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Trigger Viewer

3P Orc05 v2.1.w3x
Variables
Enemy heroes don't level up
Limit enemy hero XP
Variables
Initialization
Start Initialization Sequence
Initialize Variables
Setup Night Elf Bases
Initial Alliances
Initial Resources
Initial Quests
Initial Music
Initial Bases
AI Resourcing
Cenarius Gold
Pink Gold
Pink Lumber
Wardens Gold
Wardens Lumber
Cenarius Lumber
Blue Gold
Blue Lumber
Light Blue Gold
Light Blue Lumber
Dark Green Gold
Dark Green Lumber
Heroes
Initial Heroes
Hints
Witch Doctors Available
Witch Doctors Message
Chaos Orcs Rock
Chaos Orcs Rock Message
Quest Messages
Cenarius Quest
Cenarius Quest Message
Pool Quest
Pool Quest Message
WolfEncounter
SpawnWolves
Faerie Ring
GromEntersTreeRing01
GromEntersTreeRing02
SpawnBurningArchers
InitialSetup
RefreshBurningArcherScene
UnitNearsSatyr
WayGate Guardians
Satyr Dies
WayGateSatyrs All Dead
IZZZZZZI CINEMATICS IZZZZZZI
IntroCinematic
TriggerIntroCinematic
IntroCinematicSentryWards
IntroCinematicActorSetup
IntroCinematicInitialShots
IntroCinematicCenariusSpeaks
IntroCinematicForceOfNature
IntroCinematicEnd
IntroCinematicEscape
TreeCinematic
TriggerTreeCinematic
TreeCinematicStart
TreeCinematicInitialCamera
TreeCinematicActorSetup
TreeCinematicRespawn
TreeCinematicEnd
TreeCinematicEscape
Fountain of Blood Cinematic
TriggerFountainCinematic
FountainStart
FountainInitialCamera
FountainActorSetup
FountainOrcsTalk
FountainEnd
FountainCinematicEscape
ConvertGrom
ConvertOrcsToChaos
ConvertGromToChaos
ExitCinematic
ExitCinematicStart
ExitCinematicInitialCamera
ExitCinematicActorSetup
ExitCinematicConversation
ExitCinematicEnd
ExitCinematicEscape
IZZZZZZZZZZZZZZZZZZZZZZZI
Cenarius Initial Attacks
Cenarius Attack Control
Grunt Panics
Spawn Top Base Attacks
Spawn Middle Base Attacks
Spawn Bottom Base Attacks
IZZZZZZZZZZI
AttackTop MoveTarget
AttackTop All Buildings Dead
AttackTop FailsafeTimer Expires
AttackTop Heartbeat
Add Buildings to Top Targets
IZZZZZZZZZZZI
AttackMiddle MoveTarget
AttackMiddle All Buildings Dead
AttackMiddle FailsafeTimer Expires
AttackMiddle Heartbeat
Add Buildings to Middle Targets
IZZZZZZZZZZZZI
AttackBottom MoveTarget
AttackBottom All Buildings Dead
AttackBottom FailsafeTimer Expires
AttackBottom Heartbeat
Add Buildings to Bottom Targets
IZZZZZZZZZZZZZI
CenariusMoveBackHeartbeat
Night Elf Base Activation
AI Dark Green Activates
AI Blue Activates
AI LightBlue Activates
Cenarius Mana Pool
Mana Pool
Attack on Grom Main
Main Attack Control
Failsafe01
Failsafe02
Fountain of Blood Satyr Encounter
OrcNearsFountain
OrcNearsFountainMessage
OrcNearsFountainQuestUpdate
Cenarius Smacktalks
Cenarius Attacks Normal
Cenarius Attacks Normal Message
CenariusSmackTimer Expires
Cenarius Attacks Chaos
Cenarius Attacks Chaos Message
Cenarius Death Failsafe
Grom Death Failsafe
Victory
Cenarius Dies
Cenarius Dies Message
Defeat
Defeat Condition
IZZZZZZZZZZZZZZZZZZZZZZZI
Custom - Spells
Meteor Strike 1
Meteor Strike 2
Enfeeble 1
Enfeeble 2
Enfeeble 3
Custom - Other Triggers
Bwonsamdi Call
Bwonsamdi Call 2
Skip Cinematic
FrostWolfGrunt
Leaves Game
Custom - Heroic Mode
Delete Normal Green
Custom - Save system
Custom Variables
Init Gametext
Startgame Text
Startgame Text 2
Startgame Text 3
Startgame New
Startgame Load
Endgame Text
Custom - Samuro Patrol
Samuro ScoutsBegins
Samuro Scouts01Push
Samuro Scouts02Push
Samuro Returns
Custom - New Quest
Pink Base Setup
Pink Base Destroyed
Custom - Beorns
Teleport Inside Cave
Teleport Outside Cave
Beorns Base Destroyed
Spawn Beorns
Custom - Hekazi
Hekazi
Warmonger
Custom - High Elf
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
BlueTargetX real No
BlueTargetY real No
BlueUnderAttack boolean No false
BonusesFound integer No
BonusesTotal integer No
BrownSuicideOn boolean No false
Buttons button Yes
CampaignScore integer No
Cenarius unit No
CenariusAtBlue integer No 4
CenariusAtDarkGreen integer No 6
CenariusAtHome integer No 0
CenariusAtLightBlue integer No 5
CenariusDefenseActive boolean No false
CenariusInCombat boolean No false
CenariusLeavingThreat integer No 7
CenariusSmack boolean No true
CenariusState integer No 0
CenariusToBlue integer No 1
CenariusToDarkGreen integer No 3
CenariusToLightBlue integer No 2
CenariusTranquilityCounter real No
CenariusTranquilityDummy unit No
ChaosOrcs boolean No false
Cinematic boolean No true
Code string No
DarkGreenRespondedTo boolean No true
DarkGreenTargetX real No
DarkGreenTargetY real No
DarkGreenUnderAttack boolean No false
DefeatAllBuildingsDead boolean 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 false
ExitCinematicRunning boolean No false
ExitGrunt01 unit No
ExitGrunt02 unit No
Extra integer No
ExtraTotal integer No
FinalInventory string Yes
FinalRank string No
FireScenePlayed boolean No false
FountainCinematicEscape boolean No false
FountainCinematicRunning boolean No false
FountainGrunt unit No
FountainWitchDoctor unit No
GAMEOVER boolean No false
GameOver boolean No
GameSelection boolean No true
Grom unit No
GromBladestorm integer No 0
GromCriticalStrike integer No 0
GromIsChaos boolean No false
GromMirrorImage integer No 0
GromWindWalk integer No 0
Hero1 unit No
Hero2 unit No
Hero3 unit No
HEROICMODE boolean No
IntroCinematicEscape boolean No false
IntroCinematicRunning boolean No false
IntroHiddenKeeper01 unit No
IntroHiddenKeeper02 unit No
LightBlueRespondedTo boolean No true
LightBlueTargetX real No
LightBlueTargetY real No
LightBlueUnderAttack boolean No false
MainAttackOrdered boolean No false
Mannoroth unit No
MissionNumber integer No
Nazgrel unit No
NazgrelEarthgroup group No
NazgrelEarthTable hashtable No
NazgrelEnfeebleGroup group No
NazgrelLightningUnit unit No
NazgrelMeteor unit No
NazgrelSpells integer Yes
NewVote1 boolean No
NewVote2 boolean No
NewVote3 boolean No
NoPendingAttacks boolean No true
Player1 player No Player03
Player2 player No Player10
Player3 player No Player05
PlayerCenarius player No Player02
PlayerGrom player No Player03
PointPlayerCamera location No
QuestCenarius quest No
QuestCenariusAllies quest No
QuestDestroyHumanTowns quest No
QuestKillElf quest No
QuestPowerSource quest No
QuestReqDestroyElfBase questitem No
QuestReqDestroyPinkElfBase questitem No
QuestReqFindPower questitem No
QuestReqKillCenarius questitem No
QuestReqKillSatyrs questitem No
RandomCenariusSmack real No 0.00
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
RespondingToBlue boolean No false
RespondingToDarkGreen boolean No false
RespondingToLightBlue boolean No false
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_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
SelectionGroup3 group No
SkipVote1 boolean No
SkipVote2 boolean No
SkipVote3 boolean No
SubquestsComplete integer No
SubquestsTotal integer No
SumRank integer 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
TimeHours integer No
TimeMax real No
TimeMin real No
TimeMins integer No
TimeRange real No
TimerBlueUnderAttack timer No
TimerBottomAttackFailsafe timer No
TimerCenariusInCombat timer No
TimerCenariusQuest timer No
TimerCenariusSmack timer No
TimerChaosOrcsHint timer No
TimerDarkGreenUnderAttack timer No
TimerLightBlueUnderAttack timer No
TimerMiddleAttackFailsafe timer No
TimerPoolQuest timer No
TimerTopAttackFailsafe timer No
TimerWitchDoctorHint timer No
TimerWolfReset timer No
TimeSeconds integer No
TimeSecondsTotal integer No
TimeTakenString string No
TranquilityDummy unit No
TreeCinematicEscape boolean No false
TreeCinematicRunning boolean No false
UnitBurningArcher01 unit No
UnitBurningArcher02 unit No
UnitBurningArcher03 unit No
UnitBurningArcher04 unit No
UnitChimaeraBottom01 unit No
UnitChimaeraBottom02 unit No
UnitChimaeraMiddle01 unit No
UnitChimaeraMiddle02 unit No
UnitChimaeraTop01 unit No
UnitChimaeraTop02 unit No
UnitFireSatyr unit No
UnitGroup group No
UnitGroupAIBlueUnits group No
UnitGroupAIDarkGreenUnits group No
UnitGroupAILightBlueUnits group No
UnitGroupBottomA group No
UnitGroupBottomB group No
UnitGroupBottomC group No
UnitGroupBottomCombined group No
UnitGroupFinalSatyr group No
UnitGroupHiddenOrcs group No
UnitGroupInitialBaseBottom group No
UnitGroupInitialBaseMiddle group No
UnitGroupInitialBaseTop group No
UnitGroupInitialTreants group No
UnitGroupMiddleA group No
UnitGroupMiddleB group No
UnitGroupMiddleC group No
UnitGroupMiddleCombined group No
UnitGroupSelection1 group No
UnitGroupSelection2 group No
UnitGroupSelection3 group No
UnitGroupTopA group No
UnitGroupTopB group No
UnitGroupTopC group No
UnitGroupTopCombined group No
UnitGroupWayGateSatyrs group No
UnitGroupWitchDoctors group No
UnitGroupWolves group No
Validate boolean No
VisibilityFountain1 fogmodifier No
VisibilityFountain2 fogmodifier No
VisibilityWoodBlock1 fogmodifier No
VisibilityWoodBlock2 fogmodifier No
Voljin unit No
Win dialog No
x real No
y real No
Limit enemy hero XP
  Events
  Conditions
  Actions
    Hero - Disable experience gain for Ranger 0254 <gen>.
Start Initialization Sequence
  Events
  Conditions
  Actions
    Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
    Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision
    Game - Set campaign to Orc Campaign
    Trigger - Run Initial_Bases <gen> (ignoring conditions)
    Wait 0.25 seconds
    Trigger - Run Initialize_Variables <gen> (ignoring conditions)
    Wait 0.25 seconds
    Trigger - Run Initial_Alliances <gen> (ignoring conditions)
    Trigger - Run Initial_Resources <gen> (ignoring conditions)
    Trigger - Run Initial_Quests <gen> (ignoring conditions)
    Trigger - Run Initial_Music <gen> (ignoring conditions)
    Trigger - Run Initial_Heroes <gen> (ignoring conditions)
    Trigger - Turn off Spawn_Beorns <gen>
Initialize Variables
  Events
  Conditions
  Actions
    -------- HEROES --------
    Set VariableSet Cenarius = Demigod 0000 <gen>
    -------- UNIT GROUPS --------
    Unit Group - Pick every unit in (Units in UnitGroupFinalSatyr <gen> owned by Neutral Hostile) and do (Add (Picked unit) to UnitGroupFinalSatyr)
    Unit Group - Pick every unit in (Units in SatyrWayGateGuards <gen> owned by Neutral Hostile) and do (Add (Picked unit) to UnitGroupWayGateSatyrs)
    Unit Group - Pick every unit in (Units in UnitGroupInitialBaseTop <gen> matching ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to Player 4 (Purple)))) and do (Add (Picked unit) to UnitGroupInitialBaseTop)
    Unit Group - Pick every unit in (Units in UnitGroupInitialBaseTop <gen> matching ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to Player 11 (Dark Green)))) and do (Add (Picked unit) to UnitGroupInitialBaseTop)
    Unit Group - Pick every unit in (Units in UnitGroupInitialBaseMiddle <gen> matching ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to Player 4 (Purple)))) and do (Add (Picked unit) to UnitGroupInitialBaseMiddle)
    Unit Group - Pick every unit in (Units in UnitGroupInitialBaseMiddle <gen> matching ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to Player 11 (Dark Green)))) and do (Add (Picked unit) to UnitGroupInitialBaseMiddle)
    Unit Group - Pick every unit in (Units in UnitGroupInitialBaseBottom <gen> matching ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to Player 4 (Purple)))) and do (Add (Picked unit) to UnitGroupInitialBaseBottom)
    Unit Group - Pick every unit in (Units in UnitGroupInitialBaseBottom <gen> matching ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to Player 11 (Dark Green)))) and do (Add (Picked unit) to UnitGroupInitialBaseBottom)
    -------- NO CHAOS UNITS AT START --------
    Player - Make Chaos Peon Unavailable for training/construction by PlayerGrom
    Player - Make Chaos Archer [FrostWolf] Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Fel Spear Thrower Unavailable for training/construction by PlayerGrom
    Player - Disable Summon Chaos Rekhor Bloodheart (Chaos) for Player 4 (Purple)
    Player - Make Fel Shaman (Frostwolf) Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Warsong Outrider [Chaos] Unavailable for training/construction by Player 4 (Purple)
    Player - Make Fel Shaman Unavailable for training/construction by Player 4 (Purple)
    Player - Make Chaos Peon [FrostWolf] Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Raider [Frostwolf] Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Fel Ravager Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Grunt Unavailable for training/construction by PlayerGrom
    Player - Make Chaos Grunt Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Raider Unavailable for training/construction by PlayerGrom
    Player - Make Chaos Warlock Unavailable for training/construction by Player 4 (Purple)
    Player - Make Chaos Raider Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Kodo Beast Unavailable for training/construction by PlayerGrom
    Player - Make Chaos Kodo Beast Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Crossbowman Unavailable for training/construction by PlayerGrom
    Player - Make Chaos Crossbowman [Frostwolf] Unavailable for training/construction by Player 4 (Purple)
    Player - Make Chaos Crossbowman [Frostwolf] Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Rampager [Frostwolf] Unavailable for training/construction by PlayerGrom
    Player - Make Chaos Rampager [Frostwolf] Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Necromancer Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Северный волк [Frostwolf] Unavailable for training/construction by Player 11 (Dark Green)
    -------- SET FOUNTAIN OF BLOOD ANIMATION --------
    Animation - Play Chaos Well 0035 <gen>'s stand (animationname) animation
    Unit - Make Chaos Well 0035 <gen> Invulnerable
    -------- MAKE CREEPS INSOMNIACS --------
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Make (Picked unit) Remain awake when unprovoked at night)
    -------- STARTING TIME OF DAY --------
    Game - Set the time of day to 7.00
    -------- RANDOMIZE CENARIUS SMACK --------
    Set VariableSet RandomCenariusSmack = (Random real number between 0 and 3.00)
    -------- HIDE PLAYERS IN SCORE SCREEN --------
    Player - Hide Player 5 (Yellow) in the post-game score screen
    Player - Hide Player 12 (Brown) in the post-game score screen
    -------- CHANGE PLAYER COLORS --------
    Player - Change color of Player 5 (Yellow) to Purple, Changing color of existing units
    Player - Change color of Player 12 (Brown) to Teal, Changing color of existing units
Setup Night Elf Bases
  Events
  Conditions
  Actions
    Unit - Pause Demigod 0000 <gen>
    Hero - Disable experience gain for Demigod 0000 <gen>.
    -------- DARK GREEN BASE --------
    Unit - Move Tree of Eternity 0092 <gen> instantly to (Center of AIDarkGreenEternity <gen>)
    Unit - Move Ancient of War 0116 <gen> instantly to (Center of AIDarkGreenWar <gen>)
    Unit - Move Ancient of Wind 0115 <gen> instantly to (Center of AIDarkGreenWind <gen>)
    Unit - Move Ancient Protector 0117 <gen> instantly to (Center of AIDarkGreenProtector01 <gen>)
    Unit - Move Ancient Protector 0118 <gen> instantly to (Center of AIDarkGreenProtector02 <gen>)
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray) matching (((Matching unit) is A structure) Equal to True).) and do (Hide (Picked unit))
    -------- DARK GREEN UNITS --------
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray) matching (((Matching unit) is A structure) Equal to False).) and do (Remove (Picked unit) from the game)
    Unit - Create 1.Archer for Player 9 (Gray) at (Random point in AIDarkGreenUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIDarkGreenUnits
    Unit - Create 1.Archer for Player 9 (Gray) at (Random point in AIDarkGreenUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIDarkGreenUnits
    Unit - Create 1.Archer for Player 9 (Gray) at (Random point in AIDarkGreenUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIDarkGreenUnits
    Unit - Create 1.Hippogryph Rider for Player 9 (Gray) at (Random point in AIDarkGreenUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIDarkGreenUnits
    Unit - Create 1.Hippogryph Rider for Player 9 (Gray) at (Random point in AIDarkGreenUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIDarkGreenUnits
    Unit - Create 1.Chimaera for Player 9 (Gray) at (Random point in AIDarkGreenUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIDarkGreenUnits
    Unit - Create 1.Chimaera for Player 9 (Gray) at (Random point in AIDarkGreenUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIDarkGreenUnits
    Unit Group - Pick every unit in UnitGroupAIDarkGreenUnits and do (Hide (Picked unit))
    -------- BLUE BASE --------
    Unit - Move Tree of Eternity 0136 <gen> instantly to (Center of AIBlueEternity <gen>)
    Unit - Move Ancient of War 0137 <gen> instantly to (Center of AIBlueWar <gen>)
    Unit - Move Ancient of Lore 0081 <gen> instantly to (Center of AIBlueLore <gen>)
    Unit - Move Ancient Protector 0139 <gen> instantly to (Center of AIBlueProtector01 <gen>)
    Unit - Move Ancient Protector 0140 <gen> instantly to (Center of AIBlueProtector02 <gen>)
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching (((Matching unit) is A structure) Equal to True).) and do (Hide (Picked unit))
    -------- BLUE UNITS --------
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching (((Matching unit) is A structure) Equal to False).) and do (Remove (Picked unit) from the game)
    Unit - Create 1.Archer for Player 2 (Blue) at (Random point in AIBlueUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIBlueUnits
    Unit - Create 1.Archer for Player 2 (Blue) at (Random point in AIBlueUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIBlueUnits
    Unit - Create 1.Huntress for Player 2 (Blue) at (Random point in AIBlueUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIBlueUnits
    Unit - Create 1.Huntress for Player 2 (Blue) at (Random point in AIBlueUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIBlueUnits
    Unit - Create 1.Dryad for Player 2 (Blue) at (Random point in AIBlueUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIBlueUnits
    Unit - Create 1.Dryad for Player 2 (Blue) at (Random point in AIBlueUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIBlueUnits
    Unit - Create 1.Ballista for Player 2 (Blue) at (Random point in AIBlueUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAIBlueUnits
    Unit Group - Pick every unit in UnitGroupAIBlueUnits and do (Hide (Picked unit))
    -------- LIGHT BLUE BASE --------
    Unit - Move Tree of Eternity 0119 <gen> instantly to (Center of AILightBlueEternity <gen>)
    Unit - Move Ancient of War 0120 <gen> instantly to (Center of AILightBlueWar <gen>)
    Unit - Move Ancient of Lore 0121 <gen> instantly to (Center of AILightBlueLore <gen>)
    Unit - Move Ancient Protector 0122 <gen> instantly to (Center of AILightBlueProtector01 <gen>)
    Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is A structure) Equal to True).) and do (Hide (Picked unit))
    -------- LIGHT BLUE UNITS --------
    Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is A structure) Equal to False).) and do (Remove (Picked unit) from the game)
    Unit - Create 1.Archer for Player 10 (Light Blue) at (Random point in AILightBlueUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAILightBlueUnits
    Unit - Create 1.Archer for Player 10 (Light Blue) at (Random point in AILightBlueUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAILightBlueUnits
    Unit - Create 1.Huntress for Player 10 (Light Blue) at (Random point in AILightBlueUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAILightBlueUnits
    Unit - Create 1.Huntress for Player 10 (Light Blue) at (Random point in AILightBlueUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAILightBlueUnits
    Unit - Create 1.Ballista for Player 10 (Light Blue) at (Random point in AILightBlueUnits <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupAILightBlueUnits
    Unit Group - Pick every unit in UnitGroupAILightBlueUnits and do (Hide (Picked unit))
    Player - Set the current research level of Reib (techcode) to 2 for Player 2 (Blue)
    Player - Set the current research level of Rema (techcode) to 2 for Player 2 (Blue)
    Player - Set the current research level of Reib (techcode) to 2 for Player 3 (Teal)
    Player - Set the current research level of Rema (techcode) to 2 for Player 3 (Teal)
    Player - Set the current research level of Reib (techcode) to 2 for Player 9 (Gray)
    Player - Set the current research level of Rema (techcode) to 2 for Player 9 (Gray)
Initial Alliances
  Events
  Conditions
  Actions
    Player - For Player 2 (Blue), turn Alliance (non-aggression) On toward Neutral Hostile
    Player - For Player 3 (Teal), 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 9 (Gray), turn Alliance (non-aggression) On toward Neutral Hostile
    Player - For Player 12 (Brown), 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 3 (Teal)
    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 9 (Gray)
    Player - For Neutral Hostile, turn Alliance (non-aggression) On toward Player 12 (Brown)
    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 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
    Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision
    Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 5 (Yellow) treat Player 1 (Red) 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 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Initial Resources
  Events
  Conditions
  Actions
    Player - Set Player 4 (Purple).Current gold to 500
    Player - Set Player 4 (Purple).Current lumber to 7500
    Player - Set Player 6 (Orange).Current gold to 500
    Player - Set Player 6 (Orange).Current lumber to 7500
    Player - Set Player 11 (Dark Green).Current gold to 500
    Player - Set Player 11 (Dark Green).Current lumber to 7500
    Player - Set Player 3 (Teal).Current gold to 1000
    Player - Set Player 3 (Teal).Current lumber to 1000
    Player - Set Player 3 (Teal).Total gold gathered to 1000
    Player - Set Player 3 (Teal).Total lumber gathered to 1000
    Player - Set Player 2 (Blue).Current gold to 1000
    Player - Set Player 2 (Blue).Current lumber to 1000
    Player - Set Player 2 (Blue).Total gold gathered to 1000
    Player - Set Player 2 (Blue).Total lumber gathered to 1000
    Player - Set Player 10 (Light Blue).Current gold to 1000
    Player - Set Player 10 (Light Blue).Current lumber to 1000
    Player - Set Player 10 (Light Blue).Total gold gathered to 1000
    Player - Set Player 10 (Light Blue).Total lumber gathered to 1000
    Player - Set Player 9 (Gray).Current gold to 1000
    Player - Set Player 9 (Gray).Current lumber to 1000
    Player - Set Player 9 (Gray).Total gold gathered to 1000
    Player - Set Player 9 (Gray).Total lumber gathered to 1000
    Player - Set Player 8 (Pink).Current gold to 1200
    Player - Set Player 8 (Pink).Current lumber to 1200
    Player - Set Player 7 (Green).Current gold to 1002
    Player - Set Player 7 (Green).Current lumber to 1002
Initial Quests
  Events
  Conditions
  Actions
    Quest - Create a Required, undiscovered quest titled The Chaos Well with the description The Troll Witch Doctors have felt the presence of a mysterious power emanating from the nearby forest. If this volatile energy can be harnessed, it may provide a way to destroy Cenarius and his band of warrior women., using icon path ReplaceableTextures\CommandButtons\BTNOrbOfFire.tga
    Set VariableSet QuestPowerSource = (Last created quest)
    Quest - Create a quest requirement for QuestPowerSource with the description Discover the source of power
    Set VariableSet QuestReqFindPower = (Last created quest requirement)
    Quest - Create a Required, undiscovered quest titled Cenarius with the description The so-called demigod, Cenarius, has destroyed most of the lumber stores that you had so painstakingly accumulated. You must find a way to slay the demigod in order to continue the operation and construct Thrall's new settlement., using icon path ReplaceableTextures\CommandButtons\BTNKeeperOfTheGrove.tga
    Set VariableSet QuestCenarius = (Last created quest)
    Quest - Create a quest requirement for QuestCenarius with the description Slay Cenarius
    Set VariableSet QuestReqKillCenarius = (Last created quest requirement)
Initial Music
  Events
  Conditions
  Actions
    Sound - Play Tichondrius_Theme <gen>
Initial Bases
  Events
  Conditions
  Actions
    Unit - Change ownership of |c008000FFChieftain of the Warsong Clan|r 0093 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Darkspear Hall 0091 <gen> to Player 6 (Orange) and Change color
    Unit - Change ownership of SpearThrower 0080 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Hunter 0105 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Hunter 0179 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of SpearThrower 0172 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Raider 0188 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Raider 0189 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Raider 0190 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Raider 0191 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Fortress 0006 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Barracks 0022 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of War Mill 0023 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Orc Burrow 0020 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Orc Burrow 0016 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Orc Burrow 0011 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Orc Burrow 0100 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Watch Tower 0010 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Watch Tower 0009 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Watch Tower 0014 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Peon 0103 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Peon 0102 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Peon 0245 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of |c00FF8000Leader of the Darkspear tribe|r 0196 <gen> to Player 6 (Orange) and Change color
    Unit - Change ownership of Dregder 0195 <gen> to Player 6 (Orange) and Change color
    Unit - Change ownership of Dregder 0169 <gen> to Player 6 (Orange) and Change color
    Unit - Change ownership of Hovel 0025 <gen> to Player 6 (Orange) and Change color
    Unit - Change ownership of Blockhouse 0166 <gen> to Player 6 (Orange) and Change color
    Unit - Change ownership of Dire Troll 0171 <gen> to Player 6 (Orange) and Change color
    Unit - Change ownership of Warmonger 0168 <gen> to Player 6 (Orange) and Change color
    Unit - Change ownership of Warmonger 0167 <gen> to Player 6 (Orange) and Change color
    -------- - --------
    Unit - Change ownership of |c00106246Bone Crusher|r 0157 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Frostwolf Shaman 0097 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Great Hall 0087 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Beastiary 0026 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Barracks 0021 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Orc Burrow 0017 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Orc Burrow 0218 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Orc Burrow 0008 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Orc Burrow 0013 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Watch Tower 0007 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Watch Tower 0015 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Peon 0163 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Peon 0164 <gen> to Player 11 (Dark Green) and Change color
    -------- - --------
    Unit - Change ownership of Stronghold 0046 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Barracks 0047 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Orc Burrow 0053 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Watch Tower 0056 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of War Mill 0048 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Orc Burrow 0051 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Watch Tower 0055 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Watch Tower 0215 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Watch Tower 0214 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Watch Tower 0216 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Watch Tower 0217 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Spirit Lodge 0054 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of War Mill 0049 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Peon 0096 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Peon 0057 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Peon 0256 <gen> to Player 11 (Dark Green) and Change color
    -------- - --------
    Unit - Change ownership of War Mill 0038 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Orc Burrow 0042 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Barracks 0039 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Watch Tower 0044 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Great Hall 0036 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Draenor Beastiary 0045 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Orc Burrow 0040 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Orc Burrow 0041 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of War Mill 0037 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Draenor Beastiary 0175 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Peon 0094 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Peon 0095 <gen> to Player 4 (Purple) and Change color
    -------- - --------
    Unit - Change ownership of Orc Burrow 0033 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Stronghold 0027 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Orc Burrow 0032 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Barracks 0029 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of War Mill 0031 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Orc Burrow 0034 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Watch Tower 0030 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Peon 0090 <gen> to Player 4 (Purple) and Change color
Cenarius Gold
  Events
    Player - Player 3 (Teal)'s Current gold becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to PlayerCenarius.Current gold
Pink Gold
  Events
    Player - Player 8 (Pink)'s Current gold becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 8 (Pink).Current gold
Pink Lumber
  Events
    Player - Player 8 (Pink)'s Current lumber becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 8 (Pink).Current lumber
Wardens Gold
  Events
    Player - Player 7 (Green)'s Current gold becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 7 (Green).Current gold
Wardens Lumber
  Events
    Player - Player 7 (Green)'s Current lumber becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 7 (Green).Current lumber
Cenarius Lumber
  Events
    Player - Player 3 (Teal)'s Current lumber becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to PlayerCenarius.Current lumber
Blue Gold
  Events
    Player - Player 2 (Blue)'s Current gold becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 2 (Blue).Current gold
Blue Lumber
  Events
    Player - Player 2 (Blue)'s Current lumber becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 2 (Blue).Current lumber
Light Blue Gold
  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
Light Blue Lumber
  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
Dark Green Gold
  Events
    Player - Player 9 (Gray)'s Current gold becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 9 (Gray).Current gold
Dark Green Lumber
  Events
    Player - Player 9 (Gray)'s Current lumber becomes Less than 1000
  Conditions
  Actions
    Player - Add 1000 to Player 9 (Gray).Current lumber
Initial Heroes
  Events
  Conditions
  Actions
    -------- SETUP CENARIUS --------
    Hero - Set Cenarius Hero-level to 10, Hide level-up graphics
    Hero - Learn skill for Cenarius: Night Elf Keeper Of The Grove - Entangling Roots
    Hero - Learn skill for Cenarius: Night Elf Keeper Of The Grove - Entangling Roots
    Hero - Learn skill for Cenarius: Night Elf Keeper Of The Grove - Entangling Roots
    Hero - Learn skill for Cenarius: Night Elf Keeper Of The Grove - Force Of Nature
    Hero - Learn skill for Cenarius: Night Elf Keeper Of The Grove - Force Of Nature
    Hero - Learn skill for Cenarius: Night Elf Keeper Of The Grove - Force Of Nature
    Hero - Learn skill for Cenarius: Night Elf Keeper Of The Grove - Thorns Aura
    Hero - Learn skill for Cenarius: Night Elf Keeper Of The Grove - Thorns Aura
    Hero - Learn skill for Cenarius: Night Elf Keeper Of The Grove - Thorns Aura
    Hero - Make Player 4 (Purple) Heroes gain 60.00% experience from future kills
    Hero - Make Player 11 (Dark Green) Heroes gain 60.00% experience from future kills
    Hero - Make Player 6 (Orange) Heroes gain 60.00% experience from future kills
    Hero - Make PlayerCenarius Heroes gain 0.00% experience from future kills
Witch Doctors Available
  Events
    Time - TimerWitchDoctorHint expires
  Conditions
    GAMEOVER Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Witch_Doctors_Message <gen> to the trigger queue (Checking conditions)
Witch Doctors Message
  Events
  Conditions
    GAMEOVER Equal to False
  Actions
    Quest - Display to Player Group - Player 6 (Orange) the Simple Hint message: |cff87CEEBNEW UNIT AVAILABLE|r Witch Doctor - You may now build Witch Doctors from the Spirit Lodge. Witch Doctors can cast Sentry Ward, an invisible and immovable ward that provides vision in an area.
    Wait 10.00 seconds
    Trigger - Remove (This trigger) from the trigger queue
Chaos Orcs Rock
  Events
    Time - TimerChaosOrcsHint expires
  Conditions
    GAMEOVER Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Chaos_Orcs_Rock_Message <gen> to the trigger queue (Checking conditions)
Chaos Orcs Rock Message
  Events
  Conditions
    GAMEOVER Equal to False
  Actions
    Quest - Display to (All players) the New Unit Available message: |cff87ceebNEW UNITS AVAILABLE|rChaos Orcs - You now build Chaos Orc units instead of normal Orcish units.
    Wait 10.00 seconds
    Quest - Display to (All players) the Simple Hint message: |cff32cd32HINT|r - Chaos Orcs deal full damage to all armor types, including Cenarius' divine armor.
    Wait Campaign hint delay seconds
    Countdown Timer - Start TimerCenariusQuest as a One-shot timer that will expire in 10.00 seconds
    Trigger - Remove (This trigger) from the trigger queue
Cenarius Quest
  Events
    Time - TimerCenariusQuest expires
  Conditions
    GAMEOVER Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Cenarius_Quest_Message <gen> to the trigger queue (Checking conditions)
Cenarius Quest Message
  Events
  Conditions
    GAMEOVER Equal to False
  Actions
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Chaos Grunt named Warsong Orc at (Player 4 (Purple) start location): Play O05WarsongOrc17 <gen> and display Chieftain, these creatures press us hard! And their demigod still lurks in the forest! How can we possibly defeat him?. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from Grom named |c008000FFGrom Hellscream|r: Play O05Grom18 <gen> and display Weak-minded coward! Nothing is invincible! If we are to live, then this Cenarius must die!. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Quest - Mark QuestCenarius as Discovered
    Quest - Display to (All players) the Quest Discovered message: |c00FFFC01MAIN QUEST|r|c00540081Cenarius|r - Slay Cenarius
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Pool Quest
  Events
    Time - Every 2 seconds of game time
  Conditions
    GAMEOVER Equal to False
    MainAttackOrdered Equal to True
    (Number of units in (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 12 (Brown)) and (((Matching unit) is alive) Equal to True)))) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Wait 5.00 seconds
    Trigger - Add Pool_Quest_Message <gen> to the trigger queue (Checking conditions)
Pool Quest Message
  Events
  Conditions
    GAMEOVER Equal to False
  Actions
    AI - Send Player 2 (Blue) the AI Command (0, 0)
    AI - Send Player 10 (Light Blue) the AI Command (0, 0)
    AI - Send Player 11 (Dark Green) the AI Command (0, 0)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from a Player 6 (Orange).|c00FF8000Leader of the Darkspear tribe|r named |c00FF8000Vol'jin|r at (Player 4 (Purple) start location): Play O05WitchDoctor11 <gen> and display Hellscream, I sense a dark power emanating from the wilderness! It might be a key to destroying Cenarius!. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Quest - Mark QuestPowerSource as Discovered
    Quest - Display to (All players) the Quest Discovered message: |c00FFFC01MAIN QUEST|r|c00540081The Chaos Well|r - Discover the source of power
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
    Countdown Timer - Start TimerWitchDoctorHint as a One-shot timer that will expire in 10.00 seconds
    Trigger - Turn on TriggerFountainCinematic <gen>
SpawnWolves
  Events
    Unit - A unit enters WolfTriggerAttack <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to Player 4 (Purple)
        (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
        (Owner of (Entering unit)) Equal to Player 6 (Orange)
  Actions
    Trigger - Turn off (This trigger)
    Countdown Timer - Start TimerWolfReset as a One-shot timer that will expire in 90.00 seconds
    Unit - Create 1.Giant Wolf for Neutral Hostile at (Center of WolfSpawn <gen>) facing 225.00 degrees
    Unit - Make (Last created unit) Remain awake when unprovoked at night
    Unit Group - Add (Last created unit) to UnitGroupWolves
    Unit - Order (Last created unit) to Attack-Move To.(Random point in WolfAttackTarget <gen>)
    Wait 1.00 seconds
    Unit - Create 1.Dire Wolf for Neutral Hostile at (Center of WolfSpawn <gen>) facing 225.00 degrees
    Unit - Make (Last created unit) Remain awake when unprovoked at night
    Unit Group - Add (Last created unit) to UnitGroupWolves
    Unit - Order (Last created unit) to Attack-Move To.(Random point in WolfAttackTarget <gen>)
    Wait 1.00 seconds
    Unit - Create 1.Timber Wolf for Neutral Hostile at (Center of WolfSpawn <gen>) facing 225.00 degrees
    Unit - Make (Last created unit) Remain awake when unprovoked at night
    Unit Group - Add (Last created unit) to UnitGroupWolves
    Unit - Order (Last created unit) to Attack-Move To.(Random point in WolfAttackTarget <gen>)
    Wait 1.00 seconds
    Unit - Create 1.Giant Wolf for Neutral Hostile at (Center of WolfSpawn <gen>) facing 225.00 degrees
    Unit - Make (Last created unit) Remain awake when unprovoked at night
    Unit Group - Add (Last created unit) to UnitGroupWolves
    Unit - Order (Last created unit) to Attack-Move To.(Random point in WolfAttackTarget <gen>)
GromEntersTreeRing01
  Events
    Unit - A unit enters FaerieRingSpawn01 <gen>
  Conditions
    GAMEOVER Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Entering unit) Equal to Grom
        (Entering unit) Equal to Nazgrel
        (Entering unit) Equal to |c00FF8000Leader of the Darkspear tribe|r 0196 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Item - Create Pendant of Mana at (Center of FaerieRingSpawn02 <gen>)
    Sound - Play SecretFound <gen>
GromEntersTreeRing02
  Events
    Unit - A unit enters FaerieRingSpawn02 <gen>
  Conditions
    GAMEOVER Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Entering unit) Equal to Grom
        (Entering unit) Equal to Nazgrel
        (Entering unit) Equal to |c00FF8000Leader of the Darkspear tribe|r 0196 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Item - Create Boots of Quel'Thalas +6 at (Center of FaerieRingSpawn02 <gen>)
    Sound - Play SecretFound <gen>
InitialSetup
  Events
    Map initialization
  Conditions
  Actions
    Set VariableSet UnitFireSatyr = Satyr Pyromancer 0018 <gen>
    Unit - Make UnitFireSatyr Invulnerable
    Animation - Play the death (animationname) animation for all doodads of type YOtf (doodadcode) within BurningPiles <gen>.
    Animation - Play the death (animationname) animation for all doodads of type LOsm (doodadcode) within BurningPiles <gen>.
    Unit - Create 1.Burning Archer for Neutral Hostile at (Center of SpawnArcher01 <gen>) facing 270.00 degrees
    Set VariableSet UnitBurningArcher01 = (Last created unit)
    Unit - Create 1.Burning Archer for Neutral Hostile at (Center of SpawnArcher02 <gen>) facing 270.00 degrees
    Set VariableSet UnitBurningArcher02 = (Last created unit)
    Unit - Create 1.Burning Archer for Neutral Hostile at (Center of SpawnArcher03 <gen>) facing 270.00 degrees
    Set VariableSet UnitBurningArcher03 = (Last created unit)
    Unit - Create 1.Burning Archer for Neutral Hostile at (Center of SpawnArcher04 <gen>) facing 270.00 degrees
    Set VariableSet UnitBurningArcher04 = (Last created unit)
    Unit - Hide UnitBurningArcher01
    Unit - Hide UnitBurningArcher02
    Unit - Hide UnitBurningArcher03
    Unit - Hide UnitBurningArcher04
    Trigger - Run RefreshBurningArcherScene <gen> (checking conditions)
RefreshBurningArcherScene
  Events
  Conditions
    FireScenePlayed Equal to False
  Actions
    Unit - Pause UnitFireSatyr
    Unit - Pause UnitBurningArcher01
    Unit - Pause UnitBurningArcher02
    Unit - Pause UnitBurningArcher03
    Unit - Pause UnitBurningArcher04
UnitNearsSatyr
  Events
    Unit - A unit enters TriggerFireSatyr <gen>
  Conditions
    GAMEOVER Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to Player 4 (Purple)
        (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
        (Owner of (Entering unit)) Equal to Player 6 (Orange)
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet FireScenePlayed = True
    Unit - Make UnitFireSatyr Vulnerable
    Animation - Play UnitFireSatyr's spell (animationname) animation
    Animation - Play UnitBurningArcher01's birth (animationname) animation
    Animation - Play UnitBurningArcher02's birth (animationname) animation
    Animation - Play UnitBurningArcher03's birth (animationname) animation
    Animation - Play UnitBurningArcher04's birth (animationname) animation
    Animation - Play the stand (animationname) animation for all doodads of type YOtf (doodadcode) within BurningPiles <gen>.
    Wait 0.01 seconds
    Unit - Unhide UnitBurningArcher01
    Unit - Unhide UnitBurningArcher02
    Unit - Unhide UnitBurningArcher03
    Unit - Unhide UnitBurningArcher04
    Wait 2 seconds
    Animation - Play the death (animationname) animation for all doodads of type YOtf (doodadcode) within BurningPiles <gen>.
    Animation - Play the death (animationname) animation for all doodads of type YOfs (doodadcode) within BurningPiles <gen>.
    Animation - Play the stand (animationname) animation for all doodads of type LOsm (doodadcode) within BurningPiles <gen>.
    Unit - Unpause UnitFireSatyr
    Unit - Unpause UnitBurningArcher01
    Unit - Unpause UnitBurningArcher02
    Unit - Unpause UnitBurningArcher03
    Unit - Unpause UnitBurningArcher04
    Animation - Reset UnitFireSatyr's animation
    Animation - Reset UnitBurningArcher01's animation
    Animation - Reset UnitBurningArcher02's animation
    Animation - Reset UnitBurningArcher03's animation
    Animation - Reset UnitBurningArcher04's animation
Satyr Dies
  Events
    Time - Every 4.00 seconds of game time
  Conditions
    (Number of units in (Units in SatyrWaygateCheck <gen> matching (((Owner of (Matching unit)) Equal to Neutral Hostile) and (((Matching unit) is alive) Equal to True)))) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run WayGateSatyrs_All_Dead <gen> (checking conditions)
WayGateSatyrs All Dead
  Events
  Conditions
  Actions
    Neutral Building - Enable Way Gate 0099 <gen>
    Neutral Building - Set Way Gate 0099 <gen> destination to (Random point in Waygate01Destination <gen>)
    Neutral Building - Enable Way Gate 0107 <gen>
    Neutral Building - Set Way Gate 0107 <gen> destination to (Random point in Waygate02Destination <gen>)
TriggerIntroCinematic
  Events
  Conditions
  Actions
    Trigger - Turn on IntroCinematicEscape <gen>
    Trigger - Turn on Skip_Cinematic <gen>
    Set VariableSet IntroCinematicRunning = True
    Cinematic - Turn cinematic mode On for (All players)
    Sound - Stop music Immediately
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Play NightElf2 <gen>
    Environment - Set sky to Lordaeron Fall Sky
    Game - Turn the day/night cycle Off
    Trigger - Run IntroCinematicActorSetup <gen> (ignoring conditions)
    Trigger - Run IntroCinematicInitialShots <gen> (ignoring conditions)
IntroCinematicSentryWards
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Create 1.Troll Witch Doctor for Player 4 (Purple) at (Center of IntroWitchDoctor01 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupWitchDoctors
    Unit - Hide (Last created unit)
    Unit - Set mana of (Last created unit) to 100%
    Unit - Order (Last created unit) to Orc Witch Doctor - Sentry Ward.(Center of IntroSentryWard01 <gen>)
    Unit - Create 1.Troll Witch Doctor for Player 11 (Dark Green) at (Center of IntroWitchDoctor02 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupWitchDoctors
    Unit - Hide (Last created unit)
    Unit - Set mana of (Last created unit) to 100%
    Unit - Order (Last created unit) to Orc Witch Doctor - Sentry Ward.(Center of IntroSentryWard02 <gen>)
    Unit - Create 1.Troll Witch Doctor for Player 4 (Purple) at (Center of IntroWitchDoctor03 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupWitchDoctors
    Unit - Hide (Last created unit)
    Unit - Set mana of (Last created unit) to 100%
    Unit - Order (Last created unit) to Orc Witch Doctor - Sentry Ward.(Center of IntroSentryWard03 <gen>)
    Unit - Create 1.Troll Witch Doctor for Player 11 (Dark Green) at (Center of IntroWitchDoctor04 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupWitchDoctors
    Unit - Hide (Last created unit)
    Unit - Set mana of (Last created unit) to 100%
    Unit - Order (Last created unit) to Orc Witch Doctor - Sentry Ward.(Center of IntroSentryWard04 <gen>)
    Unit - Create 1.Troll Witch Doctor for Player 4 (Purple) at (Center of IntroWitchDoctor05 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupWitchDoctors
    Unit - Hide (Last created unit)
    Unit - Set mana of (Last created unit) to 100%
    Unit - Order (Last created unit) to Orc Witch Doctor - Sentry Ward.(Center of IntroSentryWard05 <gen>)
    Unit - Create 1.Troll Witch Doctor for Player 11 (Dark Green) at (Center of IntroWitchDoctor06 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupWitchDoctors
    Unit - Hide (Last created unit)
    Unit - Set mana of (Last created unit) to 100%
    Unit - Order (Last created unit) to Orc Witch Doctor - Sentry Ward.(Center of IntroSentryWard06 <gen>)
    Unit - Create 1.Troll Witch Doctor for Player 4 (Purple) at (Center of IntroWitchDoctor07 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupWitchDoctors
    Unit - Hide (Last created unit)
    Unit - Set mana of (Last created unit) to 100%
    Unit - Order (Last created unit) to Orc Witch Doctor - Sentry Ward.(Center of IntroSentryWard07 <gen>)
    Unit - Create 1.Troll Witch Doctor for Player 4 (Purple) at (Center of IntroWitchDoctor08 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to UnitGroupWitchDoctors
    Unit - Hide (Last created unit)
    Unit - Set mana of (Last created unit) to 100%
    Unit - Order (Last created unit) to Orc Witch Doctor - Sentry Ward.(Center of IntroSentryWard08 <gen>)
    Wait 3.00 seconds
    Unit Group - Pick every unit in UnitGroupWitchDoctors and do (Remove (Picked unit) from the game)
    Unit Group - Remove all units from UnitGroupWitchDoctors.
IntroCinematicActorSetup
  Events
  Conditions
  Actions
    Wait 0.50 seconds
    Unit - Order Peon 0095 <gen> to Harvest.Ashenvale Tree Wall 3772 <gen>
    Unit - Order Peon 0094 <gen> to Harvest.Ashenvale Tree Wall 3518 <gen>
    Unit - Order Peon 0096 <gen> to Harvest.Ashenvale Tree Wall 3419 <gen>
    Unit - Order Peon 0090 <gen> to Harvest.Ashenvale Tree Wall 2189 <gen>
    Unit - Order Peon 0057 <gen> to Harvest.Ashenvale Tree Wall 3310 <gen>
    Unit - Order Peon 0102 <gen> to Harvest.Gold Mine 0004 <gen>
    Unit - Order Peon 0103 <gen> to Harvest.Gold Mine 0004 <gen>
    Unit - Order Peon 0245 <gen> to Harvest.Gold Mine 0004 <gen>
    Unit - Order Peon 0163 <gen> to Harvest.Gold Mine 0085 <gen>
    Unit - Order Peon 0164 <gen> to Harvest.Gold Mine 0085 <gen>
    Unit - Order Peon 0256 <gen> to Harvest.Gold Mine 0085 <gen>
IntroCinematicInitialShots
  Events
  Conditions
  Actions
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Set Animation and Spell Sounds to 0.00%
    Wait 1.00 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run IntroCinematicSentryWards <gen> (ignoring conditions)
    Camera - .Apply. gg_cam_IntroPeon01 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_IntroPeon01 for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_IntroPeon01 for Player 6 (Orange) over 0 seconds
    Camera - .Apply. gg_cam_IntroPeon01a for Player 4 (Purple) over 5.50 seconds
    Camera - .Apply. gg_cam_IntroPeon01a for Player 11 (Dark Green) over 5.50 seconds
    Camera - .Apply. gg_cam_IntroPeon01a for Player 6 (Orange) over 5.50 seconds
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 4.00 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_IntroPeon02 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_IntroPeon02 for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_IntroPeon02 for Player 6 (Orange) over 0 seconds
    Camera - .Apply. gg_cam_IntroPeon02a for Player 4 (Purple) over 4.50 seconds
    Camera - .Apply. gg_cam_IntroPeon02a for Player 11 (Dark Green) over 4.50 seconds
    Camera - .Apply. gg_cam_IntroPeon02a for Player 6 (Orange) over 4.50 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_IntroPeon03 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_IntroPeon03 for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_IntroPeon03 for Player 6 (Orange) over 0 seconds
    Camera - .Apply. gg_cam_IntroPeon03a for Player 4 (Purple) over 4.50 seconds
    Camera - .Apply. gg_cam_IntroPeon03a for Player 11 (Dark Green) over 4.50 seconds
    Camera - .Apply. gg_cam_IntroPeon03a for Player 6 (Orange) over 4.50 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_IntroInitialCenariusOverlookb for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_IntroInitialCenariusOverlookb for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_IntroInitialCenariusOverlookb for Player 6 (Orange) over 0 seconds
    Camera - .Apply. gg_cam_IntroInitialCenariusOverlook for Player 4 (Purple) over ((Length of O05Cenarius01 <gen>) + 1) seconds
    Camera - .Apply. gg_cam_IntroInitialCenariusOverlook for Player 11 (Dark Green) over ((Length of O05Cenarius01 <gen>) + 1) seconds
    Camera - .Apply. gg_cam_IntroInitialCenariusOverlook for Player 6 (Orange) over ((Length of O05Cenarius01 <gen>) + 1) seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run IntroCinematicCenariusSpeaks <gen> (ignoring conditions)
IntroCinematicCenariusSpeaks
  Events
  Conditions
  Actions
    Sound - Setup all volume channels for cinematics
    Cinematic - Send transmission to (All players) from Cenarius named Cenarius: Play O05Cenarius01 <gen> and display Who dares defile this ancient land? Who dares the wrath of Cenarius and the night elves?. Modify duration: Add 0 seconds and Don't wait
    Wait (Length of O05Cenarius01 <gen>) seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Play Cenarius's stand channel (animationname) animation
    Sound - Attach ForceOfNatureBirth1 <gen> to Cenarius
    Sound - Play ForceOfNatureBirth1 <gen>
    Sound - Attach HuntersHallWhat1 <gen> to Cenarius
    Sound - Play HuntersHallWhat1 <gen>
    Wait 2.00 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    Animation - Reset Cenarius's animation
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_IntroTreants for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_IntroTreants for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_IntroTreants for Player 6 (Orange) over 0 seconds
    Camera - .Apply. gg_cam_IntroTreantsa for Player 4 (Purple) over ((Length of O05WarsongOrc02 <gen>) + 4.50) seconds
    Camera - .Apply. gg_cam_IntroTreantsa for Player 11 (Dark Green) over ((Length of O05WarsongOrc02 <gen>) + 4.50) seconds
    Camera - .Apply. gg_cam_IntroTreantsa for Player 6 (Orange) over ((Length of O05WarsongOrc02 <gen>) + 4.50) seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run IntroCinematicForceOfNature <gen> (ignoring conditions)
    Wait 0.50 seconds
    Sound - Set position of Root <gen> to (Center of TreesRiseSound <gen>) with Z offset 0
    Sound - Play Root <gen>
    Wait 1.50 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Grunt named Warsong Orc at (Player 4 (Purple) start location): Play O05WarsongOrc02 <gen> and display The forest is coming alive! We're under attack!. Modify duration: Add 0 seconds and Don't wait
    Wait (Length of O05WarsongOrc02 <gen>) seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_CenariusFromBelow for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_CenariusFromBelow for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_CenariusFromBelow for Player 6 (Orange) over 0 seconds
    Camera - .Apply. gg_cam_CenariusFromBelowA for Player 4 (Purple) over ((Length of O05Cenarius03 <gen>) + 1.00) seconds
    Camera - .Apply. gg_cam_CenariusFromBelowA for Player 11 (Dark Green) over ((Length of O05Cenarius03 <gen>) + 1.00) seconds
    Camera - .Apply. gg_cam_CenariusFromBelowA for Player 6 (Orange) over ((Length of O05Cenarius03 <gen>) + 1.00) seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Play Cenarius's stand victory (animationname) animation
    Cinematic - Send transmission to (All players) from Cenarius named Cenarius: Play O05Cenarius03 <gen> and display Let battle be joined!. Modify duration: Add 0 seconds and Don't wait
    Sound - Attach LightningShieldTarget <gen> to Cenarius
    Sound - Play LightningShieldTarget <gen>
    Sound - Attach RollingThunder1 <gen> to Cenarius
    Sound - Set volume of RollingThunder1 <gen> to 80.00%
    Sound - Play RollingThunder1 <gen>
    Wait (Length of O05Cenarius03 <gen>) seconds
    If (IntroCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run IntroCinematicEnd <gen> (ignoring conditions)
IntroCinematicForceOfNature
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Create 1.Keeper of the Grove for Player 12 (Brown) at (Center of IntroKeeper01 <gen>) facing Default building facing degrees
    Set VariableSet IntroHiddenKeeper01 = (Last created unit)
    Unit - Hide IntroHiddenKeeper01
    Hero - Set IntroHiddenKeeper01 Hero-level to 5, Hide level-up graphics
    Hero - Learn skill for IntroHiddenKeeper01: Night Elf Keeper Of The Grove - Force Of Nature
    Hero - Learn skill for IntroHiddenKeeper01: Night Elf Keeper Of The Grove - Force Of Nature
    Hero - Learn skill for IntroHiddenKeeper01: Night Elf Keeper Of The Grove - Force Of Nature
    Hero - Learn skill for IntroHiddenKeeper01: Night Elf Keeper Of The Grove - Entangling Roots
    Hero - Learn skill for IntroHiddenKeeper01: Night Elf Keeper Of The Grove - Entangling Roots
    Unit - Set mana of IntroHiddenKeeper01 to 100%
    Unit - Order IntroHiddenKeeper01 to Night Elf Keeper Of The Grove - Force Of Nature.(Center of IntroKeeperTarget01 <gen>)
    Unit - Create 1.Keeper of the Grove for Player 12 (Brown) at (Center of IntroKeeper02 <gen>) facing Default building facing degrees
    Set VariableSet IntroHiddenKeeper02 = (Last created unit)
    Unit - Hide IntroHiddenKeeper02
    Hero - Set IntroHiddenKeeper02 Hero-level to 5, Hide level-up graphics
    Hero - Learn skill for IntroHiddenKeeper02: Night Elf Keeper Of The Grove - Force Of Nature
    Hero - Learn skill for IntroHiddenKeeper02: Night Elf Keeper Of The Grove - Force Of Nature
    Hero - Learn skill for IntroHiddenKeeper02: Night Elf Keeper Of The Grove - Force Of Nature
    Hero - Learn skill for IntroHiddenKeeper02: Night Elf Keeper Of The Grove - Entangling Roots
    Hero - Learn skill for IntroHiddenKeeper02: Night Elf Keeper Of The Grove - Entangling Roots
    Unit - Set mana of IntroHiddenKeeper02 to 100%
    Unit - Order IntroHiddenKeeper02 to Night Elf Keeper Of The Grove - Force Of Nature.(Center of IntroKeeperTarget02 <gen>)
    Wait 2 seconds
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Treant) and do (Add (Picked unit) to UnitGroupMiddleC)
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Treant) and do (Add (Picked unit) to UnitGroupInitialTreants)
    Unit Group - Order UnitGroupInitialTreants to Attack-Move To.(Center of MiddleWaveTarget <gen>)
    Unit - Remove IntroHiddenKeeper01 from the game
    Unit - Remove IntroHiddenKeeper02 from the game
IntroCinematicEnd
  Events
  Conditions
  Actions
    Trigger - Turn off IntroCinematicEscape <gen>
    Trigger - Turn off Skip_Cinematic <gen>
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Set VariableSet SkipVote3 = False
    Set VariableSet IntroCinematicRunning = False
    Player - Set Player 4 (Purple).Current gold to 500
    Player - Set Player 4 (Purple).Current lumber to 7500
    Player - Set Player 4 (Purple).Total gold gathered to 500
    Player - Set Player 4 (Purple).Total lumber gathered to 7500
    Player - Set Player 11 (Dark Green).Current gold to 500
    Player - Set Player 11 (Dark Green).Current lumber to 7500
    Player - Set Player 11 (Dark Green).Total gold gathered to 500
    Player - Set Player 11 (Dark Green).Total lumber gathered to 7500
    Player - Set Player 6 (Orange).Current gold to 500
    Player - Set Player 6 (Orange).Current lumber to 7500
    Player - Set Player 6 (Orange).Total gold gathered to 500
    Player - Set Player 6 (Orange).Total lumber gathered to 7500
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Unit - Unpause Demigod 0000 <gen>
    Animation - Reset Cenarius's animation
    Camera - .Apply. gg_cam_IntroFinal for PlayerGrom over 0 seconds
    Camera - .Apply. gg_cam_IntroFinal for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_IntroFinal for Player 6 (Orange) over 0 seconds
    Environment - Set sky to None
    Game - Turn the day/night cycle On
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Sound - Play 15__Neal_Acree___Grommash_Hellscream__1_u <gen>
    Set VariableSet Cinematic = False
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Selection - Select Grom for Player 4 (Purple)
    Selection - Select Nazgrel for Player 11 (Dark Green)
    Selection - Select |c00FF8000Leader of the Darkspear tribe|r 0196 <gen> for Player 6 (Orange)
    Wait 1.00 seconds
    Trigger - Run Cenarius_Attack_Control <gen> (ignoring conditions)
IntroCinematicEscape
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Set VariableSet SkipVote3 = False
    Set VariableSet IntroCinematicEscape = True
    Set VariableSet IntroCinematicRunning = False
    Player - Set Player 4 (Purple).Current gold to 500
    Player - Set Player 4 (Purple).Current lumber to 7500
    Player - Set Player 4 (Purple).Total gold gathered to 500
    Player - Set Player 4 (Purple).Total lumber gathered to 7500
    Player - Set Player 11 (Dark Green).Current gold to 500
    Player - Set Player 11 (Dark Green).Current lumber to 7500
    Player - Set Player 11 (Dark Green).Total gold gathered to 500
    Player - Set Player 11 (Dark Green).Total lumber gathered to 7500
    Player - Set Player 6 (Orange).Current gold to 500
    Player - Set Player 6 (Orange).Current lumber to 7500
    Player - Set Player 6 (Orange).Total gold gathered to 500
    Player - Set Player 6 (Orange).Total lumber gathered to 7500
    Sound - Stop (Last played sound) After fading
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Unit - Unpause Demigod 0000 <gen>
    Trigger - Run IntroCinematicSentryWards <gen> (checking conditions)
    Camera - .Apply. gg_cam_IntroFinal for PlayerGrom over 0 seconds
    Camera - .Apply. gg_cam_IntroFinal for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_IntroFinal for Player 6 (Orange) over 0 seconds
    Trigger - Run IntroCinematicForceOfNature <gen> (checking conditions)
    Environment - Set sky to None
    Game - Turn the day/night cycle On
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Sound - Play 15__Neal_Acree___Grommash_Hellscream__1_u <gen>
    Set VariableSet Cinematic = False
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Selection - Select Grom for Player 4 (Purple)
    Selection - Select Nazgrel for Player 11 (Dark Green)
    Selection - Select |c00106246Bone Crusher|r 0157 <gen> for Player 6 (Orange)
    Wait 1.00 seconds
    Trigger - Run Cenarius_Attack_Control <gen> (ignoring conditions)
TriggerTreeCinematic
  Events
    Unit - A unit enters CenariusReturn <gen>
  Conditions
    GAMEOVER Equal to False
    (Entering unit) Equal to Cenarius
    (Number of units in UnitGroupInitialBaseTop) Equal to 0
    (Number of units in UnitGroupInitialBaseMiddle) Equal to 0
    (Number of units in UnitGroupInitialBaseBottom) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off CenariusMoveBackHeartbeat <gen>
    Trigger - Add TreeCinematicStart <gen> to the trigger queue (Checking conditions)
TreeCinematicStart
  Events
  Conditions
    GAMEOVER Equal to False
  Actions
    Set VariableSet CenariusSmack = False
    Trigger - Run TreeCinematicInitialCamera <gen> (checking conditions)
TreeCinematicInitialCamera
  Events
  Conditions
  Actions
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (GAMEOVER Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet TreeCinematicRunning = True
    Environment - Set sky to Lordaeron Fall Sky
    Game - Turn the day/night cycle Off
    Unit Group - Remove all units from UnitGroupSelection1.
    Unit Group - Remove all units from UnitGroupSelection2.
    Unit Group - Remove all units from UnitGroupSelection3.
    Unit Group - Pick every unit in (Units currently selected by Player 4 (Purple)) and do (Add (Picked unit) to UnitGroupSelection1)
    Unit Group - Pick every unit in (Units currently selected by Player 11 (Dark Green)) and do (Add (Picked unit) to UnitGroupSelection2)
    Unit Group - Pick every unit in (Units currently selected by Player 6 (Orange)) and do (Add (Picked unit) to UnitGroupSelection3)
    Set VariableSet PointPlayerCamera = (Target of current camera view)
    Cinematic - Turn cinematic mode On for (All players)
    Set VariableSet Cinematic = True
    Trigger - Run TreeCinematicActorSetup <gen> (ignoring conditions)
    Trigger - Turn on TreeCinematicEscape <gen>
    Trigger - Turn on Skip_Cinematic <gen>
    Camera - .Apply. gg_cam_CenariusSpell for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_CenariusSpell for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_CenariusSpell for Player 6 (Orange) over 0 seconds
    Wait 1.00 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play Dark Victory.
    Wait 1.00 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run TreeCinematicRespawn <gen> (ignoring conditions)
TreeCinematicActorSetup
  Events
  Conditions
  Actions
    Selection - Clear selection
    Unit - Pause all units
    -------- MOVE ORCS OUT OF TREES --------
    Unit Group - Pick every unit in (Units in TopTreesA <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in TopTreesUnitMoveA <gen>))
    Unit Group - Pick every unit in (Units in TopTreesB <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in TopTreesUnitMoveA <gen>))
    Unit Group - Pick every unit in (Units in TopTreesC <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in TopTreesUnitMoveA <gen>))
    Unit Group - Pick every unit in (Units in TopTreesD <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in TopTreesUnitMoveA <gen>))
    Unit Group - Pick every unit in (Units in TopTreesE <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in TopTreesUnitMoveB <gen>))
    Unit Group - Pick every unit in (Units in TopTreesF <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in TopTreesUnitMoveB <gen>))
    Unit Group - Pick every unit in (Units in TopTreesG <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in TopTreesUnitMoveB <gen>))
    Unit Group - Pick every unit in (Units in TopTreesH <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in TopTreesUnitMoveB <gen>))
    Unit Group - Pick every unit in (Units in TopTreesI <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in TopTreesUnitMoveC <gen>))
    Unit Group - Pick every unit in (Units in MiddleTreesA <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in MiddleTreesUnitMoveA <gen>))
    Unit Group - Pick every unit in (Units in MiddleTreesB <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in MiddleTreesUnitMoveA <gen>))
    Unit Group - Pick every unit in (Units in MiddleTreesC <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in MiddleTreesUnitMoveA <gen>))
    Unit Group - Pick every unit in (Units in MiddleTreesD <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in MiddleTreesUnitMoveA <gen>))
    Unit Group - Pick every unit in (Units in MiddleTreesE <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in MiddleTreesUniveMoveB <gen>))
    Unit Group - Pick every unit in (Units in BottomTreesA <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in BottomTreesUnitMoveA <gen>))
    Unit Group - Pick every unit in (Units in BottomTreesB <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in BottomTreesUnitMoveA <gen>))
    Unit Group - Pick every unit in (Units in BottomTreesC <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in BottomTreesUnitMoveA <gen>))
    Unit Group - Pick every unit in (Units in BottomTreesD <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in BottomTreesUnitMoveC <gen>))
    Unit Group - Pick every unit in (Units in BottomTreesE <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in BottomTreesUnitMoveC <gen>))
    Unit Group - Pick every unit in (Units in BottomTreesF <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in BottomTreesUnitMoveB <gen>))
    Unit Group - Pick every unit in (Units in BottomTreesG <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in BottomTreesUnitMoveB <gen>))
    Unit Group - Pick every unit in (Units in BottomTreesH <gen> matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to False))) and do (Move (Picked unit) instantly to (Random point in BottomTreesUnitMoveB <gen>))
    -------- HIDE ORCS --------
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 4 (Purple)) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) and do (Add (Picked unit) to UnitGroupHiddenOrcs)
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 11 (Dark Green)) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) and do (Add (Picked unit) to UnitGroupHiddenOrcs)
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 6 (Orange)) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) and do (Add (Picked unit) to UnitGroupHiddenOrcs)
    Unit Group - Pick every unit in UnitGroupHiddenOrcs and do (Hide (Picked unit))
    Unit - Move Cenarius instantly to (Center of CenariusReturn <gen>), facing 330.00 degrees
    Unit - Unpause Cenarius
TreeCinematicRespawn
  Events
  Conditions
  Actions
    Hero - Learn skill for Demigod 0000 <gen>: Night Elf Keeper Of The Grove - Tranquility
    Unit - Set mana of Cenarius to 100%
    Unit - Order Demigod 0000 <gen> to Night Elf Keeper Of The Grove - Tranquility.
    Animation - Play Demigod 0000 <gen>'s spell throw (animationname) animation
    Sound - Attach Tranquility <gen> to Cenarius
    Sound - Play Tranquility <gen>
    Wait 3.00 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_TreeView01 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_TreeView01 for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_TreeView01 for Player 6 (Orange) over 0 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Animation - Play Demigod 0000 <gen>'s spell throw (animationname) animation
    Wait 1.00 seconds
    Sound - Play Uproot <gen>
    Sound - Play TreeOfLifeGoldMineBirth1 <gen>
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- RESPAWN TREES HERE --------
    Destructible - Pick every destructible within 2560.00 of (Center of TreeSpawnCenter01 <gen>) and do (If (((Current life of (Picked destructible)) Equal to 0.00) and ((Random real number between 0 and 1) Greater than 0.50)) then do (Resurrect (Picked destructible) with (Max life of (Last created destructible)) life and Show birth animation) else do (Do nothing))
    Wait 0.30 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Destructible - Pick every destructible within 2560.00 of (Center of TreeSpawnCenter01 <gen>) and do (If (((Current life of (Picked destructible)) Equal to 0.00) and ((Random real number between 0 and 1) Greater than 0.50)) then do (Resurrect (Picked destructible) with (Max life of (Last created destructible)) life and Show birth animation) else do (Do nothing))
    Wait 0.30 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Destructible - Pick every destructible within 2560.00 of (Center of TreeSpawnCenter01 <gen>) and do (If (((Current life of (Picked destructible)) Equal to 0.00) and ((Random real number between 0 and 1) Greater than 0.00)) then do (Resurrect (Picked destructible) with (Max life of (Last created destructible)) life and Show birth animation) else do (Do nothing))
    -------- KILL PLAYER BUILDINGS IN TREES --------
    Unit Group - Pick every unit in (Units in MiddleTreesA <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in MiddleTreesB <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in MiddleTreesC <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in MiddleTreesD <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in MiddleTreesE <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Wait 3.00 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_TreeView02 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_TreeView02 for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_TreeView02 for Player 6 (Orange) over 0 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Sound - Play Uproot <gen>
    Sound - Play TreeOfLifeGoldMineBirth1 <gen>
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- RESPAWN TREES HERE --------
    Destructible - Pick every destructible within 2048.00 of (Center of TreeSpawnCenter02 <gen>) and do (If (((Current life of (Picked destructible)) Equal to 0.00) and ((Random real number between 0 and 1) Greater than 0.50)) then do (Resurrect (Picked destructible) with (Max life of (Last created destructible)) life and Show birth animation) else do (Do nothing))
    Wait 0.30 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Destructible - Pick every destructible within 2048.00 of (Center of TreeSpawnCenter02 <gen>) and do (If (((Current life of (Picked destructible)) Equal to 0.00) and ((Random real number between 0 and 1) Greater than 0.50)) then do (Resurrect (Picked destructible) with (Max life of (Last created destructible)) life and Show birth animation) else do (Do nothing))
    Wait 0.30 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Destructible - Pick every destructible within 2048.00 of (Center of TreeSpawnCenter02 <gen>) and do (If (((Current life of (Picked destructible)) Equal to 0.00) and ((Random real number between 0 and 1) Greater than 0.00)) then do (Resurrect (Picked destructible) with (Max life of (Last created destructible)) life and Show birth animation) else do (Do nothing))
    -------- KILL PLAYER BUILDINGS IN TREES --------
    Unit Group - Pick every unit in (Units in TopTreesA <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesB <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesC <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesD <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesE <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesF <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesG <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesH <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesI <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Wait 3.00 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_TreeView03 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_TreeView03 for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_TreeView03 for Player 6 (Orange) over 0 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Sound - Play Uproot <gen>
    Sound - Play TreeOfLifeGoldMineBirth1 <gen>
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- RESPAWN TREES HERE --------
    Destructible - Pick every destructible within 4096.00 of (Center of TreeSpawnCenter03 <gen>) and do (If (((Current life of (Picked destructible)) Equal to 0.00) and ((Random real number between 0 and 1) Greater than 0.50)) then do (Resurrect (Picked destructible) with (Max life of (Last created destructible)) life and Show birth animation) else do (Do nothing))
    Wait 0.30 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Destructible - Pick every destructible within 4096.00 of (Center of TreeSpawnCenter03 <gen>) and do (If (((Current life of (Picked destructible)) Equal to 0.00) and ((Random real number between 0 and 1) Greater than 0.50)) then do (Resurrect (Picked destructible) with (Max life of (Last created destructible)) life and Show birth animation) else do (Do nothing))
    Wait 0.30 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Play Demigod 0000 <gen>'s stand (animationname) animation
    Destructible - Pick every destructible within 4096.00 of (Center of TreeSpawnCenter03 <gen>) and do (If (((Current life of (Picked destructible)) Equal to 0.00) and ((Random real number between 0 and 1) Greater than 0.00)) then do (Resurrect (Picked destructible) with (Max life of (Last created destructible)) life and Show birth animation) else do (Do nothing))
    -------- KILL PLAYER BUILDINGS IN TREES --------
    Unit Group - Pick every unit in (Units in BottomTreesA <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesB <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesC <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesD <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesE <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesF <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesG <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesH <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Wait 3.00 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_CenariusSpell for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_CenariusSpell for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_CenariusSpell for Player 6 (Orange) over 0 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Attach NightElfGoldMineWhat1 <gen> to Cenarius
    Sound - Play NightElfGoldMineWhat1 <gen>
    Wait 1.00 seconds
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Cenarius to Stop.
    Sound - Attach StarfallCaster1 <gen> to Cenarius
    Sound - Play StarfallCaster1 <gen>
    Cinematic - Send transmission to (All players) from Cenarius named Cenarius: Play O05Cenarius07 <gen> and display Now, my warriors, cleanse these brutes from the wilds! I will watch over you from the forest.. Modify duration: Add 0 seconds and Wait
    If (TreeCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run TreeCinematicEnd <gen> (ignoring conditions)
TreeCinematicEnd
  Events
  Conditions
  Actions
    Trigger - Turn off TreeCinematicEscape <gen>
    Trigger - Turn off Skip_Cinematic <gen>
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Set VariableSet TreeCinematicRunning = False
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_IntroFinal for PlayerGrom over 0 seconds
    Camera - .Apply. gg_cam_IntroFinal for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_IntroFinal for Player 6 (Orange) over 0 seconds
    Environment - Set sky to None
    Game - Turn the day/night cycle On
    Wait 1.00 seconds
    Unit - Unpause all units
    Unit Group - Pick every unit in UnitGroupHiddenOrcs and do (Unhide (Picked unit))
    Unit - Move Cenarius instantly to (Center of CenariusReturn <gen>), facing 330.00 degrees
    Destructible - Pick every destructible in TreeGlobalReplace01 <gen> and do (Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Hide birth animation)
    Destructible - Pick every destructible in TreeGlobalReplace02 <gen> and do (Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Hide birth animation)
    Destructible - Pick every destructible in TreeGlobalReplace03 <gen> and do (Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Hide birth animation)
    Trigger - Run Main_Attack_Control <gen> (ignoring conditions)
    Cinematic - Turn cinematic mode Off for (All players)
    Set VariableSet Cinematic = False
    Selection - Select UnitGroupSelection1 for Player 4 (Purple)
    Selection - Select UnitGroupSelection2 for Player 11 (Dark Green)
    Selection - Select UnitGroupSelection3 for Player 6 (Orange)
    Camera - Pan camera for Player 4 (Purple) to PointPlayerCamera over 0 seconds
    Camera - Pan camera for Player 11 (Dark Green) to PointPlayerCamera over 0 seconds
    Camera - Pan camera for Player 6 (Orange) to PointPlayerCamera over 0 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Trigger - Remove TreeCinematicStart <gen> from the trigger queue
    Trigger - Run RefreshBurningArcherScene <gen> (checking conditions)
    Trigger - Run Pink_Base_Setup <gen> (checking conditions)
    Trigger - Run Samuro_ScoutsBegins <gen> (ignoring conditions)
    Trigger - Turn on Spawn_Beorns <gen>
    AI - Send Player 2 (Blue) the AI Command (0, 0)
    AI - Send Player 10 (Light Blue) the AI Command (0, 0)
    AI - Send Player 9 (Gray) the AI Command (0, 0)
TreeCinematicEscape
  Events
    Player - Player 4 (Purple) skips a cinematic sequence
    Player - Player 6 (Orange) skips a cinematic sequence
    Player - Player 11 (Dark Green) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Set VariableSet TreeCinematicEscape = True
    Set VariableSet TreeCinematicRunning = False
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Unit - Unpause all units
    Unit Group - Pick every unit in UnitGroupHiddenOrcs and do (Unhide (Picked unit))
    Destructible - Pick every destructible in TreeGlobalReplace01 <gen> and do (Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Hide birth animation)
    Destructible - Pick every destructible in TreeGlobalReplace02 <gen> and do (Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Hide birth animation)
    Destructible - Pick every destructible in TreeGlobalReplace03 <gen> and do (Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Hide birth animation)
    -------- HANDLE BUILDINGS IN TREES --------
    Unit Group - Pick every unit in (Units in MiddleTreesA <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in MiddleTreesB <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in MiddleTreesC <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in MiddleTreesD <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in MiddleTreesE <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesA <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesB <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesC <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesD <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesE <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesF <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesG <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesH <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in TopTreesI <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesA <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesB <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesC <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesD <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesE <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesF <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesG <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units in BottomTreesH <gen> matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True))) and do (Kill (Picked unit))
    -------- - --------
    Camera - .Apply. gg_cam_IntroFinal for PlayerGrom over 0 seconds
    Camera - .Apply. gg_cam_IntroFinal for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_IntroFinal for Player 6 (Orange) over 0 seconds
    Environment - Set sky to None
    Game - Turn the day/night cycle On
    Wait 1.00 seconds
    Trigger - Run Main_Attack_Control <gen> (ignoring conditions)
    Cinematic - Turn cinematic mode Off for (All players)
    Set VariableSet Cinematic = False
    Selection - Select UnitGroupSelection1 for Player 4 (Purple)
    Selection - Select UnitGroupSelection2 for Player 11 (Dark Green)
    Selection - Select UnitGroupSelection3 for Player 6 (Orange)
    Camera - Pan camera for Player 4 (Purple) to PointPlayerCamera over 0 seconds
    Camera - Pan camera for Player 11 (Dark Green) to PointPlayerCamera over 0 seconds
    Camera - Pan camera for Player 6 (Orange) to PointPlayerCamera over 0 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Trigger - Remove TreeCinematicStart <gen> from the trigger queue
    Trigger - Run RefreshBurningArcherScene <gen> (checking conditions)
    Trigger - Run Pink_Base_Setup <gen> (checking conditions)
    Trigger - Run Samuro_ScoutsBegins <gen> (ignoring conditions)
    Trigger - Turn on Spawn_Beorns <gen>
    AI - Send Player 2 (Blue) the AI Command (0, 0)
    AI - Send Player 10 (Light Blue) the AI Command (0, 0)
    AI - Send Player 11 (Dark Green) the AI Command (0, 0)
TriggerFountainCinematic
  Events
    Time - Every 2 seconds of game time
  Conditions
    GAMEOVER Equal to False
    (Number of units in (Units in SatyrsCheck <gen> matching (((Owner of (Matching unit)) Equal to Neutral Hostile) and (((Matching unit) is alive) Equal to True)))) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add FountainStart <gen> to the trigger queue (Checking conditions)
FountainStart
  Events
  Conditions
    GAMEOVER Equal to False
  Actions
    If ((QuestPowerSource is discovered) Equal to False) then do (Mark QuestPowerSource as Discovered) else do (Do nothing)
    If ((QuestReqFindPower is completed) Equal to False) then do (Mark QuestReqFindPower as Completed) else do (Do nothing)
    Quest - Mark QuestReqKillSatyrs as Completed
    Quest - Mark QuestPowerSource as Completed
    Quest - Display to (All players) the Quest Completed message: |c00FFFC01MAIN QUEST COMPLETED|r|c00540081The Chaos Well|r
    Wait Campaign quest delay seconds
    Set VariableSet CenariusSmack = False
    Trigger - Run FountainInitialCamera <gen> (ignoring conditions)
FountainInitialCamera
  Events
  Conditions
  Actions
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Unit Group - Remove all units from UnitGroupSelection1.
    Unit Group - Remove all units from UnitGroupSelection2.
    Unit Group - Remove all units from UnitGroupSelection3.
    Unit Group - Pick every unit in (Units currently selected by Player 4 (Purple)) and do (Add (Picked unit) to UnitGroupSelection1)
    Unit Group - Pick every unit in (Units currently selected by Player 11 (Dark Green)) and do (Add (Picked unit) to UnitGroupSelection2)
    Unit Group - Pick every unit in (Units currently selected by Player 6 (Orange)) and do (Add (Picked unit) to UnitGroupSelection2)
    Set VariableSet FountainCinematicRunning = True
    Environment - Set sky to Lordaeron Fall Sky
    Game - Turn the day/night cycle Off
    Sound - Play Doom.
    Sound - Set the music list to Music, starting with song 1
    Trigger - Turn on FountainCinematicEscape <gen>
    Trigger - Turn on Skip_Cinematic <gen>
    Cinematic - Turn cinematic mode On for (All players)
    Set VariableSet Cinematic = True
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run FountainActorSetup <gen> (ignoring conditions)
    Camera - .Apply. gg_cam_FountainMedShot_A for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_FountainMedShot_A for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_FountainMedShot_A for Player 6 (Orange) over 0 seconds
    Camera - .Apply. gg_cam_FountainMedShot_B for Player 4 (Purple) over ((Length of O05WitchDoctor22 <gen>) + ((Length of O05Grom23 <gen>) + 0.00)) seconds
    Camera - .Apply. gg_cam_FountainMedShot_B for Player 11 (Dark Green) over ((Length of O05WitchDoctor22 <gen>) + ((Length of O05Grom23 <gen>) + 0.00)) seconds
    Camera - .Apply. gg_cam_FountainMedShot_B for Player 6 (Orange) over ((Length of O05WitchDoctor22 <gen>) + ((Length of O05Grom23 <gen>) + 0.00)) seconds
    Wait 1.00 seconds
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run FountainOrcsTalk <gen> (ignoring conditions)
FountainActorSetup
  Events
  Conditions
  Actions
    Selection - Clear selection
    Unit - Remove All buffs from Grom
    Unit - Remove All buffs from Nazgrel
    Unit - Remove All buffs from |c00FF8000Leader of the Darkspear tribe|r 0196 <gen>
    If ((|c008000FFChieftain of the Warsong Clan|r 0093 <gen> is dead) Equal to True) then do (Instantly revive |c008000FFChieftain of the Warsong Clan|r 0093 <gen> at (Center of FountainGromInitial <gen>), Hide revival graphics) else do (Move |c008000FFChieftain of the Warsong Clan|r 0093 <gen> instantly to (Center of FountainGromInitial <gen>))
    If ((|c00106246Bone Crusher|r 0157 <gen> is dead) Equal to True) then do (Instantly revive |c00106246Bone Crusher|r 0157 <gen> at (Center of FountainGruntInitial <gen>), Hide revival graphics) else do (Move |c00106246Bone Crusher|r 0157 <gen> instantly to (Center of FountainGruntInitial <gen>))
    Unit - Pause all units
    Unit Group - Remove all units from UnitGroupHiddenOrcs.
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 4 (Purple)) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) and do (Add (Picked unit) to UnitGroupHiddenOrcs)
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 11 (Dark Green)) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) and do (Add (Picked unit) to UnitGroupHiddenOrcs)
    Unit Group - Pick every unit in (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 6 (Orange)) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) and do (Add (Picked unit) to UnitGroupHiddenOrcs)
    Unit Group - Pick every unit in UnitGroupHiddenOrcs and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by PlayerCenarius.) 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 10 (Light Blue).) 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 12 (Brown).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Hide (Picked unit))
    Unit - Create 1 |c00FF8000Leader of the Darkspear tribe|r for Player 6 (Orange) at (Center of FountainWitchDoctorInitial <gen>) facing (Position of Chaos Well 0035 <gen>)
    Set VariableSet FountainWitchDoctor = (Last created unit)
    Unit - Unpause Grom
    Unit - Unpause Nazgrel
    Unit - Unpause |c00FF8000Leader of the Darkspear tribe|r 0196 <gen>
    Unit - Unhide Grom
    Unit - Unhide Nazgrel
    Unit - Make Grom face Chaos Well 0035 <gen> over 0 seconds
FountainOrcsTalk
  Events
  Conditions
  Actions
    Cinematic - Send transmission to (All players) from FountainWitchDoctor named |c00FF8000Vol'jin|r: Play O05WitchDoctor22 <gen> and display The pool emanates great power, but I smell the stench of a demon curse about it!. Modify duration: Add 0 seconds and Don't wait
    Animation - Lock Grom's Head to face FountainWitchDoctor, offset by (0, 0, 90.00)
    Wait 3.00 seconds
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make FountainWitchDoctor face Grom over 0.50 seconds
    Wait for O05WitchDoctor22 <gen> to be 0 seconds from finished playing
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Grom named |c008000FFGrom Hellscream|r: Play O05Grom23 <gen> and display I am cursed already! If I must drink from these waters to defeat Cenarius, then I will.. Modify duration: Add 0 seconds and Don't wait
    Unit - Make Grom face FountainWitchDoctor over 0.50 seconds
    Wait 2.00 seconds
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Grom face Chaos Well 0035 <gen> over 0.50 seconds
    Wait 3.00 seconds
    Animation - Reset Grom's body-part facing
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Grom to Move To.(Center of FountainGromFinal <gen>)
    Wait 1.00 seconds
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Nazgrel to Move To.(Center of FountainGruntFinal <gen>)
    Wait for O05Grom23 <gen> to be 0 seconds from finished playing
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_FountainGrunt for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_FountainGrunt for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_FountainGrunt for Player 6 (Orange) over 0 seconds
    Cinematic - Send transmission to (All players) from Nazgrel named |c00106246Nazgrel|r: Play O05WarsongOrc24 <gen> and display No! That goes against everything the warchief teaches us! We can't let rage overcome us again!. Modify duration: Add 0 seconds and Don't wait
    Unit - Make Grom face Nazgrel over 0.50 seconds
    Animation - Lock Grom's Head to face Nazgrel, offset by (0, 0, 70.00)
    Wait 0.30 seconds
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make FountainWitchDoctor face Nazgrel over 0.50 seconds
    Wait for O05WarsongOrc24 <gen> to be 0 seconds from finished playing
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_FountainCloseupHellscream for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_FountainCloseupHellscream for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_FountainCloseupHellscream for Player 6 (Orange) over 0 seconds
    Cinematic - Send transmission to (All players) from Grom named |c008000FFGrom Hellscream|r: Play O05Grom25 <gen> and display No, warrior. We must embrace it as never before! We must become the vessels of destruction that we were meant to be!. Modify duration: Add 0 seconds and Don't wait
    Wait for O05Grom25 <gen> to be 0 seconds from finished playing
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Reset Grom's body-part facing
    Unit - Make Grom face (Center of FountainSound <gen>) over 0 seconds
    Animation - Lock Grom's Head to face Chaos Well 0035 <gen>, offset by (0, 0, 40.00)
    Wait 1.00 seconds
    Animation - Reset Grom's body-part facing
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run ConvertGromToChaos <gen> (ignoring conditions)
    Wait 1.00 seconds
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait 0.10 seconds
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_FountainCamerafarShot_A for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_FountainCamerafarShot_A for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_FountainCamerafarShot_A for Player 6 (Orange) over 0 seconds
    Camera - .Apply. gg_cam_FountainCamerafarShot_B for Player 4 (Purple) over ((Length of O05Grom26 <gen>) + 0.50) seconds
    Camera - .Apply. gg_cam_FountainCamerafarShot_B for Player 11 (Dark Green) over ((Length of O05Grom26 <gen>) + 0.50) seconds
    Camera - .Apply. gg_cam_FountainCamerafarShot_B for Player 6 (Orange) over ((Length of O05Grom26 <gen>) + 0.50) seconds
    Wait 0.50 seconds
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Grom face Nazgrel over 0.50 seconds
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).|c008000FFChieftain of the Warsong Clan|r (Possessed) named |c008000FFGrom Hellscream|r at (Center of FountainGromFinal <gen>): Play O05Grom26 <gen> and display Yes! I feel the power once again! Come, my warriors! Drink from the dark waters and you will be reborn!. Modify duration: Add 0 seconds and Don't wait
    Animation - Lock Grom's Head to face Nazgrel, offset by (0, 0, 70.00)
    Wait for O05Grom26 <gen> to be ((Length of O05Grom26 <gen>) x 0.66) seconds from finished playing
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Lock Grom's Head to face FountainWitchDoctor, offset by (0, 0, 50.00)
    Wait for O05Grom26 <gen> to be ((Length of O05Grom26 <gen>) x 0.33) seconds from finished playing
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Lock Grom's Head to face Nazgrel, offset by (0, 0, 50.00)
    Wait for O05Grom26 <gen> to be 0.00 seconds from finished playing
    If (FountainCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run FountainEnd <gen> (ignoring conditions)
FountainEnd
  Events
  Conditions
  Actions
    Trigger - Turn off FountainCinematicEscape <gen>
    Trigger - Turn off Skip_Cinematic <gen>
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Set VariableSet SkipVote3 = False
    Set VariableSet FountainCinematicRunning = False
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Grom Changes --------
    Trigger - Run ConvertGrom <gen> (ignoring conditions)
    -------- Grom Changes over --------
    If ((Hero level of Grom) Equal to 8) then do (Disable experience gain for Grom.) else do (Do nothing)
    If ((Hero level of Nazgrel) Equal to 7) then do (Disable experience gain for Nazgrel.) else do (Do nothing)
    Camera - .Apply. gg_cam_FountainExit for PlayerGrom over 0 seconds
    Camera - .Apply. gg_cam_FountainExit for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_FountainExit for Player 6 (Orange) over 0 seconds
    Environment - Set sky to None
    Game - Turn the day/night cycle On
    Unit Group - Pick every unit in UnitGroupHiddenOrcs and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by PlayerCenarius.) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Neutral Hostile matching (((Matching unit) is in UnitGroupFinalSatyr.) Equal to False).) and do (Unhide (Picked unit))
    Unit - Remove FountainWitchDoctor from the game
    Trigger - Run ConvertOrcsToChaos <gen> (ignoring conditions)
    Unit - Unpause all units
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Unit - Unhide |c00FF8000Leader of the Darkspear tribe|r 0196 <gen>
    Set VariableSet Cinematic = False
    Selection - Select UnitGroupSelection1 for Player 4 (Purple)
    Selection - Select UnitGroupSelection2 for Player 11 (Dark Green)
    Selection - Select UnitGroupSelection3 for Player 6 (Orange)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Trigger - Remove FountainStart <gen> from the trigger queue
    Countdown Timer - Start TimerChaosOrcsHint as a One-shot timer that will expire in 10.00 seconds
FountainCinematicEscape
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet SkipVote1 = False
    Set VariableSet SkipVote2 = False
    Set VariableSet SkipVote3 = False
    Set VariableSet FountainCinematicEscape = True
    Set VariableSet FountainCinematicRunning = False
    Sound - Stop (Last played sound) After fading
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Animation - Reset Grom's body-part facing
    Camera - .Apply. gg_cam_FountainExit for PlayerGrom over 0 seconds
    Camera - .Apply. gg_cam_FountainExit for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_FountainExit for Player 6 (Orange) over 0 seconds
    Unit - Remove All buffs from Grom
    Environment - Set sky to None
    Game - Turn the day/night cycle On
    Unit Group - Pick every unit in UnitGroupHiddenOrcs and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by PlayerCenarius.) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Neutral Hostile matching (((Matching unit) is in UnitGroupFinalSatyr.) Equal to False).) and do (Unhide (Picked unit))
    Unit - Remove FountainWitchDoctor from the game
    Unit - Unpause all units
    If (ChaosOrcs Equal to False) then do (Run ConvertOrcsToChaos <gen> (ignoring conditions)) else do (Do nothing)
    If (GromIsChaos Equal to False) then do (Run ConvertGrom <gen> (ignoring conditions)) else do (Do nothing)
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Selection - Select UnitGroupSelection1 for Player 4 (Purple)
    Selection - Select UnitGroupSelection2 for Player 11 (Dark Green)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Trigger - Remove FountainStart <gen> from the trigger queue
    Countdown Timer - Start TimerChaosOrcsHint as a One-shot timer that will expire in 5.00 seconds
ConvertGrom
  Events
  Conditions
  Actions
    -------- Grom Changes --------
    Set VariableSet GromIsChaos = True
    If ((Hero level of Grom) Equal to 8) then do (Disable experience gain for Grom.) else do (Do nothing)
    If ((Hero level of Nazgrel) Equal to 7) then do (Disable experience gain for Nazgrel.) else do (Do nothing)
    -------- Nazgrel Changes --------
    Set VariableSet NazgrelSpells[1] = (Level of Howl of Terror [Nazgrel] for Nazgrel)
    Set VariableSet NazgrelSpells[2] = (Level of Blood Fury [Grunt] for Nazgrel)
    Set VariableSet NazgrelSpells[3] = (Level of War Cry for Nazgrel)
    Unit - Replace Nazgrel with a |c00106246Fel Crusher|r (Corrupted) using The old unit's relative life and mana
    Unit - Replace Blademaster 0186 <gen> with a Blademaster using The old unit's relative life and mana
    For each (Integer A) from 1 to NazgrelSpells[1], do (Actions)
      Loop - Actions
        Hero - Learn skill for (Last replaced unit): Meteor Strike
    For each (Integer A) from 1 to NazgrelSpells[3], do (Actions)
      Loop - Actions
        Hero - Learn skill for (Last replaced unit): Enfeeble
    Set VariableSet Nazgrel = (Last replaced unit)
ConvertOrcsToChaos
  Events
  Conditions
  Actions
    Player - Make Archer [FrostWolf] Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Archer [FrostWolf] Available for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Peon Available for training/construction by PlayerGrom
    Player - Enable Summon Chaos Rekhor Bloodheart (Chaos) for Player 4 (Purple)
    Player - Disable Raven Edge Clan Hero - [TALENT] for Player 4 (Purple)
    Player - Make Chaos Warlock Available for training/construction by Player 4 (Purple)
    Player - Make Warlock Unavailable for training/construction by Player 4 (Purple)
    Player - Make Fel Spear Thrower Available for training/construction by Player 4 (Purple)
    Player - Make Warsong Outrider Unavailable for training/construction by Player 4 (Purple)
    Player - Make Warsong Outrider [Chaos] Available for training/construction by Player 4 (Purple)
    Player - Make Fel Shaman (Frostwolf) Available for training/construction by Player 11 (Dark Green)
    Player - Make Fel Shaman Available for training/construction by Player 4 (Purple)
    Player - Make Chaos Peon Available for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Peon [FrostWolf] Available for training/construction by PlayerGrom
    Player - Make Chaos Peon [FrostWolf] Available for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Grunt Available for training/construction by PlayerGrom
    Player - Make Chaos Grunt Available for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Raider Available for training/construction by PlayerGrom
    Player - Make Chaos Raider Available for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Raider [Frostwolf] Available for training/construction by Player 11 (Dark Green)
    Player - Make Fel Ravager Available for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Kodo Beast Available for training/construction by PlayerGrom
    Player - Make Chaos Kodo Beast Available for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Warlock Available for training/construction by PlayerGrom
    Player - Make Chaos Warlock Available for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Crossbowman [Frostwolf] Available for training/construction by PlayerGrom
    Player - Make Chaos Crossbowman [Frostwolf] Available for training/construction by Player 11 (Dark Green)
    Player - Make Peon Unavailable for training/construction by PlayerGrom
    Player - Make Peon [Frostwolf] Unavailable for training/construction by PlayerGrom
    Player - Make Peon Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Peon [Frostwolf] Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Grunt Unavailable for training/construction by PlayerGrom
    Player - Make Grunt Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Hunter [Frostwolf] Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make SpearThrower [Orc] Unavailable for training/construction by Player 4 (Purple)
    Player - Make Raider Unavailable for training/construction by PlayerGrom
    Player - Make Raider [Frostwolf] Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Северный волк [Frostwolf] Available for training/construction by Player 11 (Dark Green)
    Player - Make Kodo Beast Unavailable for training/construction by Player 4 (Purple)
    Player - Make Kodo Beast Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Warsong Shaman Unavailable for training/construction by Player 4 (Purple)
    Player - Make Frostwolf Shaman [Frostwolf] Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Warlock Unavailable for training/construction by PlayerGrom
    Player - Make Warlock Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Hunter [Frostwolf] Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Rampager [Frostwolf] Available for training/construction by PlayerGrom
    Player - Make Chaos Rampager [Frostwolf] Available for training/construction by