics) - 1)
    Multiboard - Show Mutliboard_Hero_Statistics
    Multiboard - Maximize Mutliboard_Hero_Statistics
Hero Stats SINGLE HERO
  Events
  Conditions
  Actions
    -------- Put the name of the hero in this place. --------
    Set VariableSet TempInteger[1] = 0
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of Multiboard_Skill[1] for Multiboard_Unit) Not equal to 0
      Then - Actions
        Set VariableSet TempInteger[1] = (TempInteger[1] + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of Multiboard_Skill[2] for Multiboard_Unit) Not equal to 0
      Then - Actions
        Set VariableSet TempInteger[1] = (TempInteger[1] + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of Multiboard_Skill[3] for Multiboard_Unit) Not equal to 0
      Then - Actions
        Set VariableSet TempInteger[1] = (TempInteger[1] + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of Multiboard_Skill[4] for Multiboard_Unit) Not equal to 0
      Then - Actions
        Set VariableSet TempInteger[1] = (TempInteger[1] + 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of items carried by Multiboard_Unit) Greater than TempInteger[1]
      Then - Actions
        Set VariableSet TempInteger[1] = (Number of items carried by Multiboard_Unit)
      Else - Actions
    Multiboard - Change the number of rows for (Last created multiboard) to ((Number of rows in Mutliboard_Hero_Statistics) + TempInteger[1])
    For each (Integer A) from 1 to TempInteger[1], do (Actions)
      Loop - Actions
        Multiboard - Set the width for Mutliboard_Hero_Statistics item in column 1, row Multiboard_Current_Row to 10.00% of the total screen width
        Multiboard - Set the width for Mutliboard_Hero_Statistics item in column 2, row Multiboard_Current_Row to 15.00% of the total screen width
        Multiboard - Set the width for Mutliboard_Hero_Statistics item in column 3, row Multiboard_Current_Row to 20.00% of the total screen width
        Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column 1, row Multiboard_Current_Row to Show text and Hide icons
        Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column 2, row Multiboard_Current_Row to Show text and Hide icons
        Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column 3, row Multiboard_Current_Row to Show text and Hide icons
        Set VariableSet Multiboard_Current_Column = 1
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Multiboard_Name_Used Equal to False
            Or - Any (Conditions) are true
              Conditions
                Multiboard_Unit Equal to Maiev
                Multiboard_Unit Equal to Furion
          Then - Actions
            Set VariableSet Multiboard_Name_Used = True
            Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Show text and Show icons
            Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (([|cffffcc00 + ((String((Hero level of Multiboard_Unit))) + |r] )) + (Player_Color_String[Player_One_Color] + ((Proper name of Multiboard_Unit) + |r)))
            Multiboard - Set the icon for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Multiboard_Hero_Icon
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Multiboard_Name_Used Equal to False
                Or - Any (Conditions) are true
                  Conditions
                    Multiboard_Unit Equal to NewWarden
                    Multiboard_Unit Equal to Tyrande
              Then - Actions
                Set VariableSet Multiboard_Name_Used = True
                Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Show text and Show icons
                Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (([|cffffcc00 + ((String((Hero level of Multiboard_Unit))) + |r] )) + (Player_Color_String[Player_Two_Color] + ((Proper name of Multiboard_Unit) + |r)))
                Multiboard - Set the icon for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Multiboard_Hero_Icon
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Multiboard_Name_Used Equal to False
                  Then - Actions
                    Set VariableSet Multiboard_Name_Used = True
                    Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Show text and Show icons
                    Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (([|cffffcc00 + ((String((Hero level of Multiboard_Unit))) + |r] )) + (|cffffffff + ((Proper name of Multiboard_Unit) + |r)))
                    Multiboard - Set the icon for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Multiboard_Hero_Icon
                  Else - Actions
        Set VariableSet Multiboard_Current_Column = 2
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Multiboard_Skill_Used[1] Equal to False
            (Level of Multiboard_Skill[1] for Multiboard_Unit) Not equal to 0
          Then - Actions
            Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Show text and Show icons
            Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (([|cffffcc00 + ((String((Level of Multiboard_Skill[1] for Multiboard_Unit))) + |r] )) + Multiboard_Skill_Name[1])
            Multiboard - Set the icon for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Multiboard_Skill_Icon[1]
            Set VariableSet Multiboard_Skill_Used[1] = True
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Multiboard_Skill_Used[2] Equal to False
                (Level of Multiboard_Skill[2] for Multiboard_Unit) Not equal to 0
              Then - Actions
                Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Show text and Show icons
                Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (([|cffffcc00 + ((String((Level of Multiboard_Skill[2] for Multiboard_Unit))) + |r] )) + Multiboard_Skill_Name[2])
                Multiboard - Set the icon for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Multiboard_Skill_Icon[2]
                Set VariableSet Multiboard_Skill_Used[2] = True
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Multiboard_Skill_Used[3] Equal to False
                    (Level of Multiboard_Skill[3] for Multiboard_Unit) Not equal to 0
                  Then - Actions
                    Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Show text and Show icons
                    Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (([|cffffcc00 + ((String((Level of Multiboard_Skill[3] for Multiboard_Unit))) + |r] )) + Multiboard_Skill_Name[3])
                    Multiboard - Set the icon for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Multiboard_Skill_Icon[3]
                    Set VariableSet Multiboard_Skill_Used[3] = True
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Multiboard_Skill_Used[4] Equal to False
                        (Level of Multiboard_Skill[4] for Multiboard_Unit) Not equal to 0
                      Then - Actions
                        Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Show text and Show icons
                        Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (([|cffffcc00 + ((String((Level of Multiboard_Skill[4] for Multiboard_Unit))) + |r] )) + Multiboard_Skill_Name[4])
                        Multiboard - Set the icon for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Multiboard_Skill_Icon[4]
                        Set VariableSet Multiboard_Skill_Used[4] = True
                      Else - Actions
                        -------- All spells have already been used. --------
        Set VariableSet Multiboard_Current_Column = 3
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item-type of (Item carried by Multiboard_Unit in slot 1)) Not equal to EMPTY
            Multiboard_Item_Used[1] Equal to False
          Then - Actions
            Set VariableSet Multiboard_Item_Used[1] = True
            Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Show text and Show icons
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Charges remaining in (Item carried by Multiboard_Unit in slot 1)) Not equal to 0
              Then - Actions
                Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (([|cffffcc00 + ((String((Charges remaining in (Item carried by Multiboard_Unit in slot 1)))) + |r] )) + (Name of (Item carried by Multiboard_Unit in slot 1)))
              Else - Actions
                Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (Name of (Item carried by Multiboard_Unit in slot 1))
            For each (Integer B) from 1 to 165, do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Item-type of (Item carried by Multiboard_Unit in slot 1)) Equal to SaveLoad_Items[(Integer B)]
                  Then - Actions
                    Multiboard - Set the icon for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to SaveLoad_Item_String[(Integer B)]
                  Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Item-type of (Item carried by Multiboard_Unit in slot 2)) Not equal to EMPTY
                Multiboard_Item_Used[2] Equal to False
              Then - Actions
                Set VariableSet Multiboard_Item_Used[2] = True
                Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Show text and Show icons
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Charges remaining in (Item carried by Multiboard_Unit in slot 2)) Not equal to 0
                  Then - Actions
                    Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (([|cffffcc00 + ((String((Charges remaining in (Item carried by Multiboard_Unit in slot 2)))) + |r] )) + (Name of (Item carried by Multiboard_Unit in slot 2)))
                  Else - Actions
                    Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (Name of (Item carried by Multiboard_Unit in slot 2))
                For each (Integer B) from 1 to 165, do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Item-type of (Item carried by Multiboard_Unit in slot 2)) Equal to SaveLoad_Items[(Integer B)]
                      Then - Actions
                        Multiboard - Set the icon for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to SaveLoad_Item_String[(Integer B)]
                      Else - Actions
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Item-type of (Item carried by Multiboard_Unit in slot 3)) Not equal to EMPTY
                    Multiboard_Item_Used[3] Equal to False
                  Then - Actions
                    Set VariableSet Multiboard_Item_Used[3] = True
                    Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Show text and Show icons
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Charges remaining in (Item carried by Multiboard_Unit in slot 3)) Not equal to 0
                      Then - Actions
                        Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (([|cffffcc00 + ((String((Charges remaining in (Item carried by Multiboard_Unit in slot 3)))) + |r] )) + (Name of (Item carried by Multiboard_Unit in slot 3)))
                      Else - Actions
                        Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (Name of (Item carried by Multiboard_Unit in slot 3))
                    For each (Integer B) from 1 to 165, do (Actions)
                      Loop - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Item-type of (Item carried by Multiboard_Unit in slot 3)) Equal to SaveLoad_Items[(Integer B)]
                          Then - Actions
                            Multiboard - Set the icon for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to SaveLoad_Item_String[(Integer B)]
                          Else - Actions
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Item-type of (Item carried by Multiboard_Unit in slot 4)) Not equal to EMPTY
                        Multiboard_Item_Used[4] Equal to False
                      Then - Actions
                        Set VariableSet Multiboard_Item_Used[4] = True
                        Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Show text and Show icons
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Charges remaining in (Item carried by Multiboard_Unit in slot 4)) Not equal to 0
                          Then - Actions
                            Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (([|cffffcc00 + ((String((Charges remaining in (Item carried by Multiboard_Unit in slot 4)))) + |r] )) + (Name of (Item carried by Multiboard_Unit in slot 4)))
                          Else - Actions
                            Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (Name of (Item carried by Multiboard_Unit in slot 4))
                        For each (Integer B) from 1 to 165, do (Actions)
                          Loop - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Item-type of (Item carried by Multiboard_Unit in slot 4)) Equal to SaveLoad_Items[(Integer B)]
                              Then - Actions
                                Multiboard - Set the icon for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to SaveLoad_Item_String[(Integer B)]
                              Else - Actions
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Item-type of (Item carried by Multiboard_Unit in slot 5)) Not equal to EMPTY
                            Multiboard_Item_Used[5] Equal to False
                          Then - Actions
                            Set VariableSet Multiboard_Item_Used[5] = True
                            Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Show text and Show icons
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Charges remaining in (Item carried by Multiboard_Unit in slot 5)) Not equal to 0
                              Then - Actions
                                Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (([|cffffcc00 + ((String((Charges remaining in (Item carried by Multiboard_Unit in slot 5)))) + |r] )) + (Name of (Item carried by Multiboard_Unit in slot 5)))
                              Else - Actions
                                Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (Name of (Item carried by Multiboard_Unit in slot 5))
                            For each (Integer B) from 1 to 165, do (Actions)
                              Loop - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Item-type of (Item carried by Multiboard_Unit in slot 5)) Equal to SaveLoad_Items[(Integer B)]
                                  Then - Actions
                                    Multiboard - Set the icon for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to SaveLoad_Item_String[(Integer B)]
                                  Else - Actions
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Item-type of (Item carried by Multiboard_Unit in slot 6)) Not equal to EMPTY
                                Multiboard_Item_Used[6] Equal to False
                              Then - Actions
                                Set VariableSet Multiboard_Item_Used[6] = True
                                Multiboard - Set the display style for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to Show text and Show icons
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (Charges remaining in (Item carried by Multiboard_Unit in slot 6)) Not equal to 0
                                  Then - Actions
                                    Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (([|cffffcc00 + ((String((Charges remaining in (Item carried by Multiboard_Unit in slot 6)))) + |r] )) + (Name of (Item carried by Multiboard_Unit in slot 6)))
                                  Else - Actions
                                    Multiboard - Set the text for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to (Name of (Item carried by Multiboard_Unit in slot 6))
                                For each (Integer B) from 1 to 165, do (Actions)
                                  Loop - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (Item-type of (Item carried by Multiboard_Unit in slot 6)) Equal to SaveLoad_Items[(Integer B)]
                                      Then - Actions
                                        Multiboard - Set the icon for Mutliboard_Hero_Statistics item in column Multiboard_Current_Column, row Multiboard_Current_Row to SaveLoad_Item_String[(Integer B)]
                                      Else - Actions
                              Else - Actions
        Set VariableSet Multiboard_Current_Row = (Multiboard_Current_Row + 1)
SaveLoad Save
  Events
  Conditions
  Actions
    For each (Integer A) from 1 to 30, do (Actions)
      Loop - Actions
        Set VariableSet Save[(Integer A)] = 0
    Set VariableSet SaveCount = 0
    Set VariableSet SaveCount = (SaveCount + 1)
    Set VariableSet Save[SaveCount] = 102
    Set VariableSet SaveCount = (SaveCount + 1)
    Set VariableSet Save[SaveCount] = Bonus_Strength
    Set VariableSet SaveCount = (SaveCount + 1)
    Set VariableSet Save[SaveCount] = Bonus_Agility
    Set VariableSet SaveCount = (SaveCount + 1)
    Set VariableSet Save[SaveCount] = Bonus_Intelligence
    Set VariableSet SaveCount = (SaveCount + 1)
    Set VariableSet Save[SaveCount] = ((1000 x (Level of Fan of Knives for Maiev)) + (((Level of Blink for Maiev) x 100) + (((Level of Shadow Strike for Maiev) x 10) + ((Level of Vengeance for Maiev) + 1111))))
    Set VariableSet SaveCount = (SaveCount + 1)
    Set VariableSet Save[SaveCount] = ((1000 x (Level of Blade Shield for NewWarden)) + (((Level of Shift for NewWarden) x 100) + (((Level of Summon Twilight Guardian for NewWarden) x 10) + ((Level of Vengeance for NewWarden) + 1111))))
    Set VariableSet SaveCount = (SaveCount + 1)
    Set VariableSet Save[SaveCount] = (Number of items carried by Maiev)
    For each (Integer A) from 1 to 6, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item carried by Maiev in slot (Integer A)) Not equal to No item
          Then - Actions
            Set VariableSet SaveCount = (SaveCount + 1)
            Set VariableSet TempItem = (Item carried by Maiev in slot (Integer A))
            Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
            -------- The number of charges it has --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Or - Any (Conditions) are true
                  Conditions
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Healing Wards
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Sentry Wards
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Talisman of the Wild
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Wand of Illusion
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Wand of Lightning Shield
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Wand of Mana Stealing
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Wand of Shadowsight
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Wand of the Wind
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Dust of Appearance
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Goblin Land Mines
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Scepter of Mastery
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Rod of Necromancy
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Spider Silk Broach
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Healing Salve
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Wand of Negation
                    (Item-type of (Item carried by Maiev in slot (Integer A))) Equal to Wand of Neutralization
              Then - Actions
                Set VariableSet SaveCount = (SaveCount + 1)
                Set VariableSet Save[SaveCount] = (Charges remaining in (Item carried by Maiev in slot (Integer A)))
              Else - Actions
          Else - Actions
    Set VariableSet SaveCount = (SaveCount + 1)
    Set VariableSet Save[SaveCount] = (Number of items carried by NewWarden)
    For each (Integer A) from 1 to 6, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item carried by NewWarden in slot (Integer A)) Not equal to No item
          Then - Actions
            Set VariableSet SaveCount = (SaveCount + 1)
            Set VariableSet TempItem = (Item carried by NewWarden in slot (Integer A))
            Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
            -------- The number of charges it has --------
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Or - Any (Conditions) are true
                  Conditions
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Healing Wards
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Sentry Wards
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Talisman of the Wild
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Wand of Illusion
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Wand of Lightning Shield
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Wand of Mana Stealing
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Wand of Shadowsight
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Wand of the Wind
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Dust of Appearance
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Goblin Land Mines
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Scepter of Mastery
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Rod of Necromancy
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Spider Silk Broach
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Healing Salve
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Wand of Negation
                    (Item-type of (Item carried by NewWarden in slot (Integer A))) Equal to Wand of Neutralization
              Then - Actions
                Set VariableSet SaveCount = (SaveCount + 1)
                Set VariableSet Save[SaveCount] = (Charges remaining in (Item carried by NewWarden in slot (Integer A)))
              Else - Actions
          Else - Actions
    Custom script: set udg_Code = SaveLoad_Encode()
    -------- Show code to player --------
    Game - Display to (All players) for 600.00 seconds the text: (Your code: + Code)
SaveLoad Load
  Events
  Conditions
    (Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
    (Length of (Entered chat string)) Greater than 6
  Actions
    Set VariableSet Code = (Substring((Entered chat string), 7, (Length of (Entered chat string))))
    Custom script: set udg_Validate = SaveLoad_Decode( udg_Code )
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Validate Equal to False
      Then - Actions
        -------- Invalid code --------
        Trigger - Run Preface_TEXT <gen> (checking conditions)
        Game - Display to (Player group((Triggering player))) the text: There's some error in this code, sorry.
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Code_Is_Active Equal to True
          Then - Actions
            Game - Display to (All players) the text: However, a valid code has already been entered. You may proceed to play the map using that one.
          Else - Actions
        Skip remaining actions
      Else - Actions
    Set VariableSet SaveCount = 1
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Save[1] Not equal to 101
      Then - Actions
        Trigger - Run Preface_TEXT <gen> (checking conditions)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Substring((String(Save[SaveCount])), 1, 2)) Not equal to 10
          Then - Actions
            Game - Display to (All players) for 600.00 seconds the text: This code is from an older release.
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Substring((String(Save[SaveCount])), 3, 3)) Not equal to 1
              Then - Actions
                Game - Display to (All players) for 600.00 seconds the text: This code is not from the previous map of the campaign.
              Else - Actions
                Game - Display to (All players) for 600.00 seconds the text: Unknown loading error.
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Code_Is_Active Equal to True
          Then - Actions
            Game - Display to (All players) the text: However, a valid code has already been entered. You may proceed to play the map using that one.
          Else - Actions
        Skip remaining actions
      Else - Actions
        Sound - Play GoodJob <gen>
        Set VariableSet Code_Is_Active = True
    Set VariableSet Bonus_Strength = 0
    Set VariableSet Bonus_Intelligence = 0
    Set VariableSet Bonus_Agility = 0
    Unit - Remove Fan of Knives from Maiev
    Unit - Remove Blink from Maiev
    Unit - Remove Shadow Strike from Maiev
    Unit - Remove Vengeance from Maiev
    Hero - Modify unspent skill points of Maiev: Set to (Hero level of Maiev) points
    Unit - Remove Blade Shield from NewWarden
    Unit - Remove Shift from NewWarden
    Unit - Remove Summon Twilight Guardian from NewWarden
    Unit - Remove Vengeance from NewWarden
    Hero - Modify unspent skill points of NewWarden: Set to (Hero level of NewWarden) points
    For each (Integer A) from 1 to 6, do (Actions)
      Loop - Actions
        Hero - Drop the item from slot (Integer A) of Maiev.
        Item - Remove (Last dropped item)
        Hero - Drop the item from slot (Integer A) of NewWarden.
        Item - Remove (Last dropped item)
    -------- --- --------
    Set VariableSet Bonus_Strength = Save[2]
    Set VariableSet Bonus_Agility = Save[3]
    Set VariableSet Bonus_Intelligence = Save[4]
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((String(Save[5])), 1, 1)) Equal to 4
      Then - Actions
        Hero - Learn skill for Maiev: Fan of Knives
        Hero - Learn skill for Maiev: Fan of Knives
        Hero - Learn skill for Maiev: Fan of Knives
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Substring((String(Save[5])), 1, 1)) Equal to 3
          Then - Actions
            Hero - Learn skill for Maiev: Fan of Knives
            Hero - Learn skill for Maiev: Fan of Knives
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Substring((String(Save[5])), 1, 1)) Equal to 2
              Then - Actions
                Hero - Learn skill for Maiev: Fan of Knives
              Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((String(Save[5])), 2, 2)) Equal to 4
      Then - Actions
        Hero - Learn skill for Maiev: Blink
        Hero - Learn skill for Maiev: Blink
        Hero - Learn skill for Maiev: Blink
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Substring((String(Save[5])), 2, 2)) Equal to 3
          Then - Actions
            Hero - Learn skill for Maiev: Blink
            Hero - Learn skill for Maiev: Blink
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Substring((String(Save[5])), 2, 2)) Equal to 2
              Then - Actions
                Hero - Learn skill for Maiev: Blink
              Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((String(Save[5])), 3, 3)) Equal to 4
      Then - Actions
        Hero - Learn skill for Maiev: Shadow Strike
        Hero - Learn skill for Maiev: Shadow Strike
        Hero - Learn skill for Maiev: Shadow Strike
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Substring((String(Save[5])), 3, 3)) Equal to 3
          Then - Actions
            Hero - Learn skill for Maiev: Shadow Strike
            Hero - Learn skill for Maiev: Shadow Strike
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Substring((String(Save[5])), 3, 3)) Equal to 2
              Then - Actions
                Hero - Learn skill for Maiev: Shadow Strike
              Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((String(Save[5])), 4, 4)) Equal to 2
      Then - Actions
        Hero - Learn skill for Maiev: Vengeance
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((String(Save[6])), 1, 1)) Equal to 4
      Then - Actions
        Hero - Learn skill for NewWarden: Blade Shield
        Hero - Learn skill for NewWarden: Blade Shield
        Hero - Learn skill for NewWarden: Blade Shield
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Substring((String(Save[6])), 1, 1)) Equal to 3
          Then - Actions
            Hero - Learn skill for NewWarden: Blade Shield
            Hero - Learn skill for NewWarden: Blade Shield
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Substring((String(Save[6])), 1, 1)) Equal to 2
              Then - Actions
                Hero - Learn skill for NewWarden: Blade Shield
              Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((String(Save[6])), 2, 2)) Equal to 4
      Then - Actions
        Hero - Learn skill for NewWarden: Shift
        Hero - Learn skill for NewWarden: Shift
        Hero - Learn skill for NewWarden: Shift
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Substring((String(Save[6])), 2, 2)) Equal to 3
          Then - Actions
            Hero - Learn skill for NewWarden: Shift
            Hero - Learn skill for NewWarden: Shift
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Substring((String(Save[6])), 2, 2)) Equal to 2
              Then - Actions
                Hero - Learn skill for NewWarden: Shift
              Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((String(Save[6])), 3, 3)) Equal to 4
      Then - Actions
        Hero - Learn skill for NewWarden: Summon Twilight Guardian
        Hero - Learn skill for NewWarden: Summon Twilight Guardian
        Hero - Learn skill for NewWarden: Summon Twilight Guardian
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Substring((String(Save[6])), 3, 3)) Equal to 3
          Then - Actions
            Hero - Learn skill for NewWarden: Summon Twilight Guardian
            Hero - Learn skill for NewWarden: Summon Twilight Guardian
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Substring((String(Save[6])), 3, 3)) Equal to 2
              Then - Actions
                Hero - Learn skill for NewWarden: Summon Twilight Guardian
              Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((String(Save[6])), 4, 4)) Equal to 2
      Then - Actions
        Hero - Learn skill for NewWarden: Vengeance
      Else - Actions
    Set VariableSet SaveCount = 7
    Set VariableSet SaveLoad_Integer = Save[SaveCount]
    For each (Integer A) from 1 to SaveLoad_Integer, do (Actions)
      Loop - Actions
        Set VariableSet SaveCount = (SaveCount + 1)
        Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
        Hero - Create TempItemType and give it to Maiev
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                TempItemType Equal to Healing Wards
                TempItemType Equal to Sentry Wards
                TempItemType Equal to Talisman of the Wild
                TempItemType Equal to Wand of Illusion
                TempItemType Equal to Wand of Lightning Shield
                TempItemType Equal to Wand of Mana Stealing
                TempItemType Equal to Wand of Shadowsight
                TempItemType Equal to Wand of the Wind
                TempItemType Equal to Dust of Appearance
                TempItemType Equal to Goblin Land Mines
                TempItemType Equal to Scepter of Mastery
                TempItemType Equal to Rod of Necromancy
                TempItemType Equal to Spider Silk Broach
                TempItemType Equal to Healing Salve
                TempItemType Equal to Wand of Negation
                TempItemType Equal to Wand of Neutralization
          Then - Actions
            Set VariableSet SaveCount = (SaveCount + 1)
            Item - Set charges remaining in (Last created item) to Save[SaveCount]
          Else - Actions
    Set VariableSet SaveCount = (SaveCount + 1)
    Set VariableSet SaveLoad_Integer = Save[SaveCount]
    For each (Integer A) from 1 to SaveLoad_Integer, do (Actions)
      Loop - Actions
        Set VariableSet SaveCount = (SaveCount + 1)
        Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
        Hero - Create TempItemType and give it to NewWarden
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                TempItemType Equal to Healing Wards
                TempItemType Equal to Sentry Wards
                TempItemType Equal to Talisman of the Wild
                TempItemType Equal to Wand of Illusion
                TempItemType Equal to Wand of Lightning Shield
                TempItemType Equal to Wand of Mana Stealing
                TempItemType Equal to Wand of Shadowsight
                TempItemType Equal to Wand of the Wind
                TempItemType Equal to Dust of Appearance
                TempItemType Equal to Goblin Land Mines
                TempItemType Equal to Scepter of Mastery
                TempItemType Equal to Rod of Necromancy
                TempItemType Equal to Spider Silk Broach
                TempItemType Equal to Healing Salve
                TempItemType Equal to Wand of Negation
                TempItemType Equal to Wand of Neutralization
          Then - Actions
            Set VariableSet SaveCount = (SaveCount + 1)
            Item - Set charges remaining in (Last created item) to Save[SaveCount]
          Else - Actions
    Trigger - Run Preface_TEXT <gen> (checking conditions)
Extra Initilalization
  Events
  Conditions
  Actions
    Set VariableSet Player_One = Player 2 (Blue)
    Set VariableSet Player_One_Color = 2
    Set VariableSet Player_Two = Player 10 (Light Blue)
    Set VariableSet Player_Two_Color = 3
    Game - Disable ally color button and Disable creep camp button
    Game - Disable ally color button and Disable creep camp button
    Trigger - Add to Tribute <gen> the event (Player_One types a chat message containing -gold (stringnoformat) as A substring)
    Trigger - Add to Tribute <gen> the event (Player_Two types a chat message containing -gold (stringnoformat) as A substring)
    Trigger - Add to Tribute <gen> the event (Player_One types a chat message containing -lumber (stringnoformat) as A substring)
    Trigger - Add to Tribute <gen> the event (Player_Two types a chat message containing -lumber (stringnoformat) as A substring)
    Trigger - Add to Player_Leaves <gen> the event (Player_One leaves the game)
    Trigger - Add to Player_Leaves <gen> the event (Player_Two leaves the game)
    Trigger - Add to Begin_Game <gen> the event (Player_One types a chat message containing -ok (stringnoformat) as A substring)
    Trigger - Add to Begin_Game <gen> the event (Player_Two types a chat message containing -ok (stringnoformat) as A substring)
    Trigger - Add to Preface_TOOGLE_DIFFICULTY <gen> the event (Player_One types a chat message containing -normal (stringnoformat) as A substring)
    Trigger - Add to Preface_TOOGLE_DIFFICULTY <gen> the event (Player_Two types a chat message containing -normal (stringnoformat) as A substring)
    Trigger - Add to Preface_TOOGLE_DIFFICULTY <gen> the event (Player_One types a chat message containing -insane (stringnoformat) as A substring)
    Trigger - Add to Preface_TOOGLE_DIFFICULTY <gen> the event (Player_Two types a chat message containing -insane (stringnoformat) as A substring)
    Trigger - Add to Enable_or_Disable_Experience <gen> the event (A unit owned by Player_One.Gains a level)
    Trigger - Add to Enable_or_Disable_Experience <gen> the event (A unit owned by Player_Two.Gains a level)
    Trigger - Add to Skip_Cinematic <gen> the event (Player_One skips a cinematic sequence)
    Trigger - Add to Skip_Cinematic <gen> the event (Player_Two skips a cinematic sequence)
    Trigger - Add to SaveLoad_Load <gen> the event (Player_One types a chat message containing -load (stringnoformat) as A substring)
    Trigger - Add to SaveLoad_Load <gen> the event (Player_Two types a chat message containing -load (stringnoformat) as A substring)
    Set VariableSet Powerups_Gold = 250
    Set VariableSet Powerups_Lumber = 250
    Player - Set Player_One.Food max to 60
    Player - Set Player_Two.Food max to 60
    -------- xxxxx --------
    Set VariableSet Player_Color_String[1] = |cffFF0202
    Set VariableSet Player_Color[1] = Red
    Set VariableSet Player_Color_String[2] = |cff0041FF
    Set VariableSet Player_Color[2] = Blue
    Set VariableSet Player_Color_String[3] = |cff1BE5B8
    Set VariableSet Player_Color[3] = Teal
    Set VariableSet Player_Color_String[4] = |cff530080
    Set VariableSet Player_Color[4] = Purple
    Set VariableSet Player_Color_String[5] = |cffFFFF00
    Set VariableSet Player_Color[5] = Yellow
    Set VariableSet Player_Color_String[6] = |cffFE890D
    Set VariableSet Player_Color[6] = Orange
    Set VariableSet Player_Color_String[7] = |cff1FBF00
    Set VariableSet Player_Color[7] = Green
    Set VariableSet Player_Color_String[8] = |cffE45AAA
    Set VariableSet Player_Color[8] = Pink
    Set VariableSet Player_Color_String[9] = |cff949596
    Set VariableSet Player_Color[9] = Gray
    Set VariableSet Player_Color_String[10] = |cff7DBEF1
    Set VariableSet Player_Color[10] = Light Blue
    Set VariableSet Player_Color_String[11] = |cff0F6145
    Set VariableSet Player_Color[11] = Dark Green
    Set VariableSet Player_Color_String[12] = |cff4D2903
    Set VariableSet Player_Color[12] = Brown
    Set VariableSet Share_REAL[1] = Tree of Life
    Set VariableSet Share_FAKE[1] = Tree of Life (Requirement)
    Set VariableSet Share_DISPLAY[1] = False
    Set VariableSet Share_REAL[2] = Tree of Ages
    Set VariableSet Share_FAKE[2] = Tree of Ages (Requirement)
    Set VariableSet Share_DISPLAY[2] = False
    Set VariableSet Share_REAL[3] = Tree of Eternity
    Set VariableSet Share_FAKE[3] = Tree of Eternity (Requirement)
    Set VariableSet Share_DISPLAY[3] = False
    Set VariableSet Share_REAL[4] = Altar of Elders
    Set VariableSet Share_FAKE[4] = Altar of Elders (Requirement)
    Set VariableSet Share_DISPLAY[4] = False
    Set VariableSet Share_REAL[5] = Hunter's Hall
    Set VariableSet Share_FAKE[5] = Hunter's Hall (Requirement)
    Set VariableSet Share_DISPLAY[5] = False
    Set VariableSet Share_REAL[6] = Ancient of Wind
    Set VariableSet Share_FAKE[6] = Ancient of Wind (Requirement)
    Set VariableSet Share_DISPLAY[6] = False
    Set VariableSet Share_REAL[7] = Ancient of Wonders
    Set VariableSet Share_FAKE[7] = Ancient of Wonders (Requirement)
    Set VariableSet Share_DISPLAY[7] = False
    For each (Integer A) from 1 to 7, do (Actions)
      Loop - Actions
        Set VariableSet TempGroup[1] = (Units owned by Player_One of type Share_REAL[(Integer A)])
        Set VariableSet TempGroup[2] = (Units owned by Player_Two of type Share_REAL[(Integer A)])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Number of units in TempGroup[1]) + (Number of units in TempGroup[2])) Not equal to 0
          Then - Actions
            Set VariableSet Share_DISPLAY[(Integer A)] = True
          Else - Actions
        Custom script: call DestroyGroup(udg_TempGroup[1])
        Custom script: call DestroyGroup(udg_TempGroup[2])
SaveLoad Initialization
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet SaveLoad_Items[1] = Claws of Attack +15
    Set VariableSet SaveLoad_Item_String[1] = ReplaceableTextures\CommandButtons\BTNClawsOfAttack.blp
    Set VariableSet SaveLoad_Items[2] = Crown of Kings +5
    Set VariableSet SaveLoad_Item_String[2] = ReplaceableTextures\CommandButtons\BTNHelmutPurple.blp
    Set VariableSet SaveLoad_Items[3] = Kelen's Dagger of Escape
    Set VariableSet SaveLoad_Item_String[3] = ReplaceableTextures\CommandButtons\BTNDaggerOfEscape.blp
    Set VariableSet SaveLoad_Items[4] = Mask of Death
    Set VariableSet SaveLoad_Item_String[4] = ReplaceableTextures\CommandButtons\BTNMaskOfDeath.blp
    Set VariableSet SaveLoad_Items[5] = Orb of Frost
    Set VariableSet SaveLoad_Item_String[5] = ReplaceableTextures\CommandButtons\BTNOrbOfFrost.blp
    Set VariableSet SaveLoad_Items[6] = Ring of Protection +5
    Set VariableSet SaveLoad_Item_String[6] = ReplaceableTextures\CommandButtons\BTNRingGreen.blp
    Set VariableSet SaveLoad_Items[7] = Amulet of the Wild
    Set VariableSet SaveLoad_Item_String[7] = ReplaceableTextures\CommandButtons\BTNAmuletOftheWild.blp
    Set VariableSet SaveLoad_Items[8] = Book of the Dead
    Set VariableSet SaveLoad_Item_String[8] = ReplaceableTextures\CommandButtons\BTNBookOfTheDead.blp
    Set VariableSet SaveLoad_Items[9] = Demonic Figurine
    Set VariableSet SaveLoad_Item_String[9] = ReplaceableTextures\CommandButtons\BTNDoomGuard.blp
    Set VariableSet SaveLoad_Items[10] = Healing Wards
    Set VariableSet SaveLoad_Item_String[10] = ReplaceableTextures\CommandButtons\BTNHealingWard.blp
    Set VariableSet SaveLoad_Items[11] = Health Stone
    Set VariableSet SaveLoad_Item_String[11] = ReplaceableTextures\CommandButtons\BTNHealthStone.blp
    Set VariableSet SaveLoad_Items[12] = Ice Shard
    Set VariableSet SaveLoad_Item_String[12] = ReplaceableTextures\CommandButtons\BTNIceShard.blp
    Set VariableSet SaveLoad_Items[13] = Inferno Stone
    Set VariableSet SaveLoad_Item_String[13] = ReplaceableTextures\CommandButtons\BTNInfernalStone.blp
    Set VariableSet SaveLoad_Items[14] = Mana Stone
    Set VariableSet SaveLoad_Item_String[14] = ReplaceableTextures\CommandButtons\BTNManaStone.blp
    Set VariableSet SaveLoad_Items[15] = Potion of Divinity
    Set VariableSet SaveLoad_Item_String[15] = ReplaceableTextures\CommandButtons\BTNPotionOfDivinity.blp
    Set VariableSet SaveLoad_Items[16] = Potion of Greater Healing
    Set VariableSet SaveLoad_Item_String[16] = ReplaceableTextures\CommandButtons\BTNPotionGreen.blp
    Set VariableSet SaveLoad_Items[17] = Potion of Greater Mana
    Set VariableSet SaveLoad_Item_String[17] = ReplaceableTextures\CommandButtons\BTNPotionBlueBig.blp
    Set VariableSet SaveLoad_Items[18] = Potion of Invulnerability
    Set VariableSet SaveLoad_Item_String[18] = ReplaceableTextures\CommandButtons\BTNGreaterInvulneralbility.blp
    Set VariableSet SaveLoad_Items[19] = Potion of Omniscience
    Set VariableSet SaveLoad_Item_String[19] = ReplaceableTextures\CommandButtons\BTNPotionOfOmniscience.blp
    Set VariableSet SaveLoad_Items[20] = Potion of Restoration
    Set VariableSet SaveLoad_Item_String[20] = ReplaceableTextures\CommandButtons\BTNPotionOfRestoration.blp
    Set VariableSet SaveLoad_Items[21] = Red Drake Egg
    Set VariableSet SaveLoad_Item_String[21] = ReplaceableTextures\CommandButtons\BTNRedDragon.blp
    Set VariableSet SaveLoad_Items[22] = Replenishment Potion
    Set VariableSet SaveLoad_Item_String[22] = ReplaceableTextures\CommandButtons\BTNRejuvPotion.blp
    Set VariableSet SaveLoad_Items[23] = Scroll of Animate Dead
    Set VariableSet SaveLoad_Item_String[23] = ReplaceableTextures\CommandButtons\BTNSnazzyScrollPurple.blp
    Set VariableSet SaveLoad_Items[24] = Scroll of Restoration
    Set VariableSet SaveLoad_Item_String[24] = ReplaceableTextures\CommandButtons\BTNScrollOfHealing.blp
    Set VariableSet SaveLoad_Items[25] = Scroll of Resurrection
    Set VariableSet SaveLoad_Item_String[25] = ReplaceableTextures\CommandButtons\BTNSnazzyScroll.blp
    Set VariableSet SaveLoad_Items[26] = Scroll of the Beast
    Set VariableSet SaveLoad_Item_String[26] = ReplaceableTextures\CommandButtons\BTNSnazzyScrollGreen.blp
    Set VariableSet SaveLoad_Items[27] = Sentry Wards
    Set VariableSet SaveLoad_Item_String[27] = ReplaceableTextures\CommandButtons\BTNSentryWard.blp
    Set VariableSet SaveLoad_Items[28] = Spiked Collar
    Set VariableSet SaveLoad_Item_String[28] = ReplaceableTextures\CommandButtons\BTNFelHound.blp
    Set VariableSet SaveLoad_Items[29] = Stone Token
    Set VariableSet SaveLoad_Item_String[29] = ReplaceableTextures\CommandButtons\BTNRockGolem.blp
    Set VariableSet SaveLoad_Items[30] = Talisman of the Wild
    Set VariableSet SaveLoad_Item_String[30] = ReplaceableTextures\CommandButtons\BTNStone.blp
    Set VariableSet SaveLoad_Items[31] = Wand of Illusion
    Set VariableSet SaveLoad_Item_String[31] = ReplaceableTextures\CommandButtons\BTNWand.blp
    Set VariableSet SaveLoad_Items[32] = Wand of Lightning Shield
    Set VariableSet SaveLoad_Item_String[32] = ReplaceableTextures\CommandButtons\BTNStarWand.blp
    Set VariableSet SaveLoad_Items[33] = Wand of Mana Stealing
    Set VariableSet SaveLoad_Item_String[33] = ReplaceableTextures\CommandButtons\BTNWandOfManaSteal.blp
    Set VariableSet SaveLoad_Items[34] = Wand of Shadowsight
    Set VariableSet SaveLoad_Item_String[34] = ReplaceableTextures\CommandButtons\BTNWandOfShadowSight.blp
    Set VariableSet SaveLoad_Items[35] = Wand of the Wind
    Set VariableSet SaveLoad_Item_String[35] = ReplaceableTextures\CommandButtons\BTNWandOfCyclone.blp
    Set VariableSet SaveLoad_Items[36] = Amulet of Recall
    Set VariableSet SaveLoad_Item_String[36] = ReplaceableTextures\CommandButtons\BTNAmulet.blp
    Set VariableSet SaveLoad_Items[37] = Ancient Figurine
    Set VariableSet SaveLoad_Item_String[37] = ReplaceableTextures\CommandButtons\BTNClayFigurine.blp
    Set VariableSet SaveLoad_Items[38] = Anti-magic Potion
    Set VariableSet SaveLoad_Item_String[38] = ReplaceableTextures\CommandButtons\BTNSnazzyPotion.blp
    Set VariableSet SaveLoad_Items[39] = Arcane Scroll
    Set VariableSet SaveLoad_Item_String[39] = ReplaceableTextures\CommandButtons\BTNBansheeAdept.blp
    Set VariableSet SaveLoad_Items[40] = Bracer of Agility
    Set VariableSet SaveLoad_Item_String[40] = ReplaceableTextures\CommandButtons\BTNRingPurple.blp
    Set VariableSet SaveLoad_Items[41] = Claws of Attack +3
    Set VariableSet SaveLoad_Item_String[41] = ReplaceableTextures\CommandButtons\BTNClawsOfAttack.blp
    Set VariableSet SaveLoad_Items[42] = Druid Pouch
    Set VariableSet SaveLoad_Item_String[42] = ReplaceableTextures\CommandButtons\BTNDust.blp
    Set VariableSet SaveLoad_Items[43] = Dust of Appearance
    Set VariableSet SaveLoad_Item_String[43] = ReplaceableTextures\CommandButtons\BTNDustOfAppearance.blp
    Set VariableSet SaveLoad_Items[44] = Essence of Aszune
    Set VariableSet SaveLoad_Item_String[44] = ReplaceableTextures\CommandButtons\BTNHeartOfAszune.blp
    Set VariableSet SaveLoad_Items[45] = Frost Wyrm Skull Shield
    Set VariableSet SaveLoad_Item_String[45] = ReplaceableTextures\CommandButtons\BTNGrimWard.blp
    Set VariableSet SaveLoad_Items[46] = Gem of True Seeing
    Set VariableSet SaveLoad_Item_String[46] = ReplaceableTextures\CommandButtons\BTNGem.blp
    Set VariableSet SaveLoad_Items[47] = Goblin Land Mines
    Set VariableSet SaveLoad_Item_String[47] = ReplaceableTextures\CommandButtons\BTNGoblinLandMine.blp
    Set VariableSet SaveLoad_Items[48] = Goblin Night Scope
    Set VariableSet SaveLoad_Item_String[48] = ReplaceableTextures\CommandButtons\BTNTelescope.blp
    Set VariableSet SaveLoad_Items[49] = Greater Replenishment Potion
    Set VariableSet SaveLoad_Item_String[49] = ReplaceableTextures\CommandButtons\BTNGreaterRejuvPotion.blp
    Set VariableSet SaveLoad_Items[50] = Greater Scroll of Replenishment
    Set VariableSet SaveLoad_Item_String[50] = ReplaceableTextures\CommandButtons\BTNGreaterRejuvScroll.blp
    Set VariableSet SaveLoad_Items[51] = Horn of the Clouds
    Set VariableSet SaveLoad_Item_String[51] = ReplaceableTextures\CommandButtons\BTNHornOfFog.blp
    Set VariableSet SaveLoad_Items[52] = Ironwood Branch
    Set VariableSet SaveLoad_Item_String[52] = ReplaceableTextures\CommandButtons\BTNNatureTouchGrow.blp
    Set VariableSet SaveLoad_Items[53] = Jade Ring
    Set VariableSet SaveLoad_Item_String[53] = ReplaceableTextures\CommandButtons\BTNRingJadeFalcon.blp
    Set VariableSet SaveLoad_Items[54] = Keg of Ale
    Set VariableSet SaveLoad_Item_String[54] = ReplaceableTextures\CommandButtons\BTNBarrel.blp
    Set VariableSet SaveLoad_Items[55] = Lesser Replenishment Potion
    Set VariableSet SaveLoad_Item_String[55] = ReplaceableTextures\CommandButtons\BTNLesserRejuvPotion.blp
    Set VariableSet SaveLoad_Items[56] = Lesser Scroll of Replenishment
    Set VariableSet SaveLoad_Item_String[56] = ReplaceableTextures\CommandButtons\BTNLesserRejuvScroll.blp
    Set VariableSet SaveLoad_Items[57] = Lion's Ring
    Set VariableSet SaveLoad_Item_String[57] = ReplaceableTextures\CommandButtons\BTNRingLionHead.blp
    Set VariableSet SaveLoad_Items[58] = Maul of Strength
    Set VariableSet SaveLoad_Item_String[58] = ReplaceableTextures\CommandButtons\BTNHammer.blp
    Set VariableSet SaveLoad_Items[59] = Minor Replenishment Potion
    Set VariableSet SaveLoad_Item_String[59] = ReplaceableTextures\CommandButtons\BTNMinorRejuvPotion.blp
    Set VariableSet SaveLoad_Items[60] = Necklace of Spell Immunity
    Set VariableSet SaveLoad_Item_String[60] = ReplaceableTextures\CommandButtons\BTNNecklace.blp
    Set VariableSet SaveLoad_Items[61] = Orb of Corruption
    Set VariableSet SaveLoad_Item_String[61] = ReplaceableTextures\CommandButtons\BTNOrbOfCorruption.blp
    Set VariableSet SaveLoad_Items[62] = Orb of Fire
    Set VariableSet SaveLoad_Item_String[62] = ReplaceableTextures\CommandButtons\BTNOrbOfFire.blp
    Set VariableSet SaveLoad_Items[63] = Orb of Kil'jaeden
    Set VariableSet SaveLoad_Item_String[63] = ReplaceableTextures\CommandButtons\BTNUsedSoulGem.blp
    Set VariableSet SaveLoad_Items[64] = Orb of Lightning
    Set VariableSet SaveLoad_Item_String[64] = ReplaceableTextures\CommandButtons\BTNOrbOfLightning.blp
    Set VariableSet SaveLoad_Items[65] = Orb of Lightning
    Set VariableSet SaveLoad_Item_String[65] = ReplaceableTextures\CommandButtons\BTNOrbOfLightning.blp
    Set VariableSet SaveLoad_Items[66] = Orb of Slow
    Set VariableSet SaveLoad_Item_String[66] = ReplaceableTextures\CommandButtons\BTNOrbofSlowness.blp
    Set VariableSet SaveLoad_Items[67] = Orb of Venom
    Set VariableSet SaveLoad_Item_String[67] = ReplaceableTextures\CommandButtons\BTNOrbOfVenom.blp
    Set VariableSet SaveLoad_Items[68] = Potion of Greater Invisibility
    Set VariableSet SaveLoad_Item_String[68] = ReplaceableTextures\CommandButtons\BTNGreaterInvisibility.blp
    Set VariableSet SaveLoad_Items[69] = Potion of Speed
    Set VariableSet SaveLoad_Item_String[69] = ReplaceableTextures\CommandButtons\BTNPotionRed.blp
    Set VariableSet SaveLoad_Items[70] = Ring of Protection +1
    Set VariableSet SaveLoad_Item_String[70] = ReplaceableTextures\CommandButtons\BTNRingGreen.blp
    Set VariableSet SaveLoad_Items[71] = Ring of Superiority
    Set VariableSet SaveLoad_Item_String[71] = ReplaceableTextures\CommandButtons\BTNGoldRing.blp
    Set VariableSet SaveLoad_Items[72] = Ring of the Archmagi (version 2)
    Set VariableSet SaveLoad_Item_String[72] = ReplaceableTextures\CommandButtons\BTNRingJadeFalcon.blp
    Set VariableSet SaveLoad_Items[73] = Ring of the Archmagi (version 4)
    Set VariableSet SaveLoad_Item_String[73] = ReplaceableTextures\CommandButtons\BTNRingJadeFalcon.blp
    Set VariableSet SaveLoad_Items[74] = Ring of the Archmagi (version 1)
    Set VariableSet SaveLoad_Item_String[74] = ReplaceableTextures\CommandButtons\BTNRingJadeFalcon.blp
    Set VariableSet SaveLoad_Items[75] = Ring of the Archmagi (version 3)
    Set VariableSet SaveLoad_Item_String[75] = ReplaceableTextures\CommandButtons\BTNRingJadeFalcon.blp
    Set VariableSet SaveLoad_Items[76] = Scepter of Mastery
    Set VariableSet SaveLoad_Item_String[76] = ReplaceableTextures\CommandButtons\BTNRingJadeFalcon.blp
    Set VariableSet SaveLoad_Items[77] = Shadow Orb +1
    Set VariableSet SaveLoad_Item_String[77] = ReplaceableTextures\CommandButtons\BTNOrbOfDarkness.blp
    Set VariableSet SaveLoad_Items[78] = Shadow Orb +10
    Set VariableSet SaveLoad_Item_String[78] = ReplaceableTextures\CommandButtons\BTNOrbOfDarkness.blp
    Set VariableSet SaveLoad_Items[79] = Shadow Orb +2
    Set VariableSet SaveLoad_Item_String[79] = ReplaceableTextures\CommandButtons\BTNOrbOfDarkness.blp
    Set VariableSet SaveLoad_Items[80] = Shadow Orb +3
    Set VariableSet SaveLoad_Item_String[80] = ReplaceableTextures\CommandButtons\BTNOrbOfDarkness.blp
    Set VariableSet SaveLoad_Items[81] = Shadow Orb +4
    Set VariableSet SaveLoad_Item_String[81] = ReplaceableTextures\CommandButtons\BTNOrbOfDarkness.blp
    Set VariableSet SaveLoad_Items[82] = Shadow Orb +5
    Set VariableSet SaveLoad_Item_String[82] = ReplaceableTextures\CommandButtons\BTNOrbOfDarkness.blp
    Set VariableSet SaveLoad_Items[83] = Shadow Orb +6
    Set VariableSet SaveLoad_Item_String[83] = ReplaceableTextures\CommandButtons\BTNOrbOfDarkness.blp
    Set VariableSet SaveLoad_Items[84] = Shadow Orb +7
    Set VariableSet SaveLoad_Item_String[84] = ReplaceableTextures\CommandButtons\BTNOrbOfDarkness.blp
    Set VariableSet SaveLoad_Items[85] = Shadow Orb +8
    Set VariableSet SaveLoad_Item_String[85] = ReplaceableTextures\CommandButtons\BTNOrbOfDarkness.blp
    Set VariableSet SaveLoad_Items[86] = Shadow Orb +9
    Set VariableSet SaveLoad_Item_String[86] = ReplaceableTextures\CommandButtons\BTNOrbOfDarkness.blp
    Set VariableSet SaveLoad_Items[87] = Shamanic Totem
    Set VariableSet SaveLoad_Item_String[87] = ReplaceableTextures\CommandButtons\BTNEntrapmentWard.blp
    Set VariableSet SaveLoad_Items[88] = Skull Shield
    Set VariableSet SaveLoad_Item_String[88] = ReplaceableTextures\CommandButtons\BTNGrimWard.blp
    Set VariableSet SaveLoad_Items[89] = Spider Ring
    Set VariableSet SaveLoad_Item_String[89] = ReplaceableTextures\CommandButtons\BTNRingVioletSpider.blp
    Set VariableSet SaveLoad_Items[90] = Staff of Preservation
    Set VariableSet SaveLoad_Item_String[90] = ReplaceableTextures\CommandButtons\BTNStaffOfPreservation.blp
    Set VariableSet SaveLoad_Items[91] = Staff of Reanimation
    Set VariableSet SaveLoad_Item_String[91] = ReplaceableTextures\CommandButtons\BTNWandSkull.blp
    Set VariableSet SaveLoad_Items[92] = Tiny Altar of Kings
    Set VariableSet SaveLoad_Item_String[92] = ReplaceableTextures\CommandButtons\BTNAltarOfKings.blp
    Set VariableSet SaveLoad_Items[93] = Tiny Barracks
    Set VariableSet SaveLoad_Item_String[93] = ReplaceableTextures\CommandButtons\BTNHumanBarracks.blp
    Set VariableSet SaveLoad_Items[94] = Tiny Blacksmith
    Set VariableSet SaveLoad_Item_String[93] = ReplaceableTextures\CommandButtons\BTNBlacksmith.blp
    Set VariableSet SaveLoad_Items[95] = Tiny Farm
    Set VariableSet SaveLoad_Item_String[95] = ReplaceableTextures\CommandButtons\BTNFarm.blp
    Set VariableSet SaveLoad_Items[96] = Tiny Lumber Mill
    Set VariableSet SaveLoad_Item_String[96] = ReplaceableTextures\CommandButtons\BTNHumanLumberMill.blp
    Set VariableSet SaveLoad_Items[97] = Totem of Might
    Set VariableSet SaveLoad_Item_String[97] = ReplaceableTextures\CommandButtons\BTNEntrapmentWard.blp
    Set VariableSet SaveLoad_Items[98] = Voodoo Doll
    Set VariableSet SaveLoad_Item_String[98] = ReplaceableTextures\CommandButtons\BTNShadowPact.blp
    Set VariableSet SaveLoad_Items[99] = Alleria's Flute of Accuracy
    Set VariableSet SaveLoad_Item_String[99] = ReplaceableTextures\CommandButtons\BTNAlleriaFlute.blp
    Set VariableSet SaveLoad_Items[100] = Amulet of Spell Shield
    Set VariableSet SaveLoad_Item_String[100] = ReplaceableTextures\CommandButtons\BTNSpellShieldAmulet.blp
    Set VariableSet SaveLoad_Items[101] = Ancient Janggo of Endurance
    Set VariableSet SaveLoad_Item_String[101] = ReplaceableTextures\CommandButtons\BTNJanggo.blp
    Set VariableSet SaveLoad_Items[102] = Belt of Giant Strength +6
    Set VariableSet SaveLoad_Item_String[102] = ReplaceableTextures\CommandButtons\BTNBelt.blp
    Set VariableSet SaveLoad_Items[103] = Boots of Quel'Thalas +6
    Set VariableSet SaveLoad_Item_String[103] = ReplaceableTextures\CommandButtons\BTNBoots.blp
    Set VariableSet SaveLoad_Items[104] = Boots of Speed
    Set VariableSet SaveLoad_Item_String[104] = ReplaceableTextures\CommandButtons\BTNBootsOfSpeed.blp
    Set VariableSet SaveLoad_Items[105] = Circlet of Nobility
    Set VariableSet SaveLoad_Item_String[105] = ReplaceableTextures\CommandButtons\BTNCirclet.blp
    Set VariableSet SaveLoad_Items[106] = Claws of Attack +12
    Set VariableSet SaveLoad_Item_String[106] = ReplaceableTextures\CommandButtons\BTNClawsOfAttack.blp
    Set VariableSet SaveLoad_Items[107] = Claws of Attack +6
    Set VariableSet SaveLoad_Item_String[107] = ReplaceableTextures\CommandButtons\BTNClawsOfAttack.blp
    Set VariableSet SaveLoad_Items[108] = Claws of Attack +9
    Set VariableSet SaveLoad_Item_String[108] = ReplaceableTextures\CommandButtons\BTNClawsOfAttack.blp
    Set VariableSet SaveLoad_Items[109] = Cloak of Flames
    Set VariableSet SaveLoad_Item_String[109] = ReplaceableTextures\CommandButtons\BTNCloakOfFlames.blp
    Set VariableSet SaveLoad_Items[110] = Cloak of Shadows
    Set VariableSet SaveLoad_Item_String[110] = ReplaceableTextures\CommandButtons\BTNCloak.blp
    Set VariableSet SaveLoad_Items[111] = Crystal Ball
    Set VariableSet SaveLoad_Item_String[111] = ReplaceableTextures\CommandButtons\BTNCrystalBall.blp
    Set VariableSet SaveLoad_Items[112] = Diamond of Summoning
    Set VariableSet SaveLoad_Item_String[112] = ReplaceableTextures\CommandButtons\BTNDarkSummoning.blp
    Set VariableSet SaveLoad_Items[113] = Gauntlets of Ogre Strength +3
    Set VariableSet SaveLoad_Item_String[113] = ReplaceableTextures\CommandButtons\BTNGauntletsOfOgrePower.blp
    Set VariableSet SaveLoad_Items[114] = Gloves of Haste
    Set VariableSet SaveLoad_Item_String[114] = ReplaceableTextures\CommandButtons\BTNGlove.blp
    Set VariableSet SaveLoad_Items[115] = Helm of Valor
    Set VariableSet SaveLoad_Item_String[115] = ReplaceableTextures\CommandButtons\BTNHelmOfValor.blp
    Set VariableSet SaveLoad_Items[116] = Hood of Cunning
    Set VariableSet SaveLoad_Item_String[116] = ReplaceableTextures\CommandButtons\BTNHoodOfCunning.blp
    Set VariableSet SaveLoad_Items[117] = Khadgar's Gem of Health
    Set VariableSet SaveLoad_Item_String[117] = ReplaceableTextures\CommandButtons\BTNPeriapt1.blp
    Set VariableSet SaveLoad_Items[118] = Khadgar's Pipe of Insight
    Set VariableSet SaveLoad_Item_String[118] = ReplaceableTextures\CommandButtons\BTNPipeOfInsight.blp
    Set VariableSet SaveLoad_Items[119] = Legion Doom-Horn
    Set VariableSet SaveLoad_Item_String[119] = ReplaceableTextures\CommandButtons\BTNHornOfDoom.blp
    Set VariableSet SaveLoad_Items[120] = Mantle of Intelligence +3
    Set VariableSet SaveLoad_Item_String[120] = ReplaceableTextures\CommandButtons\BTNMantleOfIntelligence.blp
    Set VariableSet SaveLoad_Items[121] = Medallion of Courage
    Set VariableSet SaveLoad_Item_String[121] = ReplaceableTextures\CommandButtons\BTNMedalionOfCourage.blp
    Set VariableSet SaveLoad_Items[122] = Orb of Darkness
    Set VariableSet SaveLoad_Item_String[122] = ReplaceableTextures\CommandButtons\BTNOrbOfDarkness.blp
    Set VariableSet SaveLoad_Items[123] = Pendant of Energy
    Set VariableSet SaveLoad_Item_String[123] = ReplaceableTextures\CommandButtons\BTNPendantOfEnergy.blp
    Set VariableSet SaveLoad_Items[124] = Pendant of Mana
    Set VariableSet SaveLoad_Item_String[124] = ReplaceableTextures\CommandButtons\BTNPendantOfMana.blp
    Set VariableSet SaveLoad_Items[125] = Periapt of Vitality
    Set VariableSet SaveLoad_Item_String[125] = ReplaceableTextures\CommandButtons\BTNPeriapt.blp
    Set VariableSet SaveLoad_Items[126] = Ring of Protection +2
    Set VariableSet SaveLoad_Item_String[126] = ReplaceableTextures\CommandButtons\BTNRingGreen.blp
    Set VariableSet SaveLoad_Items[127] = Ring of Protection +3
    Set VariableSet SaveLoad_Item_String[127] = ReplaceableTextures\CommandButtons\BTNRingGreen.blp
    Set VariableSet SaveLoad_Items[128] = Ring of Protection +4
    Set VariableSet SaveLoad_Item_String[128] = ReplaceableTextures\CommandButtons\BTNRingGreen.blp
    Set VariableSet SaveLoad_Items[129] = Ring of Regeneration
    Set VariableSet SaveLoad_Item_String[129] = ReplaceableTextures\CommandButtons\BTNRingSkull.blp
    Set VariableSet SaveLoad_Items[130] = Robe of the Magi +6
    Set VariableSet SaveLoad_Item_String[130] = ReplaceableTextures\CommandButtons\BTNRobeOfTheMagi.blp
    Set VariableSet SaveLoad_Items[131] = Runed Bracers
    Set VariableSet SaveLoad_Item_String[131] = ReplaceableTextures\CommandButtons\BTNRunedBracers.blp
    Set VariableSet SaveLoad_Items[132] = Scourge Bone Chimes
    Set VariableSet SaveLoad_Item_String[132] = ReplaceableTextures\CommandButtons\BTNBoneChimes.blp
    Set VariableSet SaveLoad_Items[133] = Slippers of Agility +3
    Set VariableSet SaveLoad_Item_String[133] = ReplaceableTextures\CommandButtons\BTNSlippersOfAgility.blp
    Set VariableSet SaveLoad_Items[134] = Sobi Mask
    Set VariableSet SaveLoad_Item_String[134] = ReplaceableTextures\CommandButtons\BTNSobiMask.blp
    Set VariableSet SaveLoad_Items[135] = Staff of Silence
    Set VariableSet SaveLoad_Item_String[135] = ReplaceableTextures\CommandButtons\BTNStaffOfSilence.blp
    Set VariableSet SaveLoad_Items[136] = Staff of Teleportation
    Set VariableSet SaveLoad_Item_String[136] = ReplaceableTextures\CommandButtons\BTNStaffOfTeleportation.blp
    Set VariableSet SaveLoad_Items[137] = Talisman of Evasion
    Set VariableSet SaveLoad_Item_String[137] = ReplaceableTextures\CommandButtons\BTNTalisman.blp
    Set VariableSet SaveLoad_Items[138] = The Lion Horn of Stormwind
    Set VariableSet SaveLoad_Item_String[138] = ReplaceableTextures\CommandButtons\BTNLionHorn.blp
    Set VariableSet SaveLoad_Items[139] = Warsong Battle Drums
    Set VariableSet SaveLoad_Item_String[139] = ReplaceableTextures\CommandButtons\BTNDrum.blp
    Set VariableSet SaveLoad_Items[140] = Clarity Potion
    Set VariableSet SaveLoad_Item_String[140] = ReplaceableTextures\CommandButtons\BTNPotionOfClarity.blp
    Set VariableSet SaveLoad_Items[141] = Healing Salve
    Set VariableSet SaveLoad_Item_String[141] = ReplaceableTextures\CommandButtons\BTNHealingSalve.blp
    Set VariableSet SaveLoad_Items[142] = Ivory Tower
    Set VariableSet SaveLoad_Item_String[142] = ReplaceableTextures\CommandButtons\BTNHumanWatchTower.blp
    Set VariableSet SaveLoad_Items[142] = Lesser Clarity Potion
    Set VariableSet SaveLoad_Item_String[142] = ReplaceableTextures\CommandButtons\BTNLesserClarityPotion.blp
    Set VariableSet SaveLoad_Items[143] = Mechanical Critter
    Set VariableSet SaveLoad_Item_String[143] = ReplaceableTextures\CommandButtons\BTNMechanicalCritter.blp
    Set VariableSet SaveLoad_Items[144] = Moonstone
    Set VariableSet SaveLoad_Item_String[144] = ReplaceableTextures\CommandButtons\BTNMoonStone.blp
    Set VariableSet SaveLoad_Items[145] = Potion of Healing
    Set VariableSet SaveLoad_Item_String[145] = ReplaceableTextures\CommandButtons\BTNPotionGreenSmall.blp
    Set VariableSet SaveLoad_Items[146] = Potion of Invisibility
    Set VariableSet SaveLoad_Item_String[146] = ReplaceableTextures\CommandButtons\BTNPotionGreenSmall.blp
    Set VariableSet SaveLoad_Items[147] = Potion of Lesser Invulnerability
    Set VariableSet SaveLoad_Item_String[147] = ReplaceableTextures\CommandButtons\BTNLesserInvulneralbility.blp
    Set VariableSet SaveLoad_Items[148] = Potion of Mana
    Set VariableSet SaveLoad_Item_String[148] = ReplaceableTextures\CommandButtons\BTNPotionBlueSmall.blp
    Set VariableSet SaveLoad_Items[149] = Rod of Necromancy
    Set VariableSet SaveLoad_Item_String[149] = ReplaceableTextures\CommandButtons\BTNRodOfNecromancy.blp
    Set VariableSet SaveLoad_Items[150] = Sacrificial Skull
    Set VariableSet SaveLoad_Item_String[150] = ReplaceableTextures\CommandButtons\BTNSacrificialSkull.blp
    Set VariableSet SaveLoad_Items[151] = Scroll of Healing
    Set VariableSet SaveLoad_Item_String[151] = ReplaceableTextures\CommandButtons\BTNScrollOfTownPortal.blp
    Set VariableSet SaveLoad_Items[152] = Scroll of Mana
    Set VariableSet SaveLoad_Item_String[152] = ReplaceableTextures\CommandButtons\BTNScrollOfProtection.blp
    Set VariableSet SaveLoad_Items[153] = Scroll of Protection
    Set VariableSet SaveLoad_Item_String[153] = ReplaceableTextures\CommandButtons\BTNScroll.blp
    Set VariableSet SaveLoad_Items[154] = Scroll of Regeneration
    Set VariableSet SaveLoad_Item_String[154] = ReplaceableTextures\CommandButtons\BTNScrollOfRegenerationGreen.blp
    Set VariableSet SaveLoad_Items[155] = Scroll of Speed
    Set VariableSet SaveLoad_Item_String[155] = ReplaceableTextures\CommandButtons\BTNScrollOfHaste.blp
    Set VariableSet SaveLoad_Items[156] = Scroll of Town Portal
    Set VariableSet SaveLoad_Item_String[156] = ReplaceableTextures\CommandButtons\BTNScrollUber.blp
    Set VariableSet SaveLoad_Items[157] = Spider Silk Broach
    Set VariableSet SaveLoad_Item_String[157] = ReplaceableTextures\CommandButtons\BTNSpiderSilkBroach.blp
    Set VariableSet SaveLoad_Items[158] = Staff of Negation
    Set VariableSet SaveLoad_Item_String[158] = ReplaceableTextures\CommandButtons\BTNStaffOfNegation.blp
    Set VariableSet SaveLoad_Items[159] = Staff of Sanctuary
    Set VariableSet SaveLoad_Item_String[159] = ReplaceableTextures\CommandButtons\BTNStaffOfSanctuary.blp
    Set VariableSet SaveLoad_Items[160] = Tiny Castle
    Set VariableSet SaveLoad_Item_String[160] = ReplaceableTextures\CommandButtons\BTNTinyCastle.blp
    Set VariableSet SaveLoad_Items[161] = Tiny Great Hall
    Set VariableSet SaveLoad_Item_String[161] = ReplaceableTextures\CommandButtons\BTNGreathall.blp
    Set VariableSet SaveLoad_Items[162] = Tome of Retraining
    Set VariableSet SaveLoad_Item_String[162] = ReplaceableTextures\CommandButtons\BTNTomeOfRetraining.blp
    Set VariableSet SaveLoad_Items[163] = Vampiric Potion
    Set VariableSet SaveLoad_Item_String[163] = ReplaceableTextures\CommandButtons\BTNPotionOfVampirism.blp
    Set VariableSet SaveLoad_Items[164] = Wand of Negation
    Set VariableSet SaveLoad_Item_String[164] = ReplaceableTextures\CommandButtons\BTNWandSkull.blp
    Set VariableSet SaveLoad_Items[165] = Wand of Neutralization
    Set VariableSet SaveLoad_Item_String[165] = ReplaceableTextures\CommandButtons\BTNWandOfNeutralization.blp
    Set VariableSet SaveLoad_Items_LastIndex = 165
    Set VariableSet SaveLoad_Alphabet = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789abcdefghijklmnopqrstuvwxyz
    Set VariableSet SaveLoad_CaseSensitive = True
    Set VariableSet SaveLoad_UsePlayername = False
    Set VariableSet SaveLoad_Initialized = False
    Set VariableSet Code = AceHart
    Set VariableSet Save[1] = 0
    Set VariableSet SaveCount = 1
    Set VariableSet Validate = False
    Set VariableSet SaveLoad_Compress[1] = 0
    Set VariableSet SaveLoad_Uncompress[1] = 0
    -------- List of Heroes --------
    Set VariableSet SaveLoad_Heroes[1] = Paladin
    Set VariableSet SaveLoad_Heroes[2] = Archmage
    Set VariableSet SaveLoad_Heroes[3] = Mountain King
    Set VariableSet SaveLoad_Heroes[4] = Blood Mage
    -------- Number of Heroes --------
    Set VariableSet SaveLoad_Heroes_LastIndex = 4
    -------- List of Abilities --------
    Set VariableSet SaveLoad_Abilities[1] = Banish
    Set VariableSet SaveLoad_Abilities[2] = Flame Strike
    Set VariableSet SaveLoad_Abilities[3] = Phoenix
    Set VariableSet SaveLoad_Abilities[4] = Siphon Mana
    -------- Number of Abilities --------
    Set VariableSet SaveLoad_Abilities_LastIndex = 4
Preface INIT
  Events
  Conditions
  Actions
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Trigger - Run Prepare_for_Cinematic <gen> (checking conditions)
    Wait until (Cinematic_Preparation_Finished Equal to True), checking every 0.10 seconds
    Trigger - Turn on SaveLoad_Load <gen>
    Sound - Clear the music list
    Sound - Play Main Screen.
    Sound - Set the music list to Music, starting with song 0
    Visibility - Create an initially Enabled visibility modifier for Player_One emitting Black mask across (Playable map area)
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player_Two emitting Black mask across (Playable map area)
    Visibility - Destroy (Last created visibility modifier)
    Set VariableSet DIFFICULTY = Normal
    Set VariableSet Code_Is_Active = False
    Trigger - Run Preface_TEXT <gen> (ignoring conditions)
Preface TOOGLE DIFFICULTY
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DIFFICULTY Equal to Normal
        (Matched chat string) Equal to -insane
      Then - Actions
        Set VariableSet DIFFICULTY = Insane
        Sound - Play QuestLog <gen>
        Trigger - Run Preface_TEXT <gen> (checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DIFFICULTY Equal to Insane
        (Matched chat string) Equal to -normal
      Then - Actions
        Set VariableSet DIFFICULTY = Normal
        Sound - Play QuestLog <gen>
        Trigger - Run Preface_TEXT <gen> (checking conditions)
      Else - Actions
Preface TEXT
  Events
  Conditions
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 600.00 seconds the text: |cff60cc60CHAPTER TWO|rThe Broken Isles
    Game - Display to (All players) for 600.00 seconds the text: (|cff60cc60Difficulty:|r |cffffcc00 + (DIFFICULTY + |r))
    Game - Display to (All players) for 600.00 seconds the text:
    Game - Display to (All players) for 600.00 seconds the text: |cff727272You can adjust the difficulty by typing |cffffffff-Normal|r |cff727272or|r |cffffffff-Insane|r|cff727272.|r |cff60cc60/|r |cff727272You can use the code received at the end of the previous map to|r |cffffffff-load|r |cff727272your heroes' stats, items and skills.|r |cff60cc60/|r |cff727272If you're done, you can start the level by both players typing|r |cffffffff-ok|r|cff727272.|r
    Trigger - Run Hero_Stats_INITIATE <gen> (ignoring conditions)
Begin Game
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Name of (Triggering player)) Equal to WorldEdit
      Then - Actions
        Set VariableSet Player_One_Agreed = True
        Set VariableSet Player_Two_Agreed = True
        Player - For Player_One, turn Shared units On toward Player_Two
        Player - For Player_One, turn Full shared units On toward Player_Two
        Player - For Player_Two, turn Shared units On toward Player_One
        Player - For Player_Two, turn Full shared units On toward Player_One
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player_One
      Then - Actions
        Set VariableSet Player_One_Agreed = True
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player_Two
      Then - Actions
        Set VariableSet Player_Two_Agreed = True
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Player_One_Agreed Equal to True
        Player_Two_Agreed Equal to True
      Then - Actions
        Cinematic - Clear the screen of text messages for (All players).
        Cinematic - Disable user control for (All players).
        Sound - Play GoodJob <gen>
        Wait for GoodJob <gen> to be 0 seconds from finished playing
        Unit Group - Pick every unit in HiddenUnits and do (Actions)
          Loop - Actions
            Unit - Unhide (Picked unit)
            Unit Group - Remove (Picked unit) from HiddenUnits.
        Unit - Change ownership of Maiev to Player_One and Change color
        Unit - Change ownership of NewWarden to Player_Two and Change color
        Multiboard - Hide Mutliboard_Hero_Statistics
        Multiboard - Destroy Mutliboard_Hero_Statistics
        Trigger - Run Apply_Difficulty <gen> (ignoring conditions)
        Trigger - Run Powerups_COMMON <gen> (ignoring conditions)
        Trigger - Turn off SaveLoad_Load <gen>
        Trigger - Turn off Preface_TOOGLE_DIFFICULTY <gen>
        Trigger - Turn off Begin_Game <gen>
        Cinematic - Enable user control for (All players).
        Trigger - Add Intro_Cinematic_Q <gen> to the trigger queue (Checking conditions)
      Else - Actions
Apply Difficulty
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DIFFICULTY Equal to Insane
      Then - Actions
        Player - Set the current research level of Rnat (techcode) to 1 for Player 1 (Red)
        Player - Set the current research level of Rnam (techcode) to 1 for Player 1 (Red)
        Player - Set the current research level of Rnsw (techcode) to 1 for Player 1 (Red)
        Player - Set the current research level of Rnat (techcode) to 1 for Player 3 (Teal)
        Player - Set the current research level of Rnam (techcode) to 1 for Player 3 (Teal)
        Player - Set the current research level of Rnsw (techcode) to 1 for Player 3 (Teal)
        Player - Set the current research level of Rnat (techcode) to 3 for Player 4 (Purple)
        Player - Set the current research level of Rnam (techcode) to 3 for Player 4 (Purple)
        Player - Set the current research level of Rnsw (techcode) to 2 for Player 4 (Purple)
        Player - Set the current research level of Rnen (techcode) to 1 for Player 4 (Purple)
        Unit - Replace Naga Myrmidon 0193 <gen> with a Naga Royal Guard using The new unit's max life and mana
        Unit Group - Add (Last replaced unit) to TombGuards
        AI - Ignore (Last replaced unit)'s guard position
        Unit - Replace Naga Myrmidon 0195 <gen> with a Naga Royal Guard using The new unit's max life and mana
        Unit Group - Add (Last replaced unit) to TombGuards
        AI - Ignore (Last replaced unit)'s guard position
        Unit - Replace Naga Myrmidon 0035 <gen> with a Naga Royal Guard using The new unit's max life and mana
        Unit Group - Add (Last replaced unit) to TombGuards
        AI - Ignore (Last replaced unit)'s guard position
        Unit - Replace Naga Myrmidon 0194 <gen> with a Naga Royal Guard using The new unit's max life and mana
        Unit Group - Add (Last replaced unit) to TombGuards
        AI - Ignore (Last replaced unit)'s guard position
        Unit - Replace Naga Myrmidon 0192 <gen> with a Naga Royal Guard using The new unit's max life and mana
        Unit Group - Add (Last replaced unit) to TombGuards
        AI - Ignore (Last replaced unit)'s guard position
        Unit - Replace Naga Myrmidon 0034 <gen> with a Naga Royal Guard using The new unit's max life and mana
        Unit Group - Add (Last replaced unit) to TombGuards
        AI - Ignore (Last replaced unit)'s guard position
        Unit - Remove Altar of Elders 0219 <gen> from the game
        Unit - Remove Altar of Elders 0218 <gen> from the game
      Else - Actions
        Player - Set the current research level of Rnat (techcode) to 1 for Player 1 (Red)
        Player - Set the current research level of Rnam (techcode) to 1 for Player 1 (Red)
        Player - Set the current research level of Rnsw (techcode) to 1 for Player 1 (Red)
        Player - Set the current research level of Rnat (techcode) to 1 for Player 3 (Teal)
        Player - Set the current research level of Rnam (techcode) to 1 for Player 3 (Teal)
        Player - Set the current research level of Rnsw (techcode) to 1 for Player 3 (Teal)
        Player - Set the current research level of Rnat (techcode) to 1 for Player 4 (Purple)
        Player - Set the current research level of Rnam (techcode) to 1 for Player 4 (Purple)
        Player - Set the current research level of Rnsw (techcode) to 1 for Player 4 (Purple)
        Unit - Remove Skeletal Orc Grunt 0246 <gen> from the game
        Unit - Remove Skeletal Orc 0245 <gen> from the game
        Unit - Remove Skeletal Orc 0247 <gen> from the game
        Unit - Remove Skeletal Orc Grunt 0248 <gen> from the game
        Unit - Remove Skeletal Orc 0249 <gen> from the game
        Unit - Remove Skeletal Orc 0250 <gen> from the game
        Unit - Remove Skeletal Orc Grunt 0243 <gen> from the game
        Unit - Remove Skeletal Orc 0242 <gen> from the game
        Unit - Remove Skeletal Orc 0244 <gen> from the game
Hero Glow
  Events
    Unit - A unit Finishes reviving
  Conditions
    (Reviving Hero) Equal to NewWarden
  Actions
    Unit - Change color of NewWarden to (Color of Player_Two)
Finish Game
  Events
  Conditions
  Actions
    Trigger - Clear the trigger queue
    Set VariableSet Cinematic_Preparation_Finished = False
    Trigger - Run Prepare_for_Cinematic <gen> (checking conditions)
    Wait until (Cinematic_Preparation_Finished Equal to True), checking every 0.10 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Clear the screen of text messages for (All players).
    Sound - Play QuestCompleted <gen>
    Wait for QuestCompleted <gen> to be 0.00 seconds from finished playing
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Clear the music list
    Wait 0.01 seconds
    Sound - Play Main Screen.
    Unit - Change ownership of Maiev to Neutral Hostile and Change color
    Unit - Change ownership of NewWarden to Neutral Hostile and Change color
    Game - Display to (All players) for 600.00 seconds the text: |cff60cc60MISSION COMPLETED|rThe Broken Isles
    Game - Display to (All players) for 600.00 seconds the text:
    Trigger - Run SaveLoad_Save <gen> (ignoring conditions)
    Game - Display to (All players) for 600.00 seconds the text:
    Game - Display to (All players) for 600.00 seconds the text: |cff727272You can use this code on the next map |cffffffffThe Tomb of Sargeras|r |cff727272to load your heroes' stats, items and skills.|r
    Trigger - Run Hero_Stats_INITIATE <gen> (ignoring conditions)
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Black mask across (Playable map area)
    Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Black mask across (Playable map area)
Powerups ACQUIRE
  Events
    Unit - A unit Acquires an item
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Item-type of (Item being manipulated)) Equal to Gold Coins
            (Item-type of (Item being manipulated)) Equal to Bundle of Lumber
            (Item-type of (Item being manipulated)) Equal to Tome of Agility
            (Item-type of (Item being manipulated)) Equal to Tome of Greater Agility
            (Item-type of (Item being manipulated)) Equal to Tome of Intelligence
            (Item-type of (Item being manipulated)) Equal to Tome of Greater Intelligence
            (Item-type of (Item being manipulated)) Equal to Tome of Strength
            (Item-type of (Item being manipulated)) Equal to Tome of Greater Strength
            (Item-type of (Item being manipulated)) Equal to Manual of Health
            (Item-type of (Item being manipulated)) Equal to Tome of Knowledge
        Or - Any (Conditions) are true
          Conditions
            (Owner of (Hero manipulating item)) Equal to Player_One
            (Owner of (Hero manipulating item)) Equal to Player_Two
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Hero manipulating item)) Equal to Player_One
          Then - Actions
            Game - Display to (Player group(Player_One)) the text: (((Player_Color_String[Player_One_Color] + (Name of Player_One)) + |r has acquired a |cffffcc00) + ((Name of (Item being manipulated)) + |r.))
            Game - Display to (Player group(Player_Two)) the text: (((Player_Color_String[Player_One_Color] + (Name of Player_One)) + |r has acquired a |cffffcc00) + ((Name of (Item being manipulated)) + |r.))
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Hero manipulating item)) Equal to Player_Two
          Then - Actions
            Game - Display to (Player group(Player_One)) the text: (((Player_Color_String[Player_Two_Color] + (Name of Player_Two)) + |r has acquired a |cffffcc00) + ((Name of (Item being manipulated)) + |r.))
            Game - Display to (Player group(Player_Two)) the text: (((Player_Color_String[Player_Two_Color] + (Name of Player_Two)) + |r has acquired a |cffffcc00) + ((Name of (Item being manipulated)) + |r.))
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item-type of (Item being manipulated)) Equal to Gold Coins
          Then - Actions
            Player - Add (Powerups_Gold / 2) to Player_One.Current gold
            Player - Add (Powerups_Gold / 2) to Player_Two.Current gold
            Set VariableSet TempPoint[1] = (Position of (Item being manipulated))
            Special Effect - Create a special effect at TempPoint[1] using Abilities\Spells\Items\ResourceItems\ResourceEffectTarget.mdl
            Special Effect - Destroy (Last created special effect)
            Floating Text - Create floating text that reads (|cffffcc00+ + (String((Powerups_Gold / 2)))) at TempPoint[1] with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Custom script: call RemoveLocation(udg_TempPoint[1])
            Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
            Floating Text - Change the fading age of (Last created floating text) to 2.40 seconds
            Floating Text - Change the fading age of (Last created floating text) to 2.40 seconds
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item-type of (Item being manipulated)) Equal to Bundle of Lumber
          Then - Actions
            Player - Add (Powerups_Lumber / 2) to Player_One.Current lumber
            Player - Add (Powerups_Lumber / 2) to Player_Two.Current lumber
            Set VariableSet TempPoint[1] = (Position of (Item being manipulated))
            Floating Text - Create floating text that reads (|cff60cc60+ + (String((Powerups_Lumber / 2)))) at TempPoint[1] with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Custom script: call RemoveLocation(udg_TempPoint[1])
            Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
            Floating Text - Change the fading age of (Last created floating text) to 2.40 seconds
            Floating Text - Change the fading age of (Last created floating text) to 2.40 seconds
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item-type of (Item being manipulated)) Equal to Tome of Intelligence
          Then - Actions
            Set VariableSet Bonus_Intelligence = (Bonus_Intelligence + 1)
            Trigger - Run Powerups_COMMON <gen> (checking conditions)
            Set VariableSet TempPoint[1] = (Position of (Item being manipulated))
            Special Effect - Create a special effect at TempPoint[1] using Abilities\Spells\Items\AIim\AIimTarget.mdl
            Special Effect - Destroy (Last created special effect)
            Custom script: call RemoveLocation(udg_TempPoint[1])
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item-type of (Item being manipulated)) Equal to Tome of Greater Intelligence
          Then - Actions
            Set VariableSet Bonus_Intelligence = (Bonus_Intelligence + 2)
            Trigger - Run Powerups_COMMON <gen> (checking conditions)
            Set VariableSet TempPoint[1] = (Position of (Item being manipulated))
            Special Effect - Create a special effect at TempPoint[1] using Abilities\Spells\Items\AIim\AIimTarget.mdl
            Special Effect - Destroy (Last created special effect)
            Custom script: call RemoveLocation(udg_TempPoint[1])
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item-type of (Item being manipulated)) Equal to Tome of Agility
          Then - Actions