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Trigger Viewer

3P Orc03 v2.1.w3x
Variables
WESTRING_VARIABLESCATEGORY
Initialization
PreInit
Initialization Sequence
Initial Resources
Initial Alliances
Initial Quests
Initial Music
Initial AIs
Cheats and Commands
Disable Faction Sharing
Enable Faction Sharing
AI Resourcing
GromGold
GromLumber
LightBlueGold
LightBlueLumber
GrayGold
GrayLumber
GreenGold
GreenLumber
BlueGold
BlueLumber
PinkGold
PinkLumber
HighElfGold
HighElfLumber
Heroes
Load Grom
Limit Thrall Experience
HiddenItems
PigCrate
IZZZZZZI CINEMATICS IZZZZZZI
IntroCinematic
TriggerIntroCinematic
IntroInitialCamera
IntroCinematicModeOn
IntroOrcCaravanMoves
IntroGromAttacks
IntroBattleHeard
IntroArchmageTaunts
IntroCinematicEnd
IntroCinematicEscape
IntroCinematicEscapeGrom
ExitCinematic
TriggerExitCinematic
StartExitCinematic
ExitInitialCamera
ExitPositionActors
ExitAction
UnitEntersZeppelin01
UnitEntersZeppelin02
UnitEntersZeppelin03
ExitCinematicEscape
IZZZZZZZZZZZZZZZZZZZZZZZI
GromIntroFailsafe
KeepGromAlive
InitialHumanTownDies
LastBuildingDies
MoveWarsong
BeginConversation
TriggerBuildTownQuest
Establish Base Quest
GreatHallCheck
GreatHallMessage
Grom Controls
ActivateGromAI
GromAttacksBrownHeartbeat
GromAttackTargetMoves
HumansDead
IsBlueDead
IsGrayDead
IsLightBlueDead
IsForestGreenDead
Human AI Startup
GromAggrosBlue
GromAggrosPink
GromAggrosGray
GromAggrosForestGreen
GromAggrosLightBlue
PlayerAggrosBlue
PlayerAggrosGray
PlayerAggrosForestGreen
PlayerAggrosLightBlue
CheckForAllAggro
GromAggrosWarnings
GromAttacksMessageControl
FirstBase
SecondBase
Optional Quest Completion
All Bases Dead
All Bases Dead Message
GromTowerFailsafe
SetupTeal
PlayerBuildsTower
PlayerTowerDies
Final Harpy Encounter
Harpy Dies
All Harpies Dead
HarpyBoss Drop
Zeppelin To Base
Building Check
For Every Zeppelin at Home
Victory/Defeat
All Unit Defeat
Hero Defeat
BuildingDefeat
ZeppelinVictory
IZZZZZZZZZZZZZZZZZZZZZZZI
Custom - Heroes Ressurection
Paladin Return
Mountain King Return
Altar Die
Altar Die 2
Custom - Warsong
Lumber
Grom Returns
Custom - Quest Formidable
Enter in Zone
Custom - Heroes
Limit DrekThar
Limit Samuro
Limit Voljin Experience
Limit Nazgrel Experience
Custom - Interlude
Interlude
Dead Knigth
Dead Knigth Копировать
Escape
Custom - DrekThar Patrol
Samuro ScoutsBegins Копировать
Samuro Scouts01Push Копировать
Samuro Scouts02Push Копировать
Samuro Returns Копировать Копировать
Custom - Samuro Patrol
Samuro ScoutsBegins
Samuro Scouts01Push
Samuro Scouts02Push
Base Is Attacked
Samuro Patrol to 01
Base Is Attacked 2
Base Is Attacked 3
SamuroTargetDies
Samuro Returns Копировать
Custom - Horde Heroes
Samuro Returns
DrekThar Returns
Custom - Save System
Startgame New
Endgame Text
Init Gametext
Startgame Text 3
Startgame Text 2
Startgame Text
Startgame Load
Custom Variables
Custom - Heroic m
Delete Normal
Custom - Other Triggers
Skip Cinematic
click
Leaves Game
FrostWolfGrunt
Bwonsamdi Call
Bwonsamdi Call 2
Custom - Hints
WarmongerrHint
WarmongerHint Q
OutriderHint
OutriderHintQ
DiretrollHint
DireTrollHint Q
WarTurtleRaiderHint
WarTurtleRaiderHint Q
Custom - High Elf
Teleport Inside High Elf
Teleport Outside High Elf
High Elf Setup
High Elf Base Destroyed
Custom - Units sounds
Footman Attacked
Footman Attacked Blue
FootmanTrained
FootmanTrained Grey
FootmanTrained Blue
ThrallLowHealth
ThrallDefendStructure
Custom - Hekazi
Hekazi
Warmonger
Custom - Legion Agents
Legion Agent First
Legion Agent Second
Demon First Die
Custom - Fang Cave
Teleport Inside
Teleport Outside
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 = "|cffff9999" + c + "|r" + r
        elseif c == "-" then
            set r = "|cffdddddd-|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 = "|cff99ff99" + 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 = "|cff9999ff" + c + "|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
        return true
    endif
    return false
endfunction
Name Type Is Array Initial Value
A integer No
AggroBlue boolean No false
AggroForestGreen boolean No false
AggroGray boolean No false
AggroLightBlue boolean No false
BarracksBuilt boolean No false
Bonus_Agility integer No
Bonus_Intelligence integer No
Bonus_Strength integer No
BonusesFound integer No
BonusesTotal integer No
BurrowsBuilt integer No 0
Buttons button Yes
Cairne unit No
CairneSpells integer Yes
CampaignScore integer No
Cinematic boolean No true
Code string No
Code_Is_Active integer No
DefeatAllBuildingsDead boolean No false
DefeatGromDies boolean No true
DefeatThrallDies boolean No true
DrekVis fogmodifier No
ElfVis fogmodifier No
EnoughPlayers boolean No
Escape boolean No
ExchangeFail1 boolean No
ExchangeFail2 boolean No
ExchangeFail3 boolean No
ExchangeSelection1 group No
ExchangeSelection2 group No
ExchangeSuccess boolean No
Exchanging1 boolean No
Exchanging2 boolean No
ExitCinematicEscape boolean No
ExitCinematicRunning boolean No
Extra integer No 8
ExtraTotal integer No
FailsafeRaidersActive boolean No false
FailsafeRaiderTarget unit No
FailsafeRaiderTargetGroup group No
FeranorSteeltoe unit No
FinalInventory string Yes
FinalRank string No
GameOver boolean No false
GAMEOVER boolean No
GameSelection boolean No true
GreatHallBuilt boolean No false
Grom unit No
GromAIActive boolean No false
GromDeaths integer No
GromTownAttackWarnings integer No 0
GromUnitsKilled integer No 0
GrunInteger integer No
HarpyBoss unit No
HarpyGroup group No
Hero1 unit No
Hero2 unit No
Hero3 unit No
HEROICMODE boolean No
InitialGromAttackGroup group No
InitialThrallGroup group No
IntegerZeppelinsHome integer No 0
IntroCinematicEscape boolean No false
IntroCinematicRunning boolean No false
IntroGromAttacking boolean No false
Kododmg real No
LaboratoryVis fogmodifier No
MainGreatHall unit No
MissionNumber integer No
Nazgrel unit No
NazgrelEarthgroup group No
NazgrelEarthTable hashtable No
NazgrelLightningUnit unit No
NazgrelSpells integer Yes
NewVote1 boolean No
NewVote2 boolean No
NewVote3 boolean No
OptionalQuestDiscovered boolean No false
Player1 player No
Player2 player No
Player3 player No
QuestBuildTown quest No
QuestDestroyHumanTowns quest No
QuestKillElf quest No
QuestReqDestroyElfBase questitem No
QuestReqDestroyHumanTowns questitem No
QuestReqGreatHall questitem No
QuestReqKillHarpies questitem No
QuestReqReturnZeppelin questitem No
QuestReqSafeDrekThar questitem No
QuestReqTownBuildingThrall questitem No
QuestRescueDrekThar quest No
QuestZeppelin quest No
RandomReal real No
RankInteger integer No
Requirement_Region rect No
RequirementTech boolean Yes
RequirementUnitP1 unit Yes
RequirementUnitP2 unit Yes
RequirementUnitType unitcode Yes
ResearchEnabledT2 boolean Yes
ResearchEnabledT3 boolean Yes
ResearchStringT1 string Yes
ResearchStringT2 string Yes
ResearchStringT3 string Yes
ResearchType techcode Yes
ResourceDropBuildings group No
ResourceDropHashtable hashtable No
SamuroTarget unit No
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_Items itemcode Yes
SaveLoad_Items_LastIndex integer No
SaveLoad_TotalTime integer No
SaveLoad_Uncompress integer Yes
SaveLoad_UsePlayername boolean No
ScoreBonuses integer No
ScoreExtra integer No
ScoreLimit integer Yes
ScoreMax integer No
ScoreSubquests integer No
ScoreTime integer No
SelectionGroup1 group No
SelectionGroup2 group No
SkipVote1 boolean No
SkipVote2 boolean No
SkipVote3 boolean No
SubquestsComplete integer No
SubquestsTotal integer No
SumRank integer No
TalkFeranor effect No
TempBoolean boolean No
TempInteger integer No
TempItem item No
TempItemType itemcode No
TempPGroup force No
TempPGroup2 force No
TempPlayer player No
temppoint location No
TempPoint location No
temppoint2 location No
TempUGroup group No
tempugroup group No
TempUnit unit No
TempUnitType unitcode No
ThePlayer player No
Thrall unit No
TimeHours integer No
TimeMax real No
TimeMin real No
TimeMins integer No
TimeRange real No
TimerBurrowsHint timer No
TimerKodoHint timer No
TimeSeconds integer No
TimeSecondsTotal integer No
TimeTakenString string No
UnitExitGrunt01 unit No
UnitExitGrunt02 unit No
UnitExitPeon unit No
UnitExitRaider unit No
UnitExitTroll01 unit No
UnitExitTroll02 unit No
UnitExitZeppelin01 unit No
UnitExitZeppelin02 unit No
UnitExitZeppelin03 unit No
UnitGroup group No
UnitGroupVictory group No
UnitGroupZeppelins group No
UnitWarsongGrunt01 unit No
UnitWarsongGrunt02 unit No
UthersPosition integer No
Validate boolean No
Voljin unit No
Win dialog No
x real No
y real No
PreInit
  Events
    Map initialization
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in HarpiesGroup <gen> owned by Neutral Hostile) and do (Add (Picked unit) to HarpyGroup)
    Unit - Make Goblin Laboratory 0070 <gen> Invulnerable
    Hero - Make Player 1 (Red) Heroes gain 75.00% experience from future kills
    Hero - Make Player 11 (Dark Green) Heroes gain 75.00% experience from future kills
    Hero - Make Player 6 (Orange) Heroes gain 75.00% experience from future kills
    Set VariableSet Thrall = |c00FF0303Warchief|r 0216 <gen>
    Set VariableSet Nazgrel = |c00106246Bone Crusher|r 0146 <gen>
    Set VariableSet Voljin = |c00FF8000Leader of the Darkspear tribe|r 0179 <gen>
    Set VariableSet HarpyBoss = |c00FF0000Inferno Harpy|r - [BOSS] 0173 <gen>
    Unit - Hide Gold Mine 0259 <gen>
    Unit - Hide Blademaster 0263 <gen>
    Unit - Hide Far Seer 0267 <gen>
    Player - Set Player 6 (Orange).Current gold to 150
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Formidable 0443 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Set VariableSet TalkFeranor = (Last created special effect)
    Player - Change color of Player 8 (Pink) to Gray, Changing color of existing units
    Player - Change color of Player 5 (Yellow) to Dark Green, Changing color of existing units
    Player - Change color of Player 3 (Teal) to Red, Changing color of existing units
    Player - Set the current research level of Rhme (techcode) to 2 for Player 10 (Light Blue)
    Player - Set the current research level of Rhar (techcode) to 2 for Player 10 (Light Blue)
    Player - Set the current research level of Rhla (techcode) to 2 for Player 10 (Light Blue)
    Player - Set the current research level of Rhra (techcode) to 2 for Player 10 (Light Blue)
    Player - Set the current research level of Rhar (techcode) to 2 for Player 5 (Yellow)
    Player - Set the current research level of Rhme (techcode) to 2 for Player 5 (Yellow)
    Player - Set the current research level of Rhra (techcode) to 2 for Player 5 (Yellow)
    Player - Set the current research level of Rhme (techcode) to 2 for Player 9 (Gray)
    Player - Set the current research level of Rhar (techcode) to 2 for Player 9 (Gray)
    Player - Set the current research level of Rhme (techcode) to 2 for Player 7 (Green)
    Player - Set the current research level of Rhar (techcode) to 2 for Player 7 (Green)
    Player - Set the current research level of Rhme (techcode) to 2 for Player 8 (Pink)
    Player - Set the current research level of Rhar (techcode) to 2 for Player 8 (Pink)
    Player - Set the current research level of Rhra (techcode) to 2 for Player 8 (Pink)
    Player - Set the current research level of Rhla (techcode) to 2 for Player 8 (Pink)
    Player - Disable Hero of The Horde - [TALENT] for Player 4 (Purple)
    Trigger - Turn off ThrallDefendStructure <gen>
Initialization Sequence
  Events
  Conditions
  Actions
    Trigger - Run Initial_Resources <gen> (ignoring conditions)
    Trigger - Run Initial_Alliances <gen> (ignoring conditions)
    Trigger - Run Initial_Quests <gen> (ignoring conditions)
    Trigger - Run Initial_Music <gen> (ignoring conditions)
    Trigger - Run Initial_AIs <gen> (ignoring conditions)
    Unit - Change ownership of |c00FF0303Warchief|r 0216 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Grunt 0178 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Kodo Beast 0201 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Peon 0195 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Peon 0193 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of |c00106246Bone Crusher|r 0146 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Frostwolf Grunt 0177 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of |c00FF8000Leader of the Darkspear tribe|r 0179 <gen> to Player 6 (Orange) and Change color
    Unit - Change ownership of Wolf Rider 0180 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Dregder 0192 <gen> to Player 6 (Orange) and Change color
    Unit - Change ownership of Dregder 0284 <gen> to Player 6 (Orange) and Change color
    Unit - Change ownership of Peon 0191 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Peon 0285 <gen> to Player 11 (Dark Green) and Change color
    Wait 0.10 seconds
    Trigger - Run TriggerIntroCinematic <gen> (ignoring conditions)
    Trigger - Turn on All_Unit_Defeat <gen>
Sets up default starting resources for all players on map initialization
Initial Resources
  Events
    Map initialization
  Conditions
  Actions
    Player - Set Player 1 (Red).Current gold to 1050
    Player - Set Player 11 (Dark Green).Current gold to 1050
    Player - Set Player 1 (Red).Current lumber to 250
    Player - Set Player 11 (Dark Green).Current lumber to 250
    Player - Set Player 6 (Orange).Current gold to 1050
    Player - Set Player 6 (Orange).Current lumber to 250
    Player - Set Player 8 (Pink).Current gold to 1200
    Player - Set Player 8 (Pink).Current lumber to 1200
    Player - Set Player 3 (Teal).Current gold to 1200
    Player - Set Player 3 (Teal).Current lumber to 1200
    Player - Set Player 7 (Green).Current gold to 1200
    Player - Set Player 7 (Green).Current lumber to 1200
Change the Thrall's Orcs initial alliance status to non-aggressive to all Human towns.
Initial Alliances
  Events
    Map initialization
  Conditions
  Actions
    -------- ALLY GROM AND THRALL --------
    Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally
    Player - Make Player 11 (Dark Green) treat Player 4 (Purple) as an Ally
    Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally
    Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally
    Player - Make Player 11 (Dark Green) treat Player 3 (Teal) as an Ally
    Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally
    Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally
    Player - Make Player 4 (Purple) treat Player 11 (Dark Green) as an Ally
    Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally
    Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 3 (Teal) treat Player 11 (Dark Green) as an Ally with shared vision
    Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision
    Player - For Player 1 (Red), turn Friendly spell targeting On toward Player 4 (Purple)
    Player - For Player 11 (Dark Green), turn Friendly spell targeting On toward Player 4 (Purple)
    Player - For Player 6 (Orange), turn Friendly spell targeting On toward Player 4 (Purple)
    Player - For Player 1 (Red), turn Friendly spell targeting On toward Player 3 (Teal)
    Player - For Player 11 (Dark Green), turn Friendly spell targeting On toward Player 3 (Teal)
    Player - For Player 6 (Orange), turn Friendly spell targeting On toward Player 3 (Teal)
    -------- MAKE CREEPS NOT SLEEP --------
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Make (Picked unit) Remain awake when unprovoked at night)
    -------- MAKE CREEPS NONAGGRESSIVE TO COMPUTER PLAYERS --------
    Player - For Player 2 (Blue), turn Alliance (non-aggression) On toward Neutral Hostile
    Player - For Player 23 (Emerald), turn Alliance (non-aggression) On toward Neutral Hostile
    Player - For Player 8 (Pink), turn Alliance (non-aggression) On toward Neutral Hostile
    Player - For Player 4 (Purple), turn Alliance (non-aggression) On toward Neutral Hostile
    Player - For Player 9 (Gray), turn Alliance (non-aggression) On toward Neutral Hostile
    Player - For Player 10 (Light Blue), turn Alliance (non-aggression) On toward Neutral Hostile
    Player - For Player 5 (Yellow), turn Alliance (non-aggression) On toward Neutral Hostile
    Player - For Neutral Hostile, turn Alliance (non-aggression) On toward Player 2 (Blue)
    Player - For Neutral Hostile, turn Alliance (non-aggression) On toward Player 23 (Emerald)
    Player - For Neutral Hostile, turn Alliance (non-aggression) On toward Player 4 (Purple)
    Player - For Neutral Hostile, turn Alliance (non-aggression) On toward Player 9 (Gray)
    Player - For Neutral Hostile, turn Alliance (non-aggression) On toward Player 10 (Light Blue)
    Player - For Neutral Hostile, turn Alliance (non-aggression) On toward Player 5 (Yellow)
    Player - For Neutral Hostile, turn Alliance (non-aggression) On toward Player 8 (Pink)
Initial Quests
  Events
  Conditions
  Actions
    Quest - Create a Required quest titled Establish a Base with the description Establish a Base over the remains of the Human settlement by building a Great Hall., using icon path ReplaceableTextures\CommandButtons\BTNGreatHall.tga
    Set VariableSet QuestBuildTown = (Last created quest)
    Quest - Create a quest requirement for QuestBuildTown with the description Build a Great Hall
    Set VariableSet QuestReqGreatHall = (Last created quest requirement)
    Quest - Create a quest requirement for QuestBuildTown with the description Thrall,Nazgrel and VolJin must survive
    Set VariableSet QuestReqTownBuildingThrall = (Last created quest requirement)
    Quest - Create a Required, undiscovered quest titled Secure Zeppelins with the description In order to safely reach the pass that leads to the north, you must purchase two Goblin Zeppelins and return them to your main base., using icon path ReplaceableTextures\CommandButtons\BTNGoblinZeppelin.tga
    Set VariableSet QuestZeppelin = (Last created quest)
    Quest - Create a quest requirement for QuestZeppelin with the description Destroy all hostile units at the Laboratory
    Set VariableSet QuestReqKillHarpies = (Last created quest requirement)
    Quest - Create a quest requirement for QuestZeppelin with the description Return two Goblin Zeppelins to your base
    Set VariableSet QuestReqReturnZeppelin = (Last created quest requirement)
    Quest - Create a Optional, undiscovered quest titled Pacify Humans with the description Hellscream has attacked the humans against your direct orders. Now the humans are attacking your base in retaliation, leaving no choice but to fight your bitter enemies once more. Destroy the human settlements to halt their attacks against your forces., using icon path ReplaceableTextures\CommandButtons\BTNPeasant.tga
    Set VariableSet QuestDestroyHumanTowns = (Last created quest)
    Quest - Create a quest requirement for QuestDestroyHumanTowns with the description Destroy the Human bases
    Set VariableSet QuestReqDestroyHumanTowns = (Last created quest requirement)
Initial Music
  Events
  Conditions
  Actions
    Sound - Clear the music list
    Wait 0.01 seconds
    Sound - Play Dark Agents.
    Sound - Set the music list to Music, starting with song 2
Initial AIs
  Events
  Conditions
  Actions
    AI - Start campaign AI script for Player 2 (Blue): o03_blue.ai (aiscript)
    AI - Start campaign AI script for Player 9 (Gray): o03_gray.ai (aiscript)
    AI - Start campaign AI script for Player 10 (Light Blue): o03_lightblue.ai (aiscript)
    AI - Start campaign AI script for Player 5 (Yellow): war3mapImported\KulTiranAi.ai (aiscript)
    AI - Start campaign AI script for Player 8 (Pink): war3mapImported\DwarfCorpsAI.ai (aiscript)
Disable Faction Sharing
  Events
    Player - Player 1 (Red) types a chat message containing /Avision (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing /Avision (stringnoformat) as A substring
    Player - Player 11 (Dark Green) types a chat message containing /Avision (stringnoformat) as A substring
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision
    Player - Make Player 1 (Red) treat Player 11 (Dark Green) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 11 (Dark Green) as an Ally with shared vision
    Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 11 (Dark Green) treat Player 6 (Orange) as an Ally with shared vision
Enable Faction Sharing
  Events
    Player - Player 1 (Red) types a chat message containing /Aforce (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing /Aforce (stringnoformat) as A substring
    Player - Player 11 (Dark Green) types a chat message containing /Aforce (stringnoformat) as A substring
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision and full shared units
    Player - Make Player 1 (Red) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
    Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision and full shared units
    Player - Make Player 6 (Orange) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
    Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Ally with shared vision and full shared units
    Player - Make Player 11 (Dark Green) treat Player 6 (Orange) as an Ally with shared vision and full shared units
GromGold
  Events
    Player - Player 4 (Purple)'s Current gold becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 4 (Purple).Current gold
GromLumber
  Events
    Player - Player 4 (Purple)'s Current lumber becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 4 (Purple).Current lumber
LightBlueGold
  Events
    Player - Player 10 (Light Blue)'s Current gold becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 10 (Light Blue).Current gold
LightBlueLumber
  Events
    Player - Player 10 (Light Blue)'s Current lumber becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 10 (Light Blue).Current lumber
GrayGold
  Events
    Player - Player 9 (Gray)'s Current gold becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 9 (Gray).Current gold
GrayLumber
  Events
    Player - Player 9 (Gray)'s Current lumber becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 9 (Gray).Current lumber
GreenGold
  Events
    Player - Player 5 (Yellow)'s Current gold becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 5 (Yellow).Current gold
GreenLumber
  Events
    Player - Player 5 (Yellow)'s Current lumber becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 5 (Yellow).Current lumber
BlueGold
  Events
    Player - Player 2 (Blue)'s Current gold becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 2 (Blue).Current gold
BlueLumber
  Events
    Player - Player 2 (Blue)'s Current lumber becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 2 (Blue).Current lumber
PinkGold
  Events
    Player - Player 8 (Pink)'s Current gold becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 8 (Pink).Current gold
PinkLumber
  Events
    Player - Player 8 (Pink)'s Current lumber becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 8 (Pink).Current lumber
HighElfGold
  Events
    Player - Player 7 (Green)'s Current gold becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 7 (Green).Current gold
HighElfLumber
  Events
    Player - Player 7 (Green)'s Current lumber becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 7 (Green).Current lumber
Load Grom
  Events
    Map initialization
  Conditions
  Actions
    Unit - Create 1.|c008000FFChieftain of the Warsong Clan|r for Player 4 (Purple) at (Center of InitialGromLocation <gen>) facing 225.00 degrees
    Set VariableSet Grom = (Last created unit)
    Hero - Set Grom Hero-level to 4, Hide level-up graphics
    Hero - Learn skill for Grom: Orc Blademaster - Critical Strike
    Hero - Learn skill for Grom: Orc Blademaster - Critical Strike
    Hero - Learn skill for Grom: Orc Blademaster - Mirror Image
    Hero - Learn skill for Grom: Orc Blademaster - Wind Walk
    Hero - Disable experience gain for Grom.
    Hero - Create Gorehowl and give it to Grom
Limit Thrall Experience
  Events
    Unit - A unit owned by Player 1 (Red).Gains a level
  Conditions
    (Leveling Hero) Equal to Thrall
    (Hero level of Thrall) Greater than or equal to 5
  Actions
    Hero - Set Thrall experience to 1400, Hide level-up graphics
    Hero - Disable experience gain for Thrall.
PigCrate
  Events
    Destructible - Crates 0867 <gen> dies
  Conditions
  Actions
    Wait 0.10 seconds
    Item - Create Potion of Healing at (Center of ItemCrate01 <gen>)
TriggerIntroCinematic
  Events
  Conditions
  Actions
    Set VariableSet IntroCinematicRunning = True
    Trigger - Run IntroInitialCamera <gen> (ignoring conditions)
    Trigger - Run IntroCinematicModeOn <gen> (ignoring conditions)
    Trigger - Run IntroOrcCaravanMoves <gen> (ignoring conditions)
IntroInitialCamera
  Events
  Conditions
  Actions
    Environment - Set sky to Lordaeron Fall Sky
    Environment - Set fog to style 0 (fogstyle), z-start 1200.00, z-end 4000.00, density 0 and color (30.00%, 15.00%, 5.00%)
    Game - Turn the day/night cycle Off
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply without panning. gg_cam_InitialCamera for Player 1 (Red) over 0.01 seconds
    Camera - .Apply without panning. gg_cam_InitialCamera for Player 11 (Dark Green) over 0.01 seconds
    Camera - Lock camera target for Player 1 (Red) to Thrall, offset by (0.00, 0.00) using Default rotation
    Camera - Lock camera target for Player 11 (Dark Green) to Thrall, offset by (0.00, 0.00) using Default rotation
    Camera - Lock camera target for Player 6 (Orange) to Thrall, offset by (0.00, 0.00) using Default rotation
    Trigger - Turn on IntroCinematicEscape <gen>
    Trigger - Turn on Skip_Cinematic <gen>
    Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Visibility across Region_092 <gen>
    Visibility - Create an initially Disabled visibility modifier for Player 6 (Orange) emitting Visibility across Region_092 <gen>
    Visibility - Create an initially Disabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Region_092 <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Black mask across Region_092 <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Black mask across Region_092 <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Black mask across Region_092 <gen>
    Wait 1.00 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Game - Set the time of day to 9.00
IntroCinematicModeOn
  Events
  Conditions
  Actions
    Cinematic - Turn cinematic mode On for (All players)
IntroOrcCaravanMoves
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in IntroThrallForce <gen>) and do (Add (Picked unit) to InitialThrallGroup)
    Sound - Add WaterStreamLoop1 <gen> across LakeLoop01 <gen>
    Unit Group - Pick every unit in InitialThrallGroup and do (Set (Picked unit) movement speed to 200.00)
    Unit - Order Thrall to Move To.(Center of IntroThrallTarget <gen>)
    Unit - Order Nazgrel to Move To.(Center of Intro_NazgrelTarget <gen>)
    Unit - Order Grunt 0178 <gen> to Move To.(Center of IntroThrallGrunt01Target <gen>)
    Unit - Order Frostwolf Grunt 0177 <gen> to Move To.(Center of IntroThrallGrunt02Target <gen>)
    Unit - Order |c00FF8000Leader of the Darkspear tribe|r 0179 <gen> to Move To.(Center of IntroThrallRaider01Target <gen>)
    Unit - Order Wolf Rider 0180 <gen> to Move To.(Center of IntroThrallRaider02Target <gen>)
    Unit - Order Kodo Beast 0201 <gen> to Move To.(Center of IntroThrallKodo01 <gen>)
    Unit - Order Peon 0195 <gen> to Move To.(Center of IntroThrallPeon01 <gen>)
    Unit - Order Dregder 0192 <gen> to Move To.(Center of IntroThrallPeon02 <gen>)
    Unit - Order Dregder 0284 <gen> to Move To.(Center of IntroThrallPeon04______________________2 <gen>)
    Unit - Order Peon 0191 <gen> to Move To.(Center of IntroThrallPeon03 <gen>)
    Unit - Order Peon 0285 <gen> to Move To.(Center of IntroThrallPeon04_____________________u <gen>)
    Unit - Order Peon 0193 <gen> to Move To.(Center of IntroThrallPeon04 <gen>)
    Camera - Set Player 1 (Red)'s camera Distance to target to 700.00 over 6.00 seconds
    Camera - Set Player 11 (Dark Green)'s camera Distance to target to 700.00 over 6.00 seconds
    Camera - Set Player 6 (Orange)'s camera Distance to target to 700.00 over 6.00 seconds
    Camera - Set Player 1 (Red)'s camera Rotation to 180.00 over 6.00 seconds
    Camera - Set Player 11 (Dark Green)'s camera Rotation to 180.00 over 6.00 seconds
    Camera - Set Player 6 (Orange)'s camera Rotation to 180.00 over 6.00 seconds
    Camera - Set Player 1 (Red)'s camera Angle of attack to 330.00 over 6.00 seconds
    Camera - Set Player 11 (Dark Green)'s camera Angle of attack to 330.00 over 6.00 seconds
    Camera - Set Player 6 (Orange)'s camera Angle of attack to 330.00 over 6.00 seconds
    Wait 6.00 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply without panning. gg_cam_IntroGruntCloseup for Player 1 (Red) over 0.01 seconds
    Camera - .Apply without panning. gg_cam_IntroGruntCloseup for Player 11 (Dark Green) over 0.01 seconds
    Camera - .Apply without panning. gg_cam_IntroGruntCloseup for Player 6 (Orange) over 0.01 seconds
    Camera - Lock camera target for Player 1 (Red) to Grunt 0178 <gen>, offset by (0.00, 0.00) using Default rotation
    Camera - Lock camera target for Player 11 (Dark Green) to Grunt 0178 <gen>, offset by (0.00, 0.00) using Default rotation
    Camera - Lock camera target for Player 6 (Orange) to Grunt 0178 <gen>, offset by (0.00, 0.00) using Default rotation
    Animation - Lock Nazgrel's Head to face Thrall, offset by (256.00, 0.00, 90.00)
    Cinematic - Send transmission to (All players) from |c00106246Bone Crusher|r 0146 <gen> named |c00106246Nazgrel|r: Play O03Grunt01 <gen> and display Warchief, we've been trudging through this wasteland for a week with nothing to fight but centaurs and pig-men! We need real enemies to test our mettle!. Modify duration: Add 0 seconds and Wait
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Reset |c00106246Bone Crusher|r 0146 <gen>'s body-part facing
    Animation - Lock Thrall's Head to face |c00106246Bone Crusher|r 0146 <gen>, offset by (128.00, 0.00, 90.00)
    Camera - .Apply without panning. gg_cam_IntroThrallCloseup for Player 1 (Red) over 0.01 seconds
    Camera - .Apply without panning. gg_cam_IntroThrallCloseup for Player 11 (Dark Green) over 0.01 seconds
    Camera - .Apply without panning. gg_cam_IntroThrallCloseup for Player 6 (Orange) over 0.01 seconds
    Camera - Lock camera target for Player 1 (Red) to Thrall, offset by (0.00, 0.00) using Default rotation
    Camera - Lock camera target for Player 11 (Dark Green) to Thrall, offset by (0.00, 0.00) using Default rotation
    Camera - Lock camera target for Player 6 (Orange) to Thrall, offset by (0.00, 0.00) using Default rotation
    Sound - Attach SpiritWolfYes1 <gen> to Thrall
    Sound - Play SpiritWolfYes1 <gen>
    Cinematic - Send transmission to (All players) from Thrall named |c00FF0303Thrall|r: Play O03Thrall02 <gen> and display Yes, boredom and the beating sun have put us all on edge. But we must push on! All will be made clear once we meet the Oracle.. Modify duration: Add 0.00 seconds and Wait
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Reset Thrall's body-part facing
    Animation - Lock Nazgrel's Head to face Thrall, offset by (256.00, 0.00, 90.00)
    Camera - .Apply without panning. gg_cam_IntroGruntCloseup for Player 1 (Red) over 0.01 seconds
    Camera - .Apply without panning. gg_cam_IntroGruntCloseup for Player 11 (Dark Green) over 0.01 seconds
    Camera - .Apply without panning. gg_cam_IntroGruntCloseup for Player 6 (Orange) over 0.01 seconds
    Camera - Lock camera target for Player 1 (Red) to Grunt 0178 <gen>, offset by (0.00, 0.00) using Default rotation
    Camera - Lock camera target for Player 11 (Dark Green) to Grunt 0178 <gen>, offset by (0.00, 0.00) using Default rotation
    Camera - Lock camera target for Player 6 (Orange) to Grunt 0178 <gen>, offset by (0.00, 0.00) using Default rotation
    Sound - Attach KotoBeastPissed1 <gen> to Kodo Beast 0201 <gen>
    Sound - Play KotoBeastPissed1 <gen>
    Cinematic - Send transmission to (All players) from Nazgrel named |c00106246Nazgrel|r: Play O03Grunt03 <gen> and display As you say, Warchief.. Modify duration: Add 0 seconds and Wait
    Animation - Reset Nazgrel's body-part facing
IntroGromAttacks
  Events
    Unit - A unit enters IntroTriggerGromAttack <gen>
  Conditions
    (Entering unit) Equal to Thrall
    IntroCinematicEscape Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet IntroGromAttacking = True
    Unit - Make Grom Invulnerable
    Unit - Make Archmage 0148 <gen> Invulnerable
    Unit - Move Grom instantly to (Center of IntroGromAttackTarget <gen>)
    Unit - Move Grunt 0185 <gen> instantly to (Center of IntroGrunt01AttackTarget <gen>)
    Unit - Move Grunt 0183 <gen> instantly to (Center of IntroGrunt02AttackTarget <gen>)
    Unit - Move Grunt 0184 <gen> instantly to (Center of IntroGrunt03AttackTarget <gen>)
    Unit - Move Raider 0125 <gen> instantly to (Center of IntroRaider01AttackTarget <gen>)
    Unit - Move Raider 0186 <gen> instantly to (Center of IntroRaider02AttackTarget <gen>)
    Unit - Move Raider 0169 <gen> instantly to (Center of IntroRaider03AttackTarget <gen>)
    Unit - Move Raider 0170 <gen> instantly to (Center of IntroRaider04AttackTarget <gen>)
    Unit Group - Pick every unit in (Units in IntroWarsongForce <gen> owned by Player 4 (Purple)) and do (Add (Picked unit) to InitialGromAttackGroup)
    Unit Group - Order InitialGromAttackGroup to Attack-Move To.(Center of IntroWarsongAttackTarget <gen>)
    Trigger - Turn on GromAttacksBrownHeartbeat <gen>
IntroBattleHeard
  Events
    Unit - A unit enters IntroThrallTarget <gen>
  Conditions
    IntroCinematicEscape Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Unit Group - Pick every unit in InitialThrallGroup and do (Set (Picked unit) movement speed to (Default movement speed of (Picked unit)))
    Camera - .Apply without panning. gg_cam_IntroThrallHearsCombat for Player 1 (Red) over 0.01 seconds
    Camera - .Apply without panning. gg_cam_IntroThrallHearsCombat for Player 6 (Orange) over 0.01 seconds
    Camera - .Apply without panning. gg_cam_IntroThrallHearsCombat for Player 11 (Dark Green) over 0.01 seconds
    Wait 0.50 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Play Grunt 0178 <gen>'s stand ready (animationname) animation
    Animation - Play Frostwolf Grunt 0177 <gen>'s stand ready (animationname) animation
    Cinematic - Send transmission to (All players) from Nazgrel named |c00106246Nazgrel|r: Play O03Grunt04 <gen> and display Look! It's the Warsong clan! And they're battling humans!. Modify duration: Add 0 seconds and Wait
    Camera - .Apply. gg_cam_IntroViewCombat for Player 1 (Red) over (Length of (Last played sound)) seconds
    Camera - .Apply. gg_cam_IntroViewCombat for Player 11 (Dark Green) over (Length of (Last played sound)) seconds
    Camera - .Apply. gg_cam_IntroViewCombat for Player 6 (Orange) over (Length of (Last played sound)) seconds
    Sound - Play Warlords_of_Draenor___Clan_Warsong__2_u <gen>
    Wait for (Last played sound) to be 0 seconds from finished playing
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Thrall named |c00FF0303Thrall|r: Play O03Thrall05 <gen> and display What? Lok-Tar, warriors! Hellscream needs help!. Modify duration: Add 0 seconds and Wait
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Grant shared vision of (Picked unit) to Player 1 (Red))
    Player - For Player 4 (Purple), turn Shared vision On toward Player 1 (Red)
    Player - For Player 4 (Purple), turn Shared vision On toward Player 11 (Dark Green)
    Player - For Player 4 (Purple), turn Shared vision On toward Player 6 (Orange)
    Animation - Reset Grunt 0178 <gen>'s animation
    Animation - Reset Frostwolf Grunt 0177 <gen>'s animation
    Trigger - Run IntroArchmageTaunts <gen> (ignoring conditions)
IntroArchmageTaunts
  Events
  Conditions
  Actions
    Camera - .Apply. gg_cam_CameraThrallHellIntro for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_CameraThrallHellIntro for Player 11 (Dark Green) over 0.00 seconds
    Camera - .Apply. gg_cam_CameraThrallHellIntro for Player 6 (Orange) over 0.00 seconds
    Cinematic - Send transmission to (All players) from Archmage 0148 <gen> named Archmage: Play O03Archmage06 <gen> and display Wretched orcs! How dare you follow us to this land!. Modify duration: Add 0 seconds and Wait
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Archmage 0148 <gen> Vulnerable
    Cinematic - Send transmission to (All players) from Grom named |c008000FFGrom Hellscream|r: Play O03Grom07 <gen> and display Save your breath, human! You'll need it to scream when I start tearing off your limbs!. Modify duration: Add 0 seconds and Wait
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Grom Vulnerable
    Trigger - Run IntroCinematicEnd <gen> (ignoring conditions)
IntroCinematicEnd
  Events
  Conditions
    IntroCinematicEscape Equal to False
  Actions
    Trigger - Turn off IntroCinematicEscape <gen>
    Trigger - Turn off Skip_Cinematic <gen>
    Trigger - Turn on ThrallDefendStructure <gen>
    Trigger - Turn on ThrallDefendStructure <gen>
    Cinematic - Fade out over 0.40 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.40 seconds
    Camera - .Apply. gg_cam_CameraThrallGameCam for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_CameraThrallGameCam for Player 11 (Dark Green) over 0.00 seconds
    Camera - .Apply. gg_cam_CameraThrallGameCam for Player 6 (Orange) over 0.00 seconds
    Wait 0.40 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0.00 seconds
    Camera - Reset camera for Player 11 (Dark Green) to standard game-view over 0.00 seconds
    Camera - Reset camera for Player 6 (Orange) to standard game-view over 0.00 seconds
    Cinematic - Fade in over 0.40 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Environment - Set sky to None
    Environment - Reset fog to default values
    Game - Turn the day/night cycle On
    Set VariableSet Cinematic = False
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Cinematic - Turn cinematic mode Off for (All players)
    Selection - Select Thrall for Player 1 (Red)
    Selection - Select Nazgrel for Player 11 (Dark Green)
    Selection - Select |c00FF8000Leader of the Darkspear tribe|r 0179 <gen> for Player 6 (Orange)
    Animation - Remove the ready (animationname) animation tag to Frostwolf Grunt 0177 <gen>
    Animation - Remove the ready (animationname) animation tag to Grunt 0178 <gen>
    Unit - Unhide Gold Mine 0259 <gen>
IntroCinematicEscape
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 6 (Orange) skips a cinematic sequence
    Player - Player 11 (Dark Green) skips a cinematic sequence
  Conditions
  Actions
    Sound - Play Warlords_of_Draenor___Clan_Warsong__2_u <gen>
    Trigger - Turn off (This trigger)
    Trigger - Turn on ThrallDefendStructure <gen>
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Set VariableSet SkipVote3 = False
    Cinematic - Fade in over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Stop O03Grunt01 <gen> After fading
    Sound - Stop O03Thrall02 <gen> After fading
    Sound - Stop O03Grunt03 <gen> After fading
    Sound - Stop (Last played sound) After fading
    Set VariableSet IntroCinematicEscape = True
    Set VariableSet IntroCinematicRunning = False
    Environment - Set sky to None
    Environment - Reset fog to default values
    Game - Turn the day/night cycle On
    Cinematic - Turn cinematic mode Off for (All players)
    Set VariableSet Cinematic = False
    Selection - Select Thrall for Player 1 (Red)
    Selection - Select Nazgrel for Player 11 (Dark Green)
    Selection - Select |c00FF8000Leader of the Darkspear tribe|r 0179 <gen> for Player 6 (Orange)
    Unit Group - Pick every unit in InitialThrallGroup and do (Set (Picked unit) movement speed to (Default movement speed of (Picked unit)))
    Unit - Move Thrall instantly to (Center of IntroThrallTarget <gen>)
    Unit - Move Nazgrel instantly to (Center of Intro_NazgrelTarget <gen>)
    Unit - Move Grunt 0178 <gen> instantly to (Center of IntroThrallGrunt01Target <gen>)
    Unit - Move Frostwolf Grunt 0177 <gen> instantly to (Center of IntroThrallGrunt02Target <gen>)
    Unit - Move |c00FF8000Leader of the Darkspear tribe|r 0179 <gen> instantly to (Center of IntroThrallRaider01Target <gen>)
    Unit - Move Wolf Rider 0180 <gen> instantly to (Center of IntroThrallRaider02Target <gen>)
    Unit - Move Kodo Beast 0201 <gen> instantly to (Center of IntroThrallKodo01 <gen>)
    Unit - Move Peon 0195 <gen> instantly to (Center of IntroThrallPeon01 <gen>)
    Unit - Move Dregder 0192 <gen> instantly to (Center of IntroThrallPeon02 <gen>)
    Unit - Move Dregder 0284 <gen> instantly to (Center of IntroThrallPeon04______________________2 <gen>)
    Unit - Move Peon 0191 <gen> instantly to (Center of IntroThrallPeon03 <gen>)
    Unit - Move Peon 0285 <gen> instantly to (Center of IntroThrallPeon04_____________________u <gen>)
    Unit - Move Peon 0193 <gen> instantly to (Center of IntroThrallPeon04 <gen>)
    Camera - .Apply. gg_cam_IntroEscapePosition for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_IntroEscapePosition for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_IntroEscapePosition for Player 6 (Orange) over 0 seconds
    Wait 0.01 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0.00 seconds
    Camera - Reset camera for Player 11 (Dark Green) to standard game-view over 0.00 seconds
    Camera - Reset camera for Player 6 (Orange) to standard game-view over 0.00 seconds
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Grant shared vision of (Picked unit) to Player 1 (Red))
    Player - For Player 4 (Purple), turn Shared vision On toward Player 1 (Red)
    Player - For Player 4 (Purple), turn Shared vision On toward Player 11 (Dark Green)
    Player - For Player 4 (Purple), turn Shared vision On toward Player 6 (Orange)
    Animation - Remove the ready (animationname) animation tag to Grunt 0178 <gen>
    Animation - Reset Thrall's body-part facing
    Animation - Reset Nazgrel's body-part facing
    Unit - Make Grom Vulnerable
    Unit - Make Archmage 0148 <gen> Vulnerable
    If (IntroGromAttacking Equal to False) then do (Run IntroCinematicEscapeGrom <gen> (ignoring conditions)) else do (Do nothing)
    If (IntroGromAttacking Equal to False) then do (Turn on GromAttacksBrownHeartbeat <gen>) else do (Do nothing)
    Environment - Reset fog to default values
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of VisibilityRoad01 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of VisibilityRoad02 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of VisibilityRoad03 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of VisibilityRoad04 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of VisibilityRoad05 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of VisibilityRoad06 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility from (Center of VisibilityRoad01 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility from (Center of VisibilityRoad02 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility from (Center of VisibilityRoad03 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility from (Center of VisibilityRoad04 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility from (Center of VisibilityRoad05 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility from (Center of VisibilityRoad06 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility from (Center of VisibilityRoad01 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility from (Center of VisibilityRoad02 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility from (Center of VisibilityRoad03 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility from (Center of VisibilityRoad04 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility from (Center of VisibilityRoad05 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility from (Center of VisibilityRoad06 <gen>) to a radius of 896.00.
    Visibility - Destroy (Last created visibility modifier)
    Unit - Unhide Gold Mine 0259 <gen>
IntroCinematicEscapeGrom
  Events
  Conditions
  Actions
    Unit - Move Grom instantly to (Center of IntroGromAttackTarget_Skip <gen>)
    Unit - Move Raider 0125 <gen> instantly to (Center of IntroRaider01AttackTarget_Skip <gen>)
    Unit - Move Raider 0186 <gen> instantly to (Center of IntroRaider02AttackTarget_Skip <gen>)
    Unit - Move Raider 0170 <gen> instantly to (Center of IntroRaider03AttackTarget_Skip <gen>)
    Unit - Move Raider 0169 <gen> instantly to (Center of IntroRaider04AttackTarget_SKip <gen>)
    Unit - Move Grunt 0185 <gen> instantly to (Center of IntroGrunt01AttackTarget_Skip <gen>)
    Unit - Move Grunt 0183 <gen> instantly to (Center of IntroGrunt02AttackTarget_Skip <gen>)
    Unit - Move Grunt 0184 <gen> instantly to (Center of IntroGrunt03AttackTarget_Skip <gen>)
    Unit Group - Pick every unit in (Units in IntroWarsongForce <gen> owned by Player 4 (Purple)) and do (Add (Picked unit) to InitialGromAttackGroup)
    Unit Group - Pick every unit in InitialGromAttackGroup and do (Order (Picked unit) to Attack-Move To.(Center of IntroWarsongAttackTarget <gen>))
TriggerExitCinematic
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Thrall Invulnerable
    Unit - Make Nazgrel Invulnerable
    Unit - Make |c00FF8000Leader of the Darkspear tribe|r 0179 <gen> Invulnerable
    Unit Group - Pick every unit in (Units of type Peon) and do (Pause (Picked unit))
    Trigger - Add StartExitCinematic <gen> to the trigger queue (Checking conditions)
StartExitCinematic
  Events
  Conditions
  Actions
    Sound - Play Sad Mystery.
    Set VariableSet ExitCinematicRunning = True
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Set VariableSet Cinematic = True
    Trigger - Turn on ExitCinematicEscape <gen>
    Trigger - Turn on Skip_Cinematic <gen>
    Trigger - Run ExitInitialCamera <gen> (ignoring conditions)
ExitInitialCamera
  Events
  Conditions
  Actions
    Environment - Set sky to Generic Sky
    Environment - Set fog to style 0 (fogstyle), z-start 1200.00, z-end 4000.00, density 0 and color (30.00%, 15.00%, 5.00%)
    Game - Turn the day/night cycle Off
    Trigger - Run ExitPositionActors <gen> (ignoring conditions)
    Wait 1.00 seconds
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_ExitZeppelin for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_ExitZeppelin for Player 6 (Orange) over 0 seconds
    Camera - .Apply. gg_cam_ExitZeppelin for Player 11 (Dark Green) over 0 seconds
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run ExitAction <gen> (checking conditions)
ExitPositionActors
  Events
  Conditions
  Actions
    Trigger - Turn on UnitEntersZeppelin01 <gen>
    Trigger - Turn on UnitEntersZeppelin02 <gen>
    Trigger - Turn on UnitEntersZeppelin03 <gen>
    Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
    Player - Make Player 11 (Dark Green) treat Player 4 (Purple) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision
    Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision
    Player - Make Player 11 (Dark Green) treat Player 3 (Teal) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision
    Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 4 (Purple) treat Player 11 (Dark Green) as an Ally with shared vision
    Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally with shared vision
    Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 3 (Teal) treat Player 11 (Dark Green) as an Ally with shared vision
    Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision
    Selection - Clear selection
    AI - Ignore the guard positions of all Player 4 (Purple) units
    Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 13 (Maroon).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Hide (Picked unit))
    Unit - Unhide Thrall
    Unit - Unhide Nazgrel
    Unit - Unhide |c00FF8000Leader of the Darkspear tribe|r 0179 <gen>
    Unit - Remove All buffs from Nazgrel
    Unit - Remove All buffs from Thrall
    If ((Thrall is alive) Equal to True) then do (Move Thrall instantly to (Center of ExitThrallInitial <gen>)) else do (Instantly revive Thrall at (Center of ExitThrallInitial <gen>), Hide revival graphics)
    If ((Nazgrel is alive) Equal to True) then do (Move Nazgrel instantly to (Center of ExitNazgrelInitial <gen>)) else do (Instantly revive |c00106246Bone Crusher|r 0146 <gen> at (Center of ExitNazgrelInitial <gen>), Hide revival graphics)
    If ((|c00FF8000Leader of the Darkspear tribe|r 0179 <gen> is alive) Equal to True) then do (Move |c00FF8000Leader of the Darkspear tribe|r 0179 <gen> instantly to (Center of ExitVoljinInitial <gen>)) else do (Instantly revive |c00106246Bone Crusher|r 0146 <gen> at (Center of ExitVoljinInitial <gen>), Hide revival graphics)
    Unit - Pause all units
    Unit - Unpause Thrall
    Unit - Unpause Nazgrel
    Unit - Unpause |c00FF8000Leader of the Darkspear tribe|r 0179 <gen>
    Unit - Make Thrall face 180.00 over 0 seconds
    Unit - Make Nazgrel face Thrall over 0 seconds
    Unit - Create 1.|c008000FFChieftain of the Warsong Clan|r for Player 3 (Teal) at (Center of ExitGromInitial <gen>) facing 225.00 degrees
    Set VariableSet Grom = (Last created unit)
    Unit - Unpause (Last created unit)
    Unit - Create 1.Goblin Zeppelin for Player 1 (Red) at (Center of ExitZeppelin01 <gen>) facing 315.00 degrees
    Set VariableSet UnitExitZeppelin01 = (Last created unit)
    Unit - Unpause (Last created unit)
    Unit - Create 1.Goblin Zeppelin for Player 1 (Red) at (Center of ExitZeppelin02 <gen>) facing 315.00 degrees
    Set VariableSet UnitExitZeppelin02 = (Last created unit)
    Unit - Unpause (Last created unit)
    Unit - Create 1.Goblin Zeppelin for Player 1 (Red) at (Center of ExitZeppelin03 <gen>) facing 315.00 degrees
    Set VariableSet UnitExitZeppelin03 = (Last created unit)
    Unit - Unpause (Last created unit)
    Unit - Create 1.Grunt [Orc] for Player 1 (Red) at (Center of ExitZeppelinBoard01 <gen>) facing 90.00 degrees
    Set VariableSet UnitExitGrunt01 = (Last created unit)
    Unit - Unpause (Last created unit)
    Unit - Create 1.Grunt [Orc] for Player 1 (Red) at (Center of ExitZeppelinBoard02 <gen>) facing 90.00 degrees
    Set VariableSet UnitExitGrunt02 = (Last created unit)
    Unit - Unpause (Last created unit)
    Unit - Create 1.Peon for Player 1 (Red) at (Center of ExitZeppelinBoard03 <gen>) facing 90.00 degrees
    Set VariableSet UnitExitPeon = (Last created unit)
    Unit - Unpause (Last created unit)
    Unit - Create 1.SpearThrower [Orc] for Player 1 (Red) at (Center of ExitZeppelinQueue01 <gen>) facing 90.00 degrees
    Set VariableSet UnitExitTroll01 = (Last created unit)
    Unit - Unpause (Last created unit)
    Unit - Create 1.Raider for Player 1 (Red) at (Center of ExitZeppelinQueue02 <gen>) facing 90.00 degrees
    Set VariableSet UnitExitRaider = (Last created unit)
    Unit - Unpause (Last created unit)
    Unit - Create 1.SpearThrower [Orc] for Player 1 (Red) at (Center of ExitZeppelinQueue03 <gen>) facing 90.00 degrees
    Set VariableSet UnitExitTroll02 = (Last created unit)
    Unit - Unpause (Last created unit)
    Unit - Create 1.Grunt for Player 3 (Teal) at (Center of ExitWarsongGruntInitial01 <gen>) facing 225.00 degrees
    Set VariableSet UnitWarsongGrunt01 = (Last created unit)
    Unit - Unpause (Last created unit)
    Unit - Create 1.Grunt for Player 3 (Teal) at (Center of ExitWarsongGruntInitial02 <gen>) facing 225.00 degrees
    Set VariableSet UnitWarsongGrunt02 = (Last created unit)
    Unit - Unpause (Last created unit)
ExitAction
  Events
  Conditions
  Actions
    Sound - Remove WaterStreamLoop1 <gen> across LakeLoop01 <gen>
    Cinematic - Send transmission to (All players) from Thrall named Thrall: Play O03Thrall21 <gen> and display With these, we can reach Stonetalon Peak by morning.. Modify duration: Add 0 seconds and Don't wait
    Unit - Order Grom to Move To.(Center of ExitGromSecond <gen>)
    Unit - Order UnitWarsongGrunt01 to Move To.(Center of ExitWarsongGruntSecond01 <gen>)
    Unit - Order UnitWarsongGrunt02 to Move To.(Center of ExitWarsongGruntSecond02 <gen>)
    Unit - Order UnitExitGrunt02 to Move To.(Center of ExitZeppelin02 <gen>)
    Wait 0.20 seconds
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order UnitExitGrunt01 to Move To.(Center of ExitZeppelin01 <gen>)
    Wait 0.20 seconds
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order UnitExitPeon to Move To.(Center of ExitZeppelin03 <gen>)
    Wait 0.20 seconds
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order UnitExitTroll01 to Move To.(Center of ExitZeppelin01 <gen>)
    Wait 0.20 seconds
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order UnitExitTroll02 to Move To.(Center of ExitZeppelin03 <gen>)
    Wait 0.20 seconds
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order UnitExitRaider to Move To.(Center of ExitZeppelin02 <gen>)
    Wait for O03Thrall21 <gen> to be 0 seconds from finished playing
    Camera - .Apply. gg_cam_ExitGromThrall for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_ExitGromThrall for Player 11 (Dark Green) over 0.00 seconds
    Camera - .Apply. gg_cam_ExitGromThrall for Player 6 (Orange) over 0.00 seconds
    Cinematic - Send transmission to (All players) from Grom named |c008000FFGrom Hellscream|r: Play O03Grom22 <gen> and display A true warrior would simply take the pass from the humans.. Modify duration: Add 0 seconds and Don't wait
    Unit - Make Thrall face Grom over 0.50 seconds
    Unit - Make Nazgrel face Grom over 0.50 seconds
    Wait for O03Grom22 <gen> to be 0 seconds from finished playing
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Thrall named |c00FF0303Thrall|r: Play O03Thrall23 <gen> and display Have you lost what's left of your mind, Grom? I gave you a direct order to leave the humans alone! What the hell is wrong with you?. Modify duration: Add 0 seconds and Wait
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Grom to Move To.(Center of ExitGromFinal <gen>)
    Camera - .Apply. gg_cam_ExitGromThrallCloseup for Player 1 (Red) over 3.00 seconds
    Camera - .Apply. gg_cam_ExitGromThrallCloseup for Player 11 (Dark Green) over 3.00 seconds
    Camera - .Apply. gg_cam_ExitGromThrallCloseup for Player 6 (Orange) over 3.00 seconds
    Cinematic - Send transmission to (All players) from Grom named |c008000FFGrom Hellscream|r: Play O03Grom24 <gen> and display Don't lecture me, pup! The wretches deserved death! Don't you feel it, Thrall? It's like the old days... like the demons are near.. Modify duration: Add 0 seconds and Wait
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Thrall named |c00FF0303Thrall|r: Play O03Thrall25 <gen> and display I don't know what's come over you and your men, but this bloodlust is a liability that I can't afford.. Modify duration: Add 0 seconds and Wait
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Grom face 315.00 over 1.00 seconds
    Animation - Lock Thrall's Head to face Grom, offset by (0, 0, 90)
    Cinematic - Send transmission to (All players) from Grom named |c008000FFGrom Hellscream|r: Play O03Grom26 <gen> and display I'm sorry, Thrall. You're right. I... I can handle it.. Modify duration: Add 0 seconds and Don't wait
    Wait 3.50 seconds
    Unit - Make Grom face Thrall over 0.30 seconds
    Wait for O03Grom26 <gen> to be 0 seconds from finished playing
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Thrall named |c00FF0303Thrall|r: Play O03Thrall27 <gen> and display I can't take that chance, Grom. Take your clan into the northern forest and build us a settlement. I'll come and find you after we've reached the Oracle.. Modify duration: Add 0 seconds and Wait
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Reset Thrall's body-part facing
    Trigger - Turn off Skip_Cinematic <gen>
    Camera - .Apply. gg_cam_ExitZeppelinsGoing for Player 1 (Red) over 4.00 seconds
    Camera - .Apply. gg_cam_ExitZeppelinsGoing for Player 11 (Dark Green) over 4.00 seconds
    Camera - .Apply. gg_cam_ExitZeppelinsGoing for Player 6 (Orange) over 4.00 seconds
    Unit - Order Thrall to Move To.(Center of ExitZeppelin03 <gen>)
    Unit - Order Grom to Move To.(Center of ExitGromInitial <gen>)
    Unit - Order Nazgrel to Move To.(Center of ExitGromInitial <gen>)
    Unit - Order UnitWarsongGrunt01 to Move To.(Center of ExitWarsongGruntInitial01 <gen>)
    Unit - Order UnitWarsongGrunt02 to Move To.(Center of ExitWarsongGruntInitial02 <gen>)
    Wait 4.00 seconds
    Unit - Order UnitExitZeppelin01 to Move To.(Center of (Playable map area))
    Unit - Order UnitExitZeppelin02 to Move To.(Center of (Playable map area))
    Unit - Order UnitExitZeppelin03 to Move To.(Center of (Playable map area))
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Hide (Picked unit))
    Trigger - Run Endgame_Text <gen> (ignoring conditions)
UnitEntersZeppelin01
  Events
    Unit - A unit enters ExitZeppelin01 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Goblin Zeppelin
  Actions
    Unit - Remove (Entering unit) from the game
    Sound - Attach Loading <gen> to UnitExitZeppelin01
    Sound - Play Loading <gen>
    If (ExitCinematicEscape Equal to False) then do (Play Loading <gen>) else do (Do nothing)
UnitEntersZeppelin02
  Events
    Unit - A unit enters ExitZeppelin02 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Goblin Zeppelin
  Actions
    Unit - Remove (Entering unit) from the game
    Sound - Attach Loading <gen> to UnitExitZeppelin02
    Sound - Play Loading <gen>
UnitEntersZeppelin03
  Events
    Unit - A unit enters ExitZeppelin03 <gen>
  Conditions
    (Unit-type of (Entering unit)) Not equal to Goblin Zeppelin
  Actions
    Unit - Remove (Entering unit) from the game
    Sound - Attach Loading <gen> to UnitExitZeppelin03
    Sound - Play Loading <gen>
ExitCinematicEscape
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet ExitCinematicEscape = True
    Set VariableSet ExitCinematicRunning = False
    Sound - Stop O03Thrall21 <gen> After fading
    Sound - Stop O03Grom22 <gen> After fading
    Sound - Stop (Last played sound) After fading
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Hide (Picked unit))
    Trigger - Run Endgame_Text <gen> (ignoring conditions)
KeepGromAlive
  Events
    Unit - A unit owned by Player 4 (Purple).Is attacked
  Conditions
    (Attacked unit) Equal to Grom
    (Number of units in (Units owned by Player 12 (Brown) matching (((Matching unit) is alive) Equal to True).)) Not equal to 0
  Actions
    If ((Life of Grom) Less than or equal to 250.00) then do (Set life of Grom to 250.00) else do (Do nothing)
LastBuildingDies
  Events
    Unit - A unit owned by Player 12 (Brown).Dies
  Conditions
    ((Dying unit) is A structure) Equal to True
    (Count structures controlled by Player 12 (Brown) (Exclude incomplete structures)) Equal to 0
  Actions
    Trigger - Turn off GromAttacksBrownHeartbeat <gen>
    Trigger - Run MoveWarsong <gen> (ignoring conditions)
    Trigger - Run BeginConversation <gen> (ignoring conditions)
    If (GromAIActive Equal to False) then do (Run ActivateGromAI <gen> (ignoring conditions)) else do (Do nothing)
    Unit - Unhide Blademaster 0263 <gen>
    Unit - Unhide Far Seer 0267 <gen>
    Trigger - Turn on Samuro_ScoutsBegins <gen>
    Trigger - Turn on Samuro_ScoutsBegins_____________________u <gen>
    Trigger - Run Samuro_Patrol_to_01 <gen> (ignoring conditions)
    Trigger - Run Samuro_ScoutsBegins_____________________u <gen> (ignoring conditions)
MoveWarsong
  Events
  Conditions
  Actions
    Unit - Order Grunt 0185 <gen> to Move To.(Center of WarsongGrunt01 <gen>)
    Unit - Order Grunt 0183 <gen> to Move To.(Center of WarsongGrunt02 <gen>)
    Unit - Order Grunt 0184 <gen> to Move To.(Center of WarsongGrunt03 <gen>)
    Unit - Order Raider 0125 <gen> to Move To.(Center of WarsongRaider01 <gen>)
    Unit - Order Raider 0186 <gen> to Move To.(Center of WarsongRaider02 <gen>)
    Unit - Order Raider 0169 <gen> to Move To.(Center of WarsongRaider03 <gen>)
    Unit - Order Raider 0170 <gen> to Move To.(Center of WarsongRaider04 <gen>)
BeginConversation
  Events
  Conditions
    GameOver Equal to False
  Actions
    Unit - Pause Grom
    Unit - Make Grom face Thrall over 0.30 seconds
    Unit - Make Thrall face Grom over 0.30 seconds
    Sound - Setup all volume channels for speech
    If ((Grom is alive) Equal to True) then do (Send transmission to (All players) from Thrall named |c00FF0303Thrall|r: Play O03Thrall08 <gen> and display Grom, what was this about? And how the hell did these humans get here, anyway?. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    If ((Grom is alive) Equal to True) then do (Send transmission to (All players) from Grom named |c008000FFGrom Hellscream|r: Play O03Grom09 <gen> and display Same way we did, little brother. Apparently, a frail girl named Proudmoore leads them. Her forces have cordoned off the pass that leads to the north.. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    If ((Grom is alive) Equal to True) then do (Send transmission to (All players) from Thrall named |c00FF0303Thrall|r: Play O03Thrall10 <gen> and display Well, we must make it through the pass, despite her. I'll send our hunters to scout the area while we establish a base. Until then, the humans are not to be touched!. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    If ((Grom is alive) Equal to True) then do (Send transmission to (All players) from Grom named |c008000FFGrom Hellscream|r: Play O03Grom11 <gen> and display Whatever you say, Warchief.. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    Unit - Unpause Grom
    Wait 0.10 seconds
    Sound - Reset all volume channels to 100%
    Unit - Order Grom to Move To.(Center of InitialGromLocation <gen>)
    Trigger - Run TriggerBuildTownQuest <gen> (checking conditions)
TriggerBuildTownQuest
  Events
  Conditions
    (QuestBuildTown is completed) Equal to False
    GameOver Equal to False
  Actions
    Quest - Mark QuestBuildTown as Discovered
    Quest - Display to (All players) the Quest Discovered message: |c00FF0000MAIN QUEST|r|c00FFFC01Establish a Base|r - Build a Great Hall - Thrall,Nazgrel and Vol'jin must survive
    Countdown Timer - Start TimerKodoHint as a One-shot timer that will expire in 15.00 seconds
    Countdown Timer - Start TimerBurrowsHint as a One-shot timer that will expire in 30.00 seconds
GreatHallCheck
  Events
    Unit - A unit owned by Player 1 (Red).Finishes construction
    Unit - A unit owned by Player 11 (Dark Green).Finishes construction
    Unit - A unit owned by Player 6 (Orange).Finishes construction
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Constructed structure)) Equal to Great Hall
        (Unit-type of (Constructed structure)) Equal to Great Hall [FrostWolf]
        (Unit-type of (Constructed structure)) Equal to Darkspear Hall [Troll]
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Hero_Defeat <gen>
    Trigger - Add GreatHallMessage <gen> to the trigger queue (Checking conditions)
GreatHallMessage
  Events
  Conditions
    GameOver Equal to False
  Actions
    If ((QuestBuildTown is discovered) Equal to False) then do (Mark QuestBuildTown as Discovered) else do (Do nothing)
    Quest - Mark QuestBuildTown as Completed
    Quest - Mark QuestReqTownBuildingThrall as Completed
    Quest - Mark QuestReqGreatHall as Completed
    Quest - Display to (All players) the Quest Completed message: |c00FF0303MAIN QUEST COMPLETED|r|c00FFFC01Establish a Base|r
    Wait Campaign quest delay seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from a Player 6 (Orange).Troll Headhunter named Headhunter at (Position of Thrall): Play O03Hunter12 <gen> and display Hey, boss-man, we spotted multiple human encampments nearby. There also be a goblin laboratory protected by a base to the north.. Modify duration: Add 0 seconds and Don't wait
    Wait 2.00 seconds
    Wait 0.50 seconds
    Wait 0.50 seconds
    Wait 0.50 seconds
    Wait 2.50 seconds
    Cinematic - Ping minimap for (All players) at (Center of PingGoblinLab <gen>) for 4.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of PingGoblinLab <gen>) to a radius of 1536.00.
    Set VariableSet LaboratoryVis = (Last created visibility modifier)
    Visibility - Destroy LaboratoryVis
    Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility from (Center of PingGoblinLab <gen>) to a radius of 1536.00.
    Set VariableSet LaboratoryVis = (Last created visibility modifier)
    Visibility - Destroy LaboratoryVis
    Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility from (Center of PingGoblinLab <gen>) to a radius of 1536.00.
    Set VariableSet LaboratoryVis = (Last created visibility modifier)
    Visibility - Destroy LaboratoryVis
    Wait for O03Hunter12 <gen> to be 0 seconds from finished playing
    Cinematic - Send transmission to (All players) from Thrall named |c00FF0303Thrall|r: Play O03Thrall13 <gen> and display Interesting. If we can reach the goblins without incident, we can hire their zeppelins to fly us above the pass.. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Quest - Mark QuestZeppelin as Discovered
    Quest - Display to (All players) the Quest Discovered message: |c00FF0303MAIN QUEST|r|c00FFFC01Secure Zeppelins|r - Destroy all hostile units at the Laboratory - Return two Goblin Zeppelins to your base
    Trigger - Turn on ThrallDefendStructure <gen>
    Set VariableSet DefeatThrallDies = False
    Set VariableSet DefeatAllBuildingsDead = True
    AI - Send Player 4 (Purple) the AI Command (1, 0)
    AI - Start melee AI script for Player 7 (Green): war3mapImported\High Elf Army.ai (aiscript)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
ActivateGromAI
  Events
    Map initialization
  Conditions
  Actions
    If ((Grom is dead) Equal to True) then do (Instantly revive Grom at (Center of InitialGromLocation <gen>), Show revival graphics) else do (Do nothing)
    AI - Start campaign AI script for Player 4 (Purple): war3mapImported\o03_grom.ai (aiscript)
    Set VariableSet GromAIActive = True
GromAttacksBrownHeartbeat
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Order InitialGromAttackGroup to Attack-Move To.(Center of IntroWarsongAttackTarget <gen>)
GromAttackTargetMoves
  Events
    Unit - A unit owned by Player 12 (Brown).Dies
  Conditions
    ((Dying unit) is A structure) Equal to True
  Actions
    Region - Center IntroWarsongAttackTarget <gen> on (Position of (Random unit from (Units owned by Player 12 (Brown) matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)).)))
IsBlueDead
  Events
    Unit - A unit owned by Player 2 (Blue).Dies
  Conditions
    (Number of units in (Units owned by Player 2 (Blue).)) Equal to 0
  Actions
    AI - Send Player 4 (Purple) the AI Command (3, 1)
IsGrayDead
  Events
    Unit - A unit owned by Player 9 (Gray).Dies
  Conditions
    (Number of units in (Units owned by Player 9 (Gray).)) Equal to 0
  Actions
    AI - Send Player 4 (Purple) the AI Command (3, 8)
IsLightBlueDead
  Events
    Unit - A unit owned by Player 10 (Light Blue).Dies
  Conditions
    (Number of units in (Units owned by Player 10 (Light Blue).)) Equal to 0
  Actions
    AI - Send Player 4 (Purple) the AI Command (3, 9)
IsForestGreenDead
  Events
    Unit - A unit owned by Player 5 (Yellow).Dies
  Conditions
    (Number of units in (Units owned by Player 5 (Yellow).)) Equal to 0
  Actions
    AI - Send Player 4 (Purple) the AI Command (3, 10)
GromAggrosBlue
  Events
    Unit - A unit owned by Player 2 (Blue).Is attacked
  Conditions
    (Owner of (Attacking unit)) Equal to Player 4 (Purple)
    AggroBlue Equal to False
  Actions
    If (AggroBlue Equal to False) then do (Send Player 4 (Purple) the AI Command (1, 0)) else do (Do nothing)
    If (AggroBlue Equal to False) then do (Run GromAttacksMessageControl <gen> (checking conditions)) else do (Do nothing)
    If (AggroBlue Equal to False) then do (Send Player 2 (Blue) the AI Command (0, 0)) else do (Do nothing)
    Set VariableSet AggroBlue = True
    Trigger - Run CheckForAllAggro <gen> (checking conditions)
GromAggrosPink
  Events
    Unit - A unit owned by Player 8 (Pink).Is attacked
  Conditions
    (Owner of (Attacking unit)) Equal to Player 4 (Purple)
    AggroBlue Equal to False
  Actions
    If (AggroBlue Equal to False) then do (Send Player 4 (Purple) the AI Command (1, 0)) else do (Do nothing)
    If (AggroBlue Equal to False) then do (Run GromAttacksMessageControl <gen> (checking conditions)) else do (Do nothing)
    If (AggroBlue Equal to False) then do (Send Player 2 (Blue) the AI Command (0, 0)) else do (Do nothing)
    Set VariableSet AggroBlue = True
    Trigger - Run CheckForAllAggro <gen> (checking conditions)
GromAggrosGray
  Events
    Unit - A unit owned by Player 9 (Gray).Is attacked
  Conditions
    (Owner of (Attacking unit)) Equal to Player 4 (Purple)
    AggroGray Equal to False
  Actions
    If (AggroGray Equal to False) then do (Send Player 4 (Purple) the AI Command (1, 0)) else do (Do nothing)
    If (AggroGray Equal to False) then do (Run GromAttacksMessageControl <gen> (checking conditions)) else do (Do nothing)
    If (AggroGray Equal to False) then do (Send Player 9 (Gray) the AI Command (0, 0)) else do (Do nothing)
    Set VariableSet AggroGray = True
    Trigger - Run CheckForAllAggro <gen> (checking conditions)
GromAggrosForestGreen
  Events
    Unit - A unit owned by Player 5 (Yellow).Is attacked
  Conditions
    (Owner of (Attacking unit)) Equal to Player 4 (Purple)
    AggroForestGreen Equal to False
  Actions
    If (AggroForestGreen Equal to False) then do (Send Player 4 (Purple) the AI Command (1, 0)) else do (Do nothing)
    If (AggroForestGreen Equal to False) then do (Run GromAttacksMessageControl <gen> (checking conditions)) else do (Do nothing)
    If (AggroForestGreen Equal to False) then do (Send Player 5 (Yellow) the AI Command (0, 0)) else do (Do nothing)
    Set VariableSet AggroForestGreen = True
    Trigger - Run CheckForAllAggro <gen> (checking conditions)
GromAggrosLightBlue
  Events
    Unit - A unit owned by Player 10 (Light Blue).Is attacked
  Conditions
    (Owner of (Attacking unit)) Equal to Player 4 (Purple)
    AggroLightBlue Equal to False
  Actions
    If (AggroLightBlue Equal to False) then do (Send Player 4 (Purple) the AI Command (1, 0)) else do (Do nothing)
    If (AggroLightBlue Equal to False) then do (Run GromAttacksMessageControl <gen> (checking conditions)) else do (Do nothing)
    If (AggroLightBlue Equal to False) then do (Send Player 10 (Light Blue) the AI Command (0, 0)) else do (Do nothing)
    Set VariableSet AggroLightBlue = True
    Trigger - Run CheckForAllAggro <gen> (checking conditions)
PlayerAggrosBlue
  Events
    Unit - A unit owned by Player 2 (Blue).Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Killing unit)) Equal to Player 1 (Red)
        (Owner of (Killing unit)) Equal to Player 11 (Dark Green)
        (Owner of (Killing unit)) Equal to Player 6 (Orange)
    AggroBlue Equal to False
  Actions
    If (AggroBlue Equal to False) then do (Send Player 4 (Purple) the AI Command (5, 1)) else do (Do nothing)
    If (AggroBlue Equal to False) then do (Send Player 2 (Blue) the AI Command (0, 0)) else do (Do nothing)
    Set VariableSet AggroBlue = True
    Trigger - Run CheckForAllAggro <gen> (checking conditions)
PlayerAggrosGray
  Events
    Unit - A unit owned by Player 9 (Gray).Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Killing unit)) Equal to Player 1 (Red)
        (Owner of (Killing unit)) Equal to Player 11 (Dark Green)
        (Owner of (Killing unit)) Equal to Player 6 (Orange)
    AggroGray Equal to False
  Actions
    If (AggroGray Equal to False) then do (Send Player 4 (Purple) the AI Command (5, 8)) else do (Do nothing)
    If (AggroGray Equal to False) then do (Send Player 9 (Gray) the AI Command (0, 0)) else do (Do nothing)
    Set VariableSet AggroGray = True
    Trigger - Run CheckForAllAggro <gen> (checking conditions)
PlayerAggrosForestGreen
  Events
    Unit - A unit owned by Player 5 (Yellow).Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Killing unit)) Equal to Player 1 (Red)
        (Owner of (Killing unit)) Equal to Player 11 (Dark Green)
        (Owner of (Killing unit)) Equal to Player 6 (Orange)
    AggroForestGreen Equal to False
  Actions
    If (AggroForestGreen Equal to False) then do (Send Player 4 (Purple) the AI Command (5, 10)) else do (Do nothing)
    If (AggroForestGreen Equal to False) then do (Send Player 5 (Yellow) the AI Command (0, 0)) else do (Do nothing)
    Set VariableSet AggroForestGreen = True
    Trigger - Run CheckForAllAggro <gen> (checking conditions)
PlayerAggrosLightBlue
  Events
    Unit - A unit owned by Player 10 (Light Blue).Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Killing unit)) Equal to Player 1 (Red)
        (Owner of (Killing unit)) Equal to Player 11 (Dark Green)
        (Owner of (Killing unit)) Equal to Player 6 (Orange)
    AggroLightBlue Equal to False
  Actions
    If (AggroLightBlue Equal to False) then do (Send Player 4 (Purple) the AI Command (5, 9)) else do (Do nothing)
    If (AggroLightBlue Equal to False) then do (Send Player 10 (Light Blue) the AI Command (0, 0)) else do (Do nothing)
    Set VariableSet AggroLightBlue = True
    Trigger - Run CheckForAllAggro <gen> (checking conditions)
CheckForAllAggro
  Events
  Conditions
    AggroBlue Equal to True
    AggroForestGreen Equal to True
    AggroGray Equal to True
    AggroLightBlue Equal to True
  Actions
    AI - Send Player 4 (Purple) the AI Command (2, 0)
GromAttacksMessageControl
  Events
  Conditions
  Actions
    Set VariableSet GromTownAttackWarnings = (GromTownAttackWarnings + 1)
    If (GromTownAttackWarnings Equal to 1) then do (Add FirstBase <gen> to the trigger queue (Checking conditions)) else do (Do nothing)
    If (GromTownAttackWarnings Equal to 2) then do (Add SecondBase <gen> to the trigger queue (Checking conditions)) else do (Do nothing)
FirstBase
  Events
  Conditions
    GameOver Equal to False
  Actions
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Grom named |c008000FFGrom Hellscream|r: Play O03Grom14 <gen> and display I can wait no longer. The humans must be slaughtered!. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from Nazgrel named |c00106246Nazgrel|r: Play O03Grunt15 <gen> and display Warchief, the Warsong clan is attacking the humans, despite your orders!. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from Thrall named |c00FF0303Thrall|r: Play O03Thrall18 <gen> and display Damn it! There's nothing to do now but fight! Tighten our defenses! I'll deal with Hellscream later.. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Wait Campaign quest delay seconds
    Set VariableSet OptionalQuestDiscovered = True
    Quest - Mark QuestDestroyHumanTowns as Discovered
    Quest - Display to (All players) the Quest Discovered message: |c00FF0303OPTIONAL QUEST|r|c00FFFC01Pacify Humans|r - Destroy the Human bases
    Wait 10.00 seconds
    Trigger - Remove (This trigger) from the trigger queue
SecondBase
  Events
  Conditions
    GameOver Equal to False
  Actions
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Nazgrel named |c00106246Nazgrel|r: Play O03Grunt19 <gen> and display Warchief, the Warsong clan is attacking another human encampment!. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from Thrall named |c00FF0303Thrall|r: Play O03Thrall20 <gen> and display Perhaps this is our destiny... to go on fighting the humans forever.. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
All Bases Dead
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    OptionalQuestDiscovered Equal to True
    (Count structures controlled by Player 2 (Blue) (Exclude incomplete structures)) Equal to 0
    (Count structures controlled by Player 9 (Gray) (Exclude incomplete structures)) Equal to 0
    (Count structures controlled by Player 10 (Light Blue) (Exclude incomplete structures)) Equal to 0
    (Count structures controlled by Player 5 (Yellow) (Exclude incomplete structures)) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add All_Bases_Dead_Message <gen> to the trigger queue (Checking conditions)
All Bases Dead Message
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Mark QuestDestroyHumanTowns as Completed
    Quest - Mark QuestReqDestroyHumanTowns as Completed
    Quest - Display to (All players) the Quest Completed message: |c00FF0303OPTIONAL QUEST COMPLETED|r|c00FFFC01Pacify Humans|r
    Set VariableSet SubquestsComplete = 1
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
SetupTeal
  Events
    Map initialization
  Conditions
  Actions
    Player - Hide Player 3 (Teal) in the post-game score screen
    Player - Change color of Player 3 (Teal) to Purple, Changing color of existing units
PlayerBuildsTower
  Events
    Unit - A unit owned by Player 1 (Red).Begins construction
    Unit - A unit owned by Player 11 (Dark Green).Begins construction
  Conditions
    ((Unit-type of (Constructing structure)) Equal to Orc Burrow) or ((Unit-type of (Constructing structure)) Equal to Watch Tower)
    ((FailsafeTowerGrom1 <gen> contains (Constructing structure)) Equal to True) or ((FailsafeTowerGrom2 <gen> contains (Constructing structure)) Equal to True)
  Actions
    Unit Group - Add (Constructing structure) to FailsafeRaiderTargetGroup
PlayerTowerDies
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
  Conditions
    ((Unit-type of (Dying unit)) Equal to Orc Burrow) or ((Unit-type of (Dying unit)) Equal to Watch Tower)
    ((FailsafeTowerGrom1 <gen> contains (Dying unit)) Equal to True) or ((FailsafeTowerGrom2 <gen> contains (Dying unit)) Equal to True)
  Actions
    Unit Group - Remove (Dying unit) from FailsafeRaiderTargetGroup.
Harpy Dies
  Events
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    ((Dying unit) is in HarpyGroup.) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from HarpyGroup.
All Harpies Dead
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (QuestZeppelin is discovered) Equal to True
    (Number of units in HarpyGroup) Equal to 0
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Unit - Replace Goblin Laboratory 0070 <gen> with a Goblin Laboratory Can Sell using The new unit's default life and mana
    Unit - Make (Last replaced unit) Invulnerable
    Quest - Display to (All players) the Quest Completed message: |c00FF0303MAIN QUEST UPDATE|r|c00FFFC01Secure Zeppelin|r - |cff808080Destroy all hostile units at the Laboratory (Completed)|r - Return two Goblin Zeppelins to your base
    Quest - Mark QuestReqKillHarpies as Completed
    Wait Campaign quest delay seconds
HarpyBoss Drop
  Events
    Unit - A unit Dies
  Conditions
    (Dying unit) Equal to HarpyBoss
  Actions
    Item - Create Circlet of Nobility at (Position of (Triggering unit))
Building Check
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet IntegerZeppelinsHome = 0
    Set VariableSet UnitGroupZeppelins = (Units owned by Player 1 (Red) matching (((Unit-type of (Matching unit)) Equal to Goblin Zeppelin) and (((Matching unit) is alive) Equal to True)).)
    Unit Group - Add all units of (Units owned by Player 6 (Orange) matching (((Unit-type of (Matching unit)) Equal to Goblin Zeppelin) and (((Matching unit) is alive) Equal to True)).) to UnitGroupZeppelins
    Unit Group - Add all units of (Units owned by Player 11 (Dark Green) matching (((Unit-type of (Matching unit)) Equal to Goblin Zeppelin) and (((Matching unit) is alive) Equal to True)).) to UnitGroupZeppelins
    Unit Group - Pick every unit in UnitGroupZeppelins and do (If ((Number of units in (Units within 768.00 of (Position of (Picked unit)) matching ((((Matching unit) is A structure) Equal to True) and ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to Player 1 (Red)))).)) Greater than 0) then do (Run For_Every_Zeppelin_at_Home <gen> (checking conditions)) else do (Do nothing))
    If (IntegerZeppelinsHome Less than 2) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Turn off (This trigger)
    Trigger - Run ZeppelinVictory <gen> (checking conditions)
For Every Zeppelin at Home
  Events
  Conditions
  Actions
    Set VariableSet IntegerZeppelinsHome = (IntegerZeppelinsHome + 1)
All Unit Defeat
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Number of units in (Units owned by Player 1 (Red).)) Equal to 0
    (Number of units in (Units owned by Player 11 (Dark Green).)) Equal to 0
    (Number of units in (Units owned by Player 6 (Orange).)) Equal to 0
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off BuildingDefeat <gen>
    Trigger - Turn off ZeppelinVictory <gen>
    Quest - Mark QuestZeppelin as Failed
    Set VariableSet GameOver = True
    Game - Display to (All players) for 600.00 seconds the text: |c00FF0303MAIN QUEST FAILED|r
    Game - Display to (All players) for 600.00 seconds the text: All of your units have been destroyed.
    Sound - Play QuestFailed <gen>
    Game - Turn the day/night cycle Off
    Wait 1.00 seconds
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play SadMystery <gen>
    Wait 2 seconds
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Make (Picked unit) Invulnerable)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Order (Picked unit) to Stop.)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Hide (Picked unit))
Hero Defeat
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
    Unit - A unit owned by Player 6 (Orange).Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Dying unit) Equal to Thrall
        (Dying unit) Equal to Nazgrel
        (Dying unit) Equal to |c00FF8000Leader of the Darkspear tribe|r 0179 <gen>
  Actions
    Set VariableSet GameOver = True
    Trigger - Turn off (This trigger)
    Trigger - Turn off All_Unit_Defeat <gen>
    Game - Display to (All players) for 600.00 seconds the text: |c00FF0303MAIN QUEST FAILED|r
    Game - Display to (All players) for 600.00 seconds the text: ((Proper name of (Triggering unit)) + was slain.)
    Sound - Play QuestFailed <gen>
    Game - Turn the day/night cycle Off
    Wait 1.00 seconds
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play SadMystery <gen>
    Wait 2 seconds
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Make (Picked unit) Invulnerable)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Order (Picked unit) to Stop.)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Hide (Picked unit))
BuildingDefeat
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
    Unit - A unit owned by Player 6 (Orange).Dies
  Conditions
    (Count structures controlled by Player 1 (Red) (Include incomplete structures)) Equal to 0
    (Count structures controlled by Player 11 (Dark Green) (Include incomplete structures)) Equal to 0
    (Count structures controlled by Player 6 (Orange) (Include incomplete structures)) Equal to 0
    DefeatAllBuildingsDead Equal to True
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off ZeppelinVictory <gen>
    Trigger - Turn off All_Unit_Defeat <gen>
    Quest - Mark QuestZeppelin as Failed
    Set VariableSet GameOver = True
    Game - Display to (All players) for 600.00 seconds the text: |c00FF0303MAIN QUEST FAILED|r
    Game - Display to (All players) for 600.00 seconds the text: All of your buildings have been destroyed.
    Sound - Play QuestFailed <gen>
    Game - Turn the day/night cycle Off
    Wait 1.00 seconds
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play SadMystery <gen>
    Wait 2 seconds
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Make (Picked unit) Invulnerable)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Order (Picked unit) to Stop.)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Hide (Picked unit))
ZeppelinVictory
  Events
  Conditions
    ((This trigger) is on) Equal to True
    GameOver Equal to False
  Actions
    Set VariableSet GameOver = True
    Trigger - Turn off (This trigger)
    Trigger - Turn off BuildingDefeat <gen>
    Quest - Display to (All players) the Quest Completed message: |c00FF0303MAIN QUEST COMPLETED|r|c00FFFC01Secure Zeppelin|r
    Quest - Mark QuestZeppelin as Completed
    Quest - Mark QuestReqReturnZeppelin as Completed
    Wait Campaign quest delay seconds
    Trigger - Run TriggerExitCinematic <gen> (ignoring conditions)
Paladin Return
  Events
    Unit - Paladin 0082 <gen> Dies
  Conditions
    GameOver Equal to False
  Actions
    Animation - Play Altar of Kings 0075 <gen>'s stand work (animationname) animation
    Wait 65.00 seconds
    Hero - Instantly revive Paladin 0082 <gen> at (Center of _______________127 <gen>), Show revival graphics
Mountain King Return
  Events
    Unit - Mountain King 0231 <gen> Dies
  Conditions
    GameOver Equal to False
  Actions
    Animation - Play Altar of Kings 0292 <gen>'s stand work (animationname) animation
    Wait 79.00 seconds
    Hero - Instantly revive Altar of Kings 0292 <gen> at (Center of _______________128 <gen>), Show revival graphics
Altar Die
  Events
    Unit - Altar of Kings 0075 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Paladin_Return <gen>
Altar Die 2
  Events
    Unit - Altar of Kings 0292 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off Mountain_King_Return <gen>
Lumber
  Events
    Player - Player 4 (Purple)'s Current lumber becomes Less than 1000.00
  Conditions
  Actions
    Player - Set Player 4 (Purple).Current lumber to 1345
Grom Returns
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to |c008000FFChieftain of the Warsong Clan|r
  Actions
    Animation - Play Grom's stand work (animationname) animation
    Wait 40.00 seconds
    Hero - Instantly revive Grom at (Center of _______________097 <gen>), Show revival graphics
Enter in Zone
  Events
    Unit - A unit enters _______________119 <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
  Actions
    Trigger - Turn off (This trigger)
    Special Effect - Destroy TalkFeranor
    Wait 0.10 seconds
    Cinematic - Send transmission to (All players) from Formidable 0443 <gen> named Formidable: Play No sound and display Warchief, we will help you in battle. Modify duration: Set to 3.00 seconds and Wait
    Wait 2.00 seconds
    Quest - Display to Player Group - Player 1 (Red) the Simple Hint message: |cff87ceebNEW ALLIES|rThis orcs will help you fight againts Humans. They will start attack soon
    AI - Start melee AI script for Player 3 (Teal): war3mapImported\Horde Army.ai (aiscript)
Limit DrekThar
  Events
    Unit - A unit owned by Player 3 (Teal).Gains a level
  Conditions
    (Leveling Hero) Equal to Far Seer 0267 <gen>
    (Hero level of Far Seer 0267 <gen>) Greater than or equal to 4
  Actions
    Hero - Disable experience gain for Far Seer 0267 <gen>.
Limit Samuro
  Events
    Unit - A unit owned by Player 3 (Teal).Gains a level
  Conditions
    (Leveling Hero) Equal to Blademaster 0263 <gen>
    (Hero level of Blademaster 0263 <gen>) Greater than or equal to 4
  Actions
    Hero - Disable experience gain for Blademaster 0263 <gen>.
Limit Voljin Experience
  Events
    Unit - A unit owned by Player 6 (Orange).Gains a level
  Conditions
    (Leveling Hero) Equal to |c00FF8000Leader of the Darkspear tribe|r 0179 <gen>
    (Hero level of |c00FF8000Leader of the Darkspear tribe|r 0179 <gen>) Greater than or equal to 4
  Actions
    Hero - Disable experience gain for |c00FF8000Leader of the Darkspear tribe|r 0179 <gen>.
Limit Nazgrel Experience
  Events
    Unit - A unit owned by Player 11 (Dark Green).Gains a level
  Conditions
    (Leveling Hero) Equal to Nazgrel
    (Hero level of Nazgrel) Greater than or equal to 4
  Actions
    Hero - Disable experience gain for Nazgrel.
Default melee game initialization for all players
Interlude
  Events
  Conditions
  Actions
    Unit - Change color of Footman 0313 <gen> to Blue
    Unit - Change color of Footman 0330 <gen> to Blue
    Unit - Change color of Footman 0307 <gen> to Blue
    Unit - Change color of Footman 0308 <gen> to Blue
    Unit - Change color of Footman 0234 <gen> to Blue
    Unit - Change color of Knight 0233 <gen> to Blue
    Unit - Change color of Footman 0236 <gen> to Blue
    Unit - Change color of Footman 0309 <gen> to Blue
    Unit - Change color of Knight 0310 <gen> to Blue
    Unit - Change color of Knight 0311 <gen> to Blue
    Unit - Change color of Footman 0312 <gen> to Blue
    Unit - Order Doom Guard 0304 <gen> to Attack.Knight 0311 <gen>
    Unit - Order Knight 0311 <gen> to Attack.Doom Guard 0304 <gen>
    Unit - Order Footman 0312 <gen> to Attack.Doom Guard 0304 <gen>
    Unit - Order Felguard 0314 <gen> to Attack.Footman 0313 <gen>
    Unit - Order Footman 0313 <gen> to Attack.Felguard 0314 <gen>
    Unit - Order Knight 0310 <gen> to Attack.Doom Guard 0305 <gen>
    Unit - Order Footman 0309 <gen> to Attack.Doom Guard 0305 <gen>
    Unit - Order Doom Guard 0305 <gen> to Attack.Knight 0310 <gen>
    Unit - Order Infernal 0306 <gen> to Attack.Footman 0307 <gen>
    Unit - Order Footman 0307 <gen> to Attack.Infernal 0306 <gen>
    Unit - Order Infernal 0306 <gen> to Attack.Footman 0307 <gen>
    Unit - Order Felguard 0332 <gen> to Attack.Footman 0330 <gen>
    Unit - Order Footman 0330 <gen> to Attack.Felguard 0332 <gen>
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Unit - Make Dreadlord 0253 <gen> Invulnerable
    Unit - Make Warlock 0254 <gen> Invulnerable
    Player - Change color of Player 7 (Green) to Red, Changing color of existing units
    Unit - Pause Footman 0234 <gen>
    Unit - Pause Knight 0233 <gen>
    Unit - Pause Footman 0236 <gen>
    Unit - Pause Doom Guard 0247 <gen>
    Unit - Hide Dreadlord 0253 <gen>
    Unit - Hide Warlock 0254 <gen>
    Unit - Change color of Warlock 0254 <gen> to Blue
    Unit - Change color of Dreadlord 0253 <gen> to Red
    Wait 0.10 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Camera_014 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_014 for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_Camera_014 for Player 6 (Orange) over 0 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait 0.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play Doom.
    Sound - Set music volume to 40.00%
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Order Villager 0242 <gen> to Move To.(Center of Region_081 <gen>)
    Unit - Order Villager 0244 <gen> to Move To.(Center of Region_080 <gen>)
    Unit - Order Villager 0243 <gen> to Move To.(Center of Region_079 <gen>)
    Unit - Order Fel Beast 0238 <gen> to Attack.Villager 0242 <gen>
    Unit - Order Fel Beast 0239 <gen> to Attack.Villager 0242 <gen>
    Unit - Order Fel Beast 0240 <gen> to Attack.Villager 0244 <gen>
    Unit - Order Fel Beast 0241 <gen> to Attack.Villager 0243 <gen>
    Wait 0.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Special Effect - Create a special effect at (Center of Region_082 <gen>) using Units\Demon\Infernal\InfernalBirth.mdl
    Wait 0.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Kill Villager 0242 <gen>
    Unit - Kill Villager 0244 <gen>
    Unit - Kill Villager 0243 <gen>
    Wait 0.10 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Infernal for Player 3 (Teal) at (Center of Region_082 <gen>) facing 135.00 degrees
    Animation - Play (Last created unit)'s birth (animationname) animation
    Unit - Order Fel Beast 0239 <gen> to Attack.Target Dummy 0250 <gen>
    Unit - Order Fel Beast 0240 <gen> to Attack.Target Dummy 0251 <gen>
    Unit - Order Fel Beast 0238 <gen> to Attack.Target Dummy 0250 <gen>
    Unit - Order Fel Beast 0241 <gen> to Attack.Target Dummy 0248 <gen>
    Wait 0.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order (Last created unit) to Attack.Target Dummy 0249 <gen>
    Camera - .Apply. gg_cam_Camera_015 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_015 for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_Camera_015 for Player 6 (Orange) over 0 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Unpause Doom Guard 0247 <gen>
    Unit - Order Doom Guard 0247 <gen> to Neutral Pit Lord - Rain Of Fire.(Center of Region_085 <gen>)
    Wait 1.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Kill City Building 0245 <gen>
    Unit - Kill City Building 0246 <gen>
    Unit - Create 1 Villager (Male) for Player 9 (Gray) at (Center of Region_084 <gen>) facing (Center of Region_086 <gen>)
    Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Abilities\Spells\Human\FlameStrike\FlameStrikeEmbers.mdl
    Unit - Order (Last created unit) to Move To.(Center of Region_086 <gen>)
    Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
    Unit - Create 1 Villager (Male 2) for Player 9 (Gray) at (Center of Region_085 <gen>) facing (Center of Region_088 <gen>)
    Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Abilities\Spells\Human\FlameStrike\FlameStrikeEmbers.mdl
    Unit - Add a 0.75 second Generic expiration timer to (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of Region_088 <gen>)
    Unit - Create 1 Villager (Male 2) for Player 9 (Gray) at (Center of Region_083 <gen>) facing (Center of Region_087 <gen>)
    Special Effect - Create a special effect attached to the chest (attachpoint) of (Last created unit) using Abilities\Spells\Human\FlameStrike\FlameStrikeEmbers.mdl
    Unit - Order (Last created unit) to Move To.(Center of Region_087 <gen>)
    Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
    Wait 2.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Camera_013 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_013 for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_Camera_013 for Player 6 (Orange) over 0 seconds
    Unit - Unpause Footman 0234 <gen>
    Unit - Unpause Knight 0233 <gen>
    Unit - Unpause Footman 0236 <gen>
    Wait 1.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Doom Guard 0247 <gen> to Attack.Target Dummy 0252 <gen>
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Order Pit Lord 0237 <gen> to Attack.Knight 0233 <gen>
    Unit - Order Footman 0234 <gen> to Attack.Pit Lord 0237 <gen>
    Unit - Order Knight 0233 <gen> to Attack.Pit Lord 0237 <gen>
    Unit - Order Footman 0236 <gen> to Attack.Pit Lord 0237 <gen>
    Wait 2.00 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait 1.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Pit Lord 0237 <gen> to Orc Tauren Chieftain - Shockwave.(Position of Knight 0233 <gen>)
    Wait 0.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Kill Footman 0234 <gen>
    Unit - Kill Footman 0236 <gen>
    Unit - Kill Knight 0233 <gen>
    Unit - Make Pit Lord 0237 <gen> Invulnerable
    Wait 1.00 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Camera_017 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_017 for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_Camera_017 for Player 6 (Orange) over 0 seconds
    Special Effect - Create a special effect at (Center of Region_090 <gen>) using Abilities\Spells\Demon\DarkConversion\ZombifyTarget.mdl
    Wait 1.00 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Unhide Dreadlord 0253 <gen>
    Animation - Play Dreadlord 0253 <gen>'s spell (animationname) animation
    Unit - Make Pit Lord 0237 <gen> face Dreadlord 0253 <gen> over 0 seconds
    Wait 1.00 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Play Dreadlord 0253 <gen>'s Stand (animationname) animation
    Special Effect - Destroy (Last created special effect)
    -------- BACK TO THE SCRIPT --------
    Cinematic - Send transmission to (All players) from Dreadlord 0253 <gen> named Tichondrius: Play O02Tichondrius33 <gen> and display Hail, mighty Mannoroth. How goes the invasion?. Modify duration: Add 0 seconds and Wait
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Pit Lord 0237 <gen> named Mannoroth: Play O02Mannoroth34 <gen> and display Bah! These frail humans offer no real resistance.. Modify duration: Add 0 seconds and Wait
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Camera_016 for Player1 over 0 seconds
    Camera - .Apply. gg_cam_Camera_016 for Player2 over 0 seconds
    Cinematic - Send transmission to (All players) from Dreadlord 0253 <gen> named Tichondrius: Play O02Tichondrius35 <gen> and display Then the Scourge did its job well, unlike some others I could name. . Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from Pit Lord 0237 <gen> named Mannoroth: Play O02Mannoroth36 <gen> and display Do not mock me, dreadlord. I am aware of the orcs' failure. When I find them, I will discipline them myself!. Modify duration: Add 0 seconds and Don't wait
    Special Effect - Create a special effect at (Center of Region_080_____________________u <gen>) using Units\Demon\Infernal\InfernalBirth.mdl
    Special Effect - Create a special effect at (Center of Region_080______________________3 <gen>) using Units\Demon\Infernal\InfernalBirth.mdl
    Special Effect - Create a special effect at (Center of Region_080______________________2 <gen>) using Units\Demon\Infernal\InfernalBirth.mdl
    Wait 0.20 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Special Effect - Create a special effect at (Position of Pit Lord 0237 <gen>) using Abilities\Spells\Orc\WarStomp\warstompcaster.mdl
    Animation - Play Pit Lord 0237 <gen>'s Attack (animationname) animation
    Camera - Sway the camera target for Player 1 (Red) with magnitude 20.00 and velocity 1000.00
    Camera - Sway the camera target for Player 11 (Dark Green) with magnitude 20.00 and velocity 1000.00
    Camera - Sway the camera target for Player 6 (Orange) with magnitude 20.00 and velocity 1000.00
    Wait 1.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Special Effect - Destroy (Last created special effect)
    Animation - Play Pit Lord 0237 <gen>'s Stand (animationname) animation
    Camera - Stop swaying/shaking the camera for Player 1 (Red).
    Camera - Stop swaying/shaking the camera for Player 11 (Dark Green).
    Camera - Stop swaying/shaking the camera for Player 6 (Orange).
    Wait 3.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait for O02Mannoroth36 <gen> to be 0 seconds from finished playing
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Dreadlord 0253 <gen> named Tichondrius: Play O02Tichondrius37 <gen> and display Yes, actually, that's why I've come. I thought you might like to know that the orcs are no longer here.. Modify duration: Add 0 seconds and Wait
    Special Effect - Create a special effect at (Center of Region_080_____________________u <gen>) using Units\Demon\Infernal\InfernalBirth.mdl
    Special Effect - Create a special effect at (Center of Region_080______________________3 <gen>) using Units\Demon\Infernal\InfernalBirth.mdl
    Special Effect - Create a special effect at (Center of Region_080______________________2 <gen>) using Units\Demon\Infernal\InfernalBirth.mdl
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Camera_021 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_021 for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_Camera_021 for Player 6 (Orange) over 0 seconds
    Cinematic - Send transmission to (All players) from Pit Lord 0237 <gen> named Mannoroth: Play O02Mannoroth38 <gen> and display What? Are you certain?. Modify duration: Add 0 seconds and Wait
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Dreadlord 0253 <gen> named Tichondrius: Play O02Tichondrius39 <gen> and display Certain as ever, Mannoroth. My agents, at least, are always dependable. They tell me that the orcs have landed on Kalimdor.. Modify duration: Add 0 seconds and Wait
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Pit Lord 0237 <gen> named Mannoroth: Play O02Mannoroth40 <gen> and display Kalimdor? But what could they be-- Bah! The orcs are mine by right, and I will claim them, wherever they choose to run!. Modify duration: Add 0 seconds and Wait
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Special Effect - Create a special effect at (Center of Region_091 <gen>) using Abilities\Spells\Human\massteleport\massteleportcaster.mdl
    Special Effect - Create a special effect at (Center of Region_091 <gen>) using Abilities\Spells\Undead\AnimateDead\animatedeadtarget.mdl
    Wait 0.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Unhide Warlock 0254 <gen>
    Unit - Make Pit Lord 0237 <gen> face Warlock 0254 <gen> over 0 seconds
    Animation - Lock Dreadlord 0253 <gen>'s Head to face Warlock 0254 <gen>, offset by (0, 0, 90)
    Wait 0.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Special Effect - Destroy (Last created special effect)
    Special Effect - Destroy (Last created special effect)
    Cinematic - Send transmission to (All players) from Warlock 0254 <gen> named Archimonde: Play O02Archimonde41 <gen> and display And you are mine, Mannoroth! You would do well to remember that fact. We will watch the wayward orcs and wait. Despite their failure, they may still prove useful to us.. Modify duration: Add 0 seconds and Wait
    Cinematic - Fade out over 1.50 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Visibility across Region_092 <gen>
    Visibility - Create an initially Disabled visibility modifier for Player 6 (Orange) emitting Visibility across Region_092 <gen>
    Visibility - Create an initially Disabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Region_092 <gen>
    Wait 1.50 seconds
    If (Escape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Turn off Escape <gen>
    Trigger - Turn off Skip_Cinematic <gen>
    Cinematic - Turn cinematic mode Off for (All players)
    Unit Group - Pick every unit in (Units in Region_092 <gen>) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Trigger - Run TriggerIntroCinematic <gen> (checking conditions)
    Trigger - Run Initialization_Sequence <gen> (checking conditions)
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Set VariableSet SkipVote3 = False
Dead Knigth
  Events
    Unit - Knight 0311 <gen> Dies
  Conditions
  Actions
    Unit - Order Doom Guard 0304 <gen> to Attack.Footman 0312 <gen>
Dead Knigth Копировать
  Events
    Unit - Knight 0310 <gen> Dies
  Conditions
  Actions
    Unit - Set life of Doom Guard 0305 <gen> to 100%
    Unit - Order Doom Guard 0305 <gen> to Attack.Footman 0309 <gen>
Escape
  Events
  Conditions
  Actions
    Cinematic - Fade out over 1.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Set VariableSet Escape = True
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Set VariableSet SkipVote3 = False
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Unit Group - Pick every unit in (Units in Region_092 <gen>) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Run TriggerIntroCinematic <gen> (checking conditions)
    Trigger - Run Initialization_Sequence <gen> (checking conditions)
    Visibility - Create an initially Disabled visibility modifier for Player 1 (Red) emitting Visibility across Region_092 <gen>
    Visibility - Create an initially Disabled visibility modifier for Player 6 (Orange) emitting Visibility across Region_092 <gen>
    Visibility - Create an initially Disabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Region_092 <gen>
This Begins His Patrol when the Cinematics End
Samuro ScoutsBegins Копировать
  Events
  Conditions
  Actions
    Animation - Play Far Seer 0267 <gen>'s stand alternate (animationname) animation
    Unit - Order Far Seer 0267 <gen> to Attack-Move To.(Center of First_Drekthar_____________________u <gen>)
Samuro Scouts01Push Копировать
  Events
    Unit - A unit enters First_Drekthar_____________________u <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 13 (Maroon)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Far Seer 0267 <gen> to Stop.
    Wait 5.00 seconds
    Unit - Order Far Seer 0267 <gen> to Attack-Move To.(Center of First_Drekthar <gen>)
    Trigger - Turn on Samuro_Scouts02Push_____________________u <gen>
This Begins His Patrol when the Cinematics End
Samuro Scouts02Push Копировать
  Events
    Unit - A unit enters First_Drekthar <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 13 (Maroon)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Far Seer 0267 <gen> to Stop.
    Wait 5.00 seconds
    Unit - Order Far Seer 0267 <gen> to Attack-Move To.(Center of First_Drekthar_____________________u <gen>)
    Trigger - Turn on Samuro_Scouts01Push_____________________u <gen>
Samuro Returns Копировать Копировать
  Events
    Unit - Far Seer 0267 <gen> Dies
  Conditions
    GameOver Equal to False
  Actions
    Animation - Play Far Seer 0267 <gen>'s stand work (animationname) animation
    Wait 40.00 seconds
    Hero - Instantly revive Far Seer 0267 <gen> at (Center of _______________097 <gen>), Show revival graphics
    Wait 0.50 seconds
    Trigger - Run Samuro_ScoutsBegins_____________________u <gen> (ignoring conditions)
This Begins His Patrol when the Cinematics End
Samuro ScoutsBegins
  Events
  Conditions
  Actions
    Animation - Play Blademaster 0263 <gen>'s stand alternate (animationname) animation
    Unit - Order Blademaster 0263 <gen> to Patrol To.(Center of First_Samuro_____________________u <gen>)
Samuro Scouts01Push
  Events
    Unit - A unit enters First_Samuro_____________________u <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 13 (Maroon)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Blademaster 0263 <gen> to Stop.
    Wait 5.00 seconds
    Unit - Order Blademaster 0263 <gen> to Patrol To.(Center of First_Samuro <gen>)
    Trigger - Turn on Samuro_Scouts02Push <gen>
This Begins His Patrol when the Cinematics End
Samuro Scouts02Push
  Events
    Unit - A unit enters First_Samuro <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 13 (Maroon)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Blademaster 0263 <gen> to Stop.
    Wait 5.00 seconds
    Unit - Order Blademaster 0263 <gen> to Patrol To.(Center of First_Samuro_____________________u <gen>)
    Trigger - Turn on Samuro_Scouts01Push <gen>
Base Is Attacked
  Events
    Unit - A unit owned by Player 1 (Red).Is attacked
  Conditions
    (Base_Orcs <gen> contains (Triggering unit)) Equal to True
    (Owner of (Attacking unit)) Not equal to Player 1 (Red)
    (Owner of (Attacking unit)) Not equal to Player 6 (Orange)
    (Owner of (Attacking unit)) Not equal to Player 11 (Dark Green)
  Actions
    Trigger - Turn off (This trigger)
    If (GameOver Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Turn off Samuro_Scouts01Push <gen>
    Trigger - Turn off Samuro_Scouts02Push <gen>
    Set VariableSet SamuroTarget = (Attacking unit)
    Trigger - Turn on SamuroTargetDies <gen>
Samuro Patrol to 01
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    If (GameOver Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Turn on Samuro_Scouts01Push <gen>
    Unit - Order Blademaster 0263 <gen> to Attack-Move To.(Center of First_Samuro_____________________u <gen>)
Base Is Attacked 2
  Events
    Unit - A unit owned by Player 6 (Orange).Is attacked
  Conditions
    (Base_Orcs <gen> contains (Triggering unit)) Equal to True
    (Owner of (Attacking unit)) Not equal to Player 1 (Red)
    (Owner of (Attacking unit)) Not equal to Player 6 (Orange)
    (Owner of (Attacking unit)) Not equal to Player 11 (Dark Green)
  Actions
    Trigger - Turn off (This trigger)
    If (GameOver Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Turn off Samuro_Scouts01Push <gen>
    Trigger - Turn off Samuro_Scouts02Push <gen>
    Set VariableSet SamuroTarget = (Attacking unit)
    Trigger - Turn on SamuroTargetDies <gen>
Base Is Attacked 3
  Events
    Unit - A unit owned by Player 11 (Dark Green).Is attacked
  Conditions
    (Base_Orcs <gen> contains (Triggering unit)) Equal to True
    (Owner of (Attacking unit)) Not equal to Player 1 (Red)
    (Owner of (Attacking unit)) Not equal to Player 6 (Orange)
    (Owner of (Attacking unit)) Not equal to Player 11 (Dark Green)
  Actions
    Trigger - Turn off (This trigger)
    If (GameOver Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Turn off Samuro_Scouts01Push <gen>
    Trigger - Turn off Samuro_Scouts02Push <gen>
    Set VariableSet SamuroTarget = (Attacking unit)
    Trigger - Turn on SamuroTargetDies <gen>
SamuroTargetDies
  Events
    Unit - A unit owned by Player 2 (Blue).Dies
    Unit - A unit owned by Player 5 (Yellow).Dies
    Unit - A unit owned by Player 7 (Green).Dies
    Unit - A unit owned by Player 8 (Pink).Dies
    Unit - A unit owned by Player 9 (Gray).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
    Unit - A unit owned by Neutral Hostile.Dies
  Conditions
    (Dying unit) Equal to SamuroTarget
  Actions
    Trigger - Turn off (This trigger)
    If (GameOver Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Turn on Samuro_Scouts01Push <gen>
    Trigger - Turn on Samuro_Scouts02Push <gen>
    Trigger - Turn on Base_Is_Attacked <gen>
    Set VariableSet SamuroTarget = No unit
Samuro Returns Копировать
  Events
    Unit - Blademaster 0263 <gen> Dies
  Conditions
    GameOver Equal to False
  Actions
    Animation - Play Blademaster 0263 <gen>'s stand work (animationname) animation
    Wait 40.00 seconds
    Hero - Instantly revive Blademaster 0263 <gen> at (Center of _______________097 <gen>), Show revival graphics
    Wait 0.50 seconds
    Trigger - Run Samuro_Patrol_to_01 <gen> (ignoring conditions)
Samuro Returns
  Events
    Unit - Blademaster 0263 <gen> Dies
  Conditions
    GameOver Equal to False
  Actions
    Animation - Play Resurrection Stone 0106 <gen>'s stand work (animationname) animation
    Wait 40.00 seconds
    Hero - Instantly revive Blademaster 0263 <gen> at (Center of _______________097 <gen>), Show revival graphics
DrekThar Returns
  Events
    Unit - Far Seer 0267 <gen> Dies
  Conditions
    GameOver Equal to False
  Actions
    Animation - Play Resurrection Stone 0106 <gen>'s stand work (animationname) animation
    Wait 40.00 seconds
    Hero - Instantly revive Far Seer 0267 <gen> at (Center of _______________097 <gen>), Show revival graphics
Startgame New
  Events
    Player - Player 1 (Red) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -new (stringnoformat) as An exact match
  Conditions
    GameSelection Equal to True
    EnoughPlayers Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player 1 (Red)
        NewVote1 Equal to False
        NewVote2 Equal to False
        NewVote3 Equal to False
      Then - Actions
        Set VariableSet NewVote1 = True
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player 11 (Dark Green)
        NewVote1 Equal to False
        NewVote2 Equal to False
        NewVote3 Equal to False
      Then - Actions
        Set VariableSet NewVote2 = True
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player 6 (Orange)
        NewVote1 Equal to False
        NewVote2 Equal to False
        NewVote3 Equal to False
      Then - Actions
        Set VariableSet NewVote3 = True
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player 1 (Red)
        NewVote1 Equal to False
        NewVote2 Equal to True
        NewVote3 Equal to False
      Then - Actions
        Cinematic - Clear the screen of text messages for (All players).
        Set VariableSet NewVote1 = True
        Set VariableSet GameSelection = False
        Sound - Play GoodJob <gen>
        Hero - Learn skill for Hero1: Orc Far Seer - Chain Lightning
        Hero - Learn skill for Hero1: Totem Mastery [Thrall]
        Hero - Learn skill for Hero1: Forked Lightning [Thrall]
        Hero - Learn skill for Hero2: Cyclostorm [Nazgrel]
        Hero - Learn skill for Hero2: Howl of Terror [Nazgrel]
        Wait 1.00 seconds
        Trigger - Run Interlude <gen> (checking conditions)
        Trigger - Run Delete_Normal <gen> (checking conditions)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            HEROICMODE Equal to True
          Then - Actions
            Trigger - Run Interlude <gen> (checking conditions)
          Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player 11 (Dark Green)
        NewVote1 Equal to True
        NewVote2 Equal to False
        NewVote3 Equal to False
      Then - Actions
        Cinematic - Clear the screen of text messages for (All players).
        Set VariableSet NewVote2 = True
        Set VariableSet GameSelection = False
        Sound - Play GoodJob <gen>
        Hero - Learn skill for Hero1: Orc Far Seer - Chain Lightning
        Hero - Learn skill for Hero1: Totem Mastery [Thrall]
        Hero - Learn skill for Hero1: Forked Lightning [Thrall]
        Hero - Learn skill for Hero2: Cyclostorm [Nazgrel]
        Hero - Learn skill for Hero2: Howl of Terror [Nazgrel]
        Wait 1.00 seconds
        Trigger - Run Interlude <gen> (checking conditions)
        Trigger - Run Delete_Normal <gen> (checking conditions)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            HEROICMODE Equal to True
          Then - Actions
            Trigger - Run Interlude <gen> (checking conditions)
          Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player 6 (Orange)
        NewVote1 Equal to False
        NewVote2 Equal to False
        NewVote3 Equal to True
      Then - Actions
        Cinematic - Clear the screen of text messages for (All players).
        Set VariableSet NewVote2 = True
        Set VariableSet GameSelection = False
        Sound - Play GoodJob <gen>
        Hero - Learn skill for Hero1: Orc Far Seer - Chain Lightning
        Hero - Learn skill for Hero1: Totem Mastery [Thrall]
        Hero - Learn skill for Hero1: Forked Lightning [Thrall]
        Hero - Learn skill for Hero2: Cyclostorm [Nazgrel]
        Hero - Learn skill for Hero2: Howl of Terror [Nazgrel]
        Wait 1.00 seconds
        Trigger - Run Interlude <gen> (checking conditions)
        Trigger - Run Delete_Normal <gen> (checking conditions)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            HEROICMODE Equal to True
          Then - Actions
            Trigger - Run Interlude <gen> (checking conditions)
          Else - Actions
      Else - Actions
Endgame Text
  Events
  Conditions
  Actions
    Sound - Play ClanInvitation <gen>
    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 Hero1 in slot (Integer A)) Not equal to No item
          Then - Actions
            Set VariableSet FinalInventory[(Integer A)] = ((Name of (Item carried by Hero1 in slot (Integer A))) + , )
          Else - Actions
            Set VariableSet FinalInventory[(Integer A)] =
    For each (Integer A) from 7 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item carried by Hero2 in slot ((Integer A) - 6)) Not equal to No item
          Then - Actions
            Set VariableSet FinalInventory[(Integer A)] = ((Name of (Item carried by Hero2 in slot ((Integer A) - 6))) + , )
          Else - Actions
            Set VariableSet FinalInventory[(Integer A)] =
    For each (Integer A) from 13 to 18, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item carried by Hero3 in slot ((Integer A) - 12)) Not equal to No item
          Then - Actions
            Set VariableSet FinalInventory[(Integer A)] = ((Name of (Item carried by Hero3 in slot ((Integer A) - 12))) + , )
          Else - Actions
            Set VariableSet FinalInventory[(Integer A)] =
    Set VariableSet Save[1] = (Level of Cyclostorm [Nazgrel] for Hero2)
    Set VariableSet Save[2] = (Level of Wild Fury [Nazgrel] for Hero2)
    Set VariableSet Save[3] = (Level of Howl of Terror [Nazgrel] for Hero2)
    Set VariableSet Save[4] = (Level of Call Raptor for Hero3)
    Set VariableSet Save[5] = (Level of Sacrifice for Hero3)
    Set VariableSet Save[6] = (Level of Healing Wave for Hero3)
    Set VariableSet SaveCount = 6
    Set VariableSet Save[SaveCount] = (Number of items carried by Hero2)
    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 Hero2 in slot (Integer A)) is owned) Equal to True
          Then - Actions
            Set VariableSet SaveCount = (SaveCount + 1)
            Set VariableSet TempItem = (Item carried by Hero2 in slot (Integer A))
            Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
            Set VariableSet SaveCount = (SaveCount + 1)
            Set VariableSet Save[SaveCount] = (Charges remaining in (Item carried by Hero2 in slot (Integer A)))
          Else - Actions
    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 Hero3 in slot (Integer A)) is owned) Equal to True
          Then - Actions
            Set VariableSet SaveCount = (SaveCount + 1)
            Set VariableSet TempItem = (Item carried by Hero3 in slot (Integer A))
            Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
            Set VariableSet SaveCount = (SaveCount + 1)
            Set VariableSet Save[SaveCount] = (Charges remaining in (Item carried by Hero3 in slot (Integer A)))
          Else - Actions
    Custom script: set udg_Code = SaveLoad_Encode()
    Game - Display to (All players) for 600.00 seconds the text: |cff88aa33-= ORC CHAPTER 3 COMPLETED =-|r
    Game - Display to (All players) for 600.00 seconds the text: (|cffffcc00Player 1's Inventory:|r + (FinalInventory[1] + (FinalInventory[2] + (FinalInventory[3] + (FinalInventory[4] + (FinalInventory[5] + FinalInventory[6]))))))
    Game - Display to (All players) for 600.00 seconds the text: (|cffffcc00Player 2's Inventory:|r + (FinalInventory[7] + (FinalInventory[8] + (FinalInventory[9] + (FinalInventory[10] + (FinalInventory[11] + FinalInventory[12]))))))
    Game - Display to (All players) for 600.00 seconds the text: (|cffffcc00Player 3's Inventory:|r + (FinalInventory[13] + (FinalInventory[14] + (FinalInventory[15] + (FinalInventory[16] + (FinalInventory[17] + FinalInventory[18]))))))
    Game - Display to (All players) for 600.00 seconds the text: (|cffffcc00Save Code A:|r + Code)
    Set VariableSet Save[1] = 0
    Set VariableSet Save[2] = (Level of Chain Lightning for Hero1)
    Set VariableSet Save[3] = (Level of Totem Mastery [Thrall] for Hero1)
    Set VariableSet Save[4] = (Level of Forked Lightning [Thrall] for Hero1)
    Set VariableSet Save[5] = (Level of War Banner for Hero1)
    Set VariableSet Save[7] = CairneSpells[1]
    Set VariableSet Save[8] = CairneSpells[2]
    Set VariableSet Save[9] = CairneSpells[3]
    Set VariableSet Save[10] = CairneSpells[4]
    Set VariableSet SaveCount = 11
    Set VariableSet Save[SaveCount] = (Number of items carried by Hero1)
    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 Hero1 in slot (Integer A)) is owned) Equal to True
          Then - Actions
            Set VariableSet SaveCount = (SaveCount + 1)
            Set VariableSet TempItem = (Item carried by Hero1 in slot (Integer A))
            Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
            Set VariableSet SaveCount = (SaveCount + 1)
            Set VariableSet Save[SaveCount] = (Charges remaining in (Item carried by Hero1 in slot (Integer A)))
          Else - Actions
    Custom script: set udg_Code = SaveLoad_Encode()
    Game - Display to (All players) for 600.00 seconds the text: (|cffffcc00Save Code B:|r + Code)
    Wait 25.00 seconds
    Game - Victory Player 1 (Red) (Skip dialogs, Show scores)
    Game - Victory Player 6 (Orange) (Skip dialogs, Show scores)
    Game - Victory Player 11 (Dark Green) (Skip dialogs, Show scores)
Init Gametext
  Events
    Map initialization
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) controller) Equal to User
        (Player 6 (Orange) controller) Equal to User
        (Player 11 (Dark Green) controller) Equal to User
        (Player 1 (Red) slot status) Equal to Is playing
        (Player 6 (Orange) slot status) Equal to Is playing
        (Player 11 (Dark Green) slot status) Equal to Is playing
      Then - Actions
        Set VariableSet EnoughPlayers = True
        Trigger - Run Startgame_Text <gen> (ignoring conditions)
      Else - Actions
        Trigger - Run Startgame_Text_3 <gen> (ignoring conditions)
Startgame Text 3
  Events
  Conditions
  Actions
    Game - Display to (All players) for 600.00 seconds the text: |cff88aa33-= ORC CHAPTER 3=-|r
    Game - Display to (All players) for 600.00 seconds the text: |c00FFFC01Chapter Three:|r Cry of the WarsongWelcome to the 3Player: Orc Campaign made by deflinok2 . Inspired by the work of Pyraeus and the-spoon.|c00FFFC01The In-Game Commands Are:|rUse |c00fEBA0E/AForce|r |c00E55BB0(For Full Shared Unit Control and Vision Control among Player's Groups)|r and |c00fEBA0E/AVision|r |c00E55BB0(For Only Shared Vision among Player's Groups)|r|c00FFFC01Please type in your difficulty below with the|r "|c00FF7F00-|r" |c00FFFC01included|r:|r-Normal-Heroic
    Game - Display to (All players) for 600.00 seconds the text:
    Game - Display to (All players) for 600.00 seconds the text: Not enough players have been detected ingame.
    Game - Display to (All players) for 600.00 seconds the text: Atleast 3 players are required to begin the map.
Startgame Text 2
  Events
    Player - Player 1 (Red) types a chat message containing -heroic (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -heroic (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -heroic (stringnoformat) as An exact match
  Conditions
    HEROICMODE Equal to False
    GameSelection Equal to True
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Sound - Play QuestLog <gen>
    Game - Display to (All players) for 600.00 seconds the text: |cff88aa33-= ORC CHAPTER 3=-|r
    Game - Display to (All players) for 600.00 seconds the text: |c00FFFC01Chapter Three:|r Cry of the WarsongWelcome to the 3Player: Orc Campaign made by deflinok2 . Inspired by the work of Pyraeus and the-spoon.|c00FFFC01The In-Game Commands Are:|rUse |c00fEBA0E/AForce|r |c00E55BB0(For Full Shared Unit Control and Vision Control among Player's Groups)|r and |c00fEBA0E/AVision|r |c00E55BB0(For Only Shared Vision among Player's Groups)|r|c00FFFC01Please type in your difficulty below with the|r "|c00FF7F00-|r" |c00FFFC01included|r:|r-Normal-Heroic
    Game - Display to (All players) for 600.00 seconds the text:
    Game - Display to (All players) for 600.00 seconds the text: Type '-load' and your code you obtained from the previous chapter.
    Game - Display to (All players) for 600.00 seconds the text:
    Game - Display to (All players) for 600.00 seconds the text: Alternatively, both players type '-new' if you do not have a code.
    Game - Display to (All players) for 600.00 seconds the text: New game is at Heroic difficulty. Type '-normal' to play at a lower difficulty.
    Set VariableSet HEROICMODE = True
Startgame Text
  Events
    Player - Player 1 (Red) types a chat message containing -normal (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -normal (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -normal (stringnoformat) as An exact match
  Conditions
    HEROICMODE Equal to True
    GameSelection Equal to True
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Sound - Play QuestLog <gen>
    Game - Display to (All players) for 600.00 seconds the text: |cff88aa33-= ORC CHAPTER 3=-|r
    Game - Display to (All players) for 600.00 seconds the text: |c00FFFC01Chapter Three:|r Cry of the WarsongWelcome to the 3Player: Orc Campaign made by deflinok2 . Inspired by the work of Pyraeus and the-spoon.|c00FFFC01The In-Game Commands Are:|rUse |c00fEBA0E/AForce|r |c00E55BB0(For Full Shared Unit Control and Vision Control among Player's Groups)|r and |c00fEBA0E/AVision|r |c00E55BB0(For Only Shared Vision among Player's Groups)|r|c00FFFC01Please type in your difficulty below with the|r "|c00FF7F00-|r" |c00FFFC01included|r:|r-Normal-Heroic
    Game - Display to (All players) for 600.00 seconds the text:
    Game - Display to (All players) for 600.00 seconds the text: Type '-load' and your code you obtained from the previous chapter.
    Game - Display to (All players) for 600.00 seconds the text:
    Game - Display to (All players) for 600.00 seconds the text: Alternatively, both players type '-new' if you do not have a code.
    Game - Display to (All players) for 600.00 seconds the text: New game is at Normal difficulty. Type '-heroic to play at a higher difficulty.
    Set VariableSet HEROICMODE = False
Startgame Load
  Events
    Player - Player 1 (Red) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 11 (Dark Green) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -load (stringnoformat) as A substring
  Conditions
    (Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
    (Length of (Entered chat string)) Greater than 6
    GameSelection Equal to True
    EnoughPlayers Equal to True
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    -------- Try to decode what was typed --------
    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
        Or - Any (Conditions) are true
          Conditions
            Save[1] Equal to 42
            Save[1] Equal to 52
        Validate Equal to True
      Then - Actions
        -------- Correct Code --------
        Set VariableSet GameSelection = False
        Sound - Play GoodJob <gen>
        Trigger - Turn off (This trigger)
        Set VariableSet SumRank = Save[2]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Save[3] Greater than or equal to 1
          Then - Actions
            For each (Integer A) from 1 to Save[3], do (Actions)
              Loop - Actions
                Hero - Learn skill for Hero1: Orc Far Seer - Chain Lightning
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Save[4] Greater than or equal to 1
          Then - Actions
            For each (Integer A) from 1 to Save[4], do (Actions)
              Loop - Actions
                Hero - Learn skill for Hero1: Totem Mastery [Thrall]
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Save[5] Greater than or equal to 1
          Then - Actions
            For each (Integer A) from 1 to Save[5], do (Actions)
              Loop - Actions
                Hero - Learn skill for Hero1: Forked Lightning [Thrall]
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Save[6] Greater than or equal to 1
          Then - Actions
            For each (Integer A) from 1 to Save[6], do (Actions)
              Loop - Actions
                Hero - Learn skill for Hero1: War Banner
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Save[7] Greater than or equal to 1
          Then - Actions
            For each (Integer A) from 1 to Save[7], do (Actions)
              Loop - Actions
                Hero - Learn skill for Hero2: Cyclostorm [Nazgrel]
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Save[8] Greater than or equal to 1
          Then - Actions
            For each (Integer A) from 1 to Save[8], do (Actions)
              Loop - Actions
                Hero - Learn skill for Hero2: Wild Fury [Nazgrel]
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Save[9] Greater than or equal to 1
          Then - Actions
            For each (Integer A) from 1 to Save[9], do (Actions)
              Loop - Actions
                Hero - Learn skill for Hero1: Howl of Terror [Nazgrel]
          Else - Actions
        Set VariableSet CairneSpells[1] = Save[10]
        Set VariableSet CairneSpells[2] = Save[11]
        Set VariableSet CairneSpells[3] = Save[12]
        Set VariableSet CairneSpells[4] = Save[13]
        Set VariableSet SaveCount = 14
        For each (Integer A) from 1 to Save[SaveCount], do (Actions)
          Loop - Actions
            -------- The actual item --------
            Set VariableSet SaveCount = (SaveCount + 1)
            Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
            Hero - Create TempItemType and give it to Hero1
            -------- Number of charges --------
            Set VariableSet SaveCount = (SaveCount + 1)
            Item - Set charges remaining in (Last created item) to Save[SaveCount]
        Set VariableSet SaveCount = (SaveCount + 1)
        For each (Integer A) from 1 to Save[SaveCount], do (Actions)
          Loop - Actions
            -------- The actual item --------
            Set VariableSet SaveCount = (SaveCount + 1)
            Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
            Hero - Create TempItemType and give it to Hero2
            -------- Number of charges --------
            Set VariableSet SaveCount = (SaveCount + 1)
            Item - Set charges remaining in (Last created item) to Save[SaveCount]
        Set VariableSet SaveCount = (SaveCount + 1)
        For each (Integer A) from 1 to Save[SaveCount], do (Actions)
          Loop - Actions
            -------- The actual item --------
            Set VariableSet SaveCount = (SaveCount + 1)
            Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
            Hero - Create TempItemType and give it to Hero3
            -------- Number of charges --------
            Set VariableSet SaveCount = (SaveCount + 1)
            Item - Set charges remaining in (Last created item) to Save[SaveCount]
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Save[1] Equal to 51
          Then - Actions
            Set VariableSet HEROICMODE = True
            Trigger - Run Interlude <gen> (checking conditions)
          Else - Actions
            Set VariableSet HEROICMODE = False
            Trigger - Run Interlude <gen> (checking conditions)
            Trigger - Run Delete_Normal <gen> (checking conditions)
        Wait 1.00 seconds
      Else - Actions
        -------- Invalid code --------
        Sound - Play Error <gen>
        Game - Display to (All players) for 600.00 seconds the text: |cff88aa33-= ORC CHAPTER 3=-|r
        Game - Display to (All players) for 600.00 seconds the text: Cry of the Warsong
        Game - Display to (All players) for 600.00 seconds the text:
        Game - Display to (All players) for 600.00 seconds the text: There was an error with the code, please try again.
        Game - Display to (All players) for 600.00 seconds the text:
        Game - Display to (All players) for 600.00 seconds the text: Alternatively, both players type '-new' if you do not have a code.
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            HEROICMODE Equal to True
          Then - Actions
            Game - Display to (All players) for 600.00 seconds the text: New game is at Heroic difficulty. Type '-normal' to play at a lower difficulty.
          Else - Actions
            Game - Display to (All players) for 600.00 seconds the text: New game is at Normal difficulty. Type '-heroic' to play at a higher difficulty.
        Skip remaining actions
Custom Variables
  Events
    Map initialization
  Conditions
  Actions
    Game - Set Lock resource trading to On
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Set VariableSet Player1 = Player 1 (Red)
    Set VariableSet Player3 = Player 6 (Orange)
    Set VariableSet Player2 = Player 11 (Dark Green)
    Set VariableSet Hero1 = |c00FF0303Warchief|r 0216 <gen>
    Set VariableSet Hero2 = |c00106246Bone Crusher|r 0146 <gen>
    Set VariableSet Hero3 = |c00FF8000Leader of the Darkspear tribe|r 0179 <gen>
    -------- Items To be Saved --------
    Set VariableSet SaveLoad_Items[1] = Potion of Healing
    Set VariableSet SaveLoad_Items[2] = Potion of Mana
    Set VariableSet SaveLoad_Items[3] = Ring of Protection +1
    Set VariableSet SaveLoad_Items[4] = Maul of Strength
    Set VariableSet SaveLoad_Items[5] = Healing Wards
    Set VariableSet SaveLoad_Items[6] = Wand of Lightning Shield
    Set VariableSet SaveLoad_Items[7] = Scroll of the Beast
    Set VariableSet SaveLoad_Items[8] = Periapt of Vitality
    Set VariableSet SaveLoad_Items[9] = Health Stone
    Set VariableSet SaveLoad_Items[10] = Druid Pouch
    Set VariableSet SaveLoad_Items[11] = Scroll of Healing
    Set VariableSet SaveLoad_Items[12] = Scroll of Protection
    Set VariableSet SaveLoad_Items[13] = Potion of Greater Healing
    Set VariableSet SaveLoad_Items[14] = Ancient Figurine
    Set VariableSet SaveLoad_Items[17] = Potion of Greater Mana
    Set VariableSet SaveLoad_Items[18] = Mantle of Intelligence +3
    Set VariableSet SaveLoad_Items[19] = Scroll of Mana
    Set VariableSet SaveLoad_Items[20] = Gauntlets of Ogre Strength +3
    Set VariableSet SaveLoad_Items[21] = Wand of Negation
    Set VariableSet SaveLoad_Items[22] = Claws of Attack +9
    Set VariableSet SaveLoad_Items[23] = Circlet of Nobility
    Set VariableSet SaveLoad_Items[24] = Claws of Attack +3
    Set VariableSet SaveLoad_Items[25] = Totem of Might
    Set VariableSet SaveLoad_Items[26] = Lion's Ring
    Set VariableSet SaveLoad_Items[27] = Doomhammer
    Set VariableSet SaveLoad_Items[28] = Ancestral Staff
    Set VariableSet SaveLoad_Items[29] = Serathil
    Set VariableSet SaveLoad_Items_LastIndex = 29
    -------- Leave as is. Used to autocreate variables when copy & pasting to a new map --------
    Set VariableSet SaveLoad_Alphabet = ABCDEFGHIJKLMNPQRSTUVWXYZ123456789abcdefghijklmnopqrstuvwxyz
    Set VariableSet SaveLoad_CaseSensitive = True
    Set VariableSet SaveLoad_UsePlayername = False
    -------- Required: 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
Delete Normal
  Events
  Conditions
  Actions
    Unit - Remove Stormtrooper 0333 <gen> from the game
    Unit - Hide Footman 0288 <gen>
    Unit - Hide Footman 0278 <gen>
    Unit - Hide Spearman 0299 <gen>
    Unit - Hide Spearman 0300 <gen>
    Unit - Hide Spearman 0298 <gen>
    Unit - Hide Spearman 0301 <gen>
    Unit - Hide Siege Engine 0390 <gen>
    Unit - Hide Siege Engine 0391 <gen>
Skip Cinematic
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 11 (Dark Green) skips a cinematic sequence
    Player - Player 6 (Orange) skips a cinematic sequence
  Conditions
    Cinematic Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player1
        SkipVote1 Equal to False
        SkipVote2 Equal to False
        SkipVote3 Equal to False
      Then - Actions
        Set VariableSet SkipVote1 = True
        Game - Display to (All players) the text: ((Name of Player1) + wishes to skip the cinematic.)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player3
        SkipVote1 Equal to False
        SkipVote2 Equal to False
        SkipVote3 Equal to False
      Then - Actions
        Set VariableSet SkipVote3 = True
        Game - Display to (All players) the text: ((Name of Player3) + wishes to skip the cinematic.)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player2
        SkipVote1 Equal to False
        SkipVote2 Equal to False
        SkipVote3 Equal to False
      Then - Actions
        Set VariableSet SkipVote2 = True
        Game - Display to (All players) the text: ((Name of Player2) + wishes to skip the cinematic.)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player1
        SkipVote1 Equal to False
        SkipVote2 Equal to True
        SkipVote3 Equal to False
      Then - Actions
        Set VariableSet SkipVote1 = True
        Trigger - Turn off (This trigger)
        Game - Display to (All players) the text: Cinematic was skipped.
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Escape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run Escape <gen> (checking conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (IntroCinematicEscape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run IntroCinematicEscape <gen> (checking conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (ExitCinematicEscape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run ExitCinematicEscape <gen> (checking conditions)
          Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player2
        SkipVote1 Equal to True
        SkipVote2 Equal to False
        SkipVote3 Equal to False
      Then - Actions
        Set VariableSet SkipVote1 = True
        Trigger - Turn off (This trigger)
        Game - Display to (All players) the text: Cinematic was skipped.
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Escape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run Escape <gen> (checking conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (IntroCinematicEscape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run IntroCinematicEscape <gen> (checking conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (ExitCinematicEscape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run ExitCinematicEscape <gen> (checking conditions)
          Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player3
        SkipVote1 Equal to False
        SkipVote2 Equal to False
        SkipVote3 Equal to True
      Then - Actions
        Set VariableSet SkipVote1 = True
        Trigger - Turn off (This trigger)
        Game - Display to (All players) the text: Cinematic was skipped.
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Escape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run Escape <gen> (checking conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (IntroCinematicEscape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run IntroCinematicEscape <gen> (checking conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (ExitCinematicEscape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run ExitCinematicEscape <gen> (checking conditions)
          Else - Actions
      Else - Actions
click
  Events
    Dialog - A dialog button is clicked for Win
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Clicked dialog button) Equal to Buttons[1]
      Then - Actions
        Trigger - Run Interlude <gen> (checking conditions)
        Trigger - Run Delete_Normal <gen> (checking conditions)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to Buttons[2]
          Then - Actions
            Trigger - Run Interlude <gen> (checking conditions)
          Else - Actions
    Dialog - Hide Win for Player 1 (Red)
Leaves Game
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 6 (Orange) leaves the game
    Player - Player 11 (Dark Green) leaves the game
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameSelection Equal to True
      Then - Actions
        Set VariableSet EnoughPlayers = False
        Cinematic - Clear the screen of text messages for (All players).
        Sound - Play QuestLog <gen>
      Else - Actions
    Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
    Sound - Play CreepAggroWhat1 <gen>
FrostWolfGrunt
  Events
    Unit - A unit owned by Player 11 (Dark Green).Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to Roar (Grunt)
        (Unit-type of (Casting unit)) Equal to Frostwolf Grunt [FrostWolf]
  Actions
    Trigger - Turn off (This trigger)
    Sound - Attach GruntWarcry1 <gen> to (Casting unit)
    Sound - Play GruntWarcry1 <gen>
    Trigger - Turn on (This trigger)
Bwonsamdi Call
  Events
    Unit - A unit owned by Player 6 (Orange).Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to The Call Of Bwonsamdi - [TALENT] (Neutral Hostile)
        (Unit-type of (Casting unit)) Equal to Darkspear Hall [Troll]
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play Bwonsamdi <gen>
    Trigger - Turn on (This trigger)
Bwonsamdi Call 2
  Events
    Unit - A unit owned by Player 6 (Orange).Begins casting an ability
  Conditions
    And - All (Conditions) are true
      Conditions
        (Ability being cast) Equal to The Call Of Bwonsamdi - [TALENT] (Neutral Hostile)
        (Unit-type of (Casting unit)) Equal to Command Post [Troll]
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play Bwonsamdi <gen>
    Trigger - Turn on (This trigger)
WarmongerrHint
  Events
    Player - Player 6 (Orange) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Warmonger [Troll]
    (Owner of (Triggering unit)) Equal to Player 6 (Orange)
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add WarmongerHint_Q <gen> to the trigger queue (Checking conditions)
WarmongerHint Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Wait 1.00 seconds
    Quest - Display to Player Group - Player 6 (Orange) the Simple Hint message: |cff87ceebNEW UNIT ACQUIRED|rWarmonger - Brutish Troll warrior.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
OutriderHint
  Events
    Player - Player 6 (Orange) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Outrider [Troll]
    (Owner of (Triggering unit)) Equal to Player 6 (Orange)
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add OutriderHintQ <gen> to the trigger queue (Checking conditions)
OutriderHintQ
  Events
  Conditions
    GameOver Equal to False
  Actions
    Wait 1.00 seconds
    Quest - Display to Player Group - Player 6 (Orange) the Simple Hint message: |cff87ceebNEW UNIT ACQUIRED|rOutrider - Swift unit with a low attack and high hit points.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
DiretrollHint
  Events
    Player - Player 6 (Orange) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to Dire Troll [Troll]
    (Owner of (Triggering unit)) Equal to Player 6 (Orange)
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add DireTrollHint_Q <gen> to the trigger queue (Checking conditions)
DireTrollHint Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Wait 1.00 seconds
    Quest - Display to Player Group - Player 6 (Orange) the Simple Hint message: |cff87ceebNEW UNIT ACQUIRED|rDire Troll - Huge troll unit with massive health but due to alchemic effects attacks and regeneration are slower
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
WarTurtleRaiderHint
  Events
    Player - Player 6 (Orange) Selects a unit
  Conditions
    (Unit-type of (Triggering unit)) Equal to War-turtle Rider [Troll]
    (Owner of (Triggering unit)) Equal to Player 6 (Orange)
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add WarTurtleRaiderHint_Q <gen> to the trigger queue (Checking conditions)
WarTurtleRaiderHint Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Wait 1.00 seconds
    Quest - Display to Player Group - Player 6 (Orange) the Simple Hint message: |cff87ceebNEW UNIT ACQUIRED|rWar-turtle Raider - Fire-breathing war turtle, mounted by a Troll rider. Has the Devour ability. Devour allows the Turtle to eat a target enemy unit
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Teleport Inside High Elf
  Events
    Unit - A unit enters _______________108______________________2 <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
        (Owner of (Triggering unit)) Equal to Player 4 (Purple)
  Actions
    Unit - Move (Entering unit) instantly to (Center of _______________108_____________________u <gen>)
Teleport Outside High Elf
  Events
    Unit - A unit enters _______________108 <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Triggering unit)) Equal to Player 1 (Red)
        (Owner of (Triggering unit)) Equal to Player 6 (Orange)
        (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
        (Owner of (Triggering unit)) Equal to Player 7 (Green)
        (Owner of (Triggering unit)) Equal to Player 4 (Purple)
  Actions
    Unit - Move (Entering unit) instantly to (Center of _______________108______________________3 <gen>)
High Elf Setup
  Events
    Unit - A unit owned by Player 7 (Green).Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Attacking unit)) Equal to Player 1 (Red)
        (Owner of (Attacking unit)) Equal to Player 11 (Dark Green)
        (Owner of (Attacking unit)) Equal to Player 6 (Orange)
        (Owner of (Attacking unit)) Equal to Player 4 (Purple)
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from |c00106246Bone Crusher|r 0146 <gen> named |c00106246Nazgrel|r: Play No sound and display Warchief, where did these high elves come from?. Modify duration: Add 3.00 seconds and Wait
    Cinematic - Send transmission to (All players) from |c00FF0303Warchief|r 0216 <gen> named |c00FF0303Thrall|r: Play No sound and display Apparently people brought them along,need to find their camp immediately.Otherwise we will be unable to resist their Union with people. Modify duration: Add 4.00 seconds and Wait
    Quest - Create a Optional quest titled Destroy High Elf Base with the description The high elves established their camp near the base troops, Kul-Tiras. Find and destroy them, using icon path ReplaceableTextures\CommandButtons\BTNHighElvenArcher.blp
    Set VariableSet QuestKillElf = (Last created quest)
    Quest - Create a quest requirement for QuestDestroyHumanTowns with the description Destroy the High Elf Base
    Set VariableSet QuestReqDestroyElfBase = (Last c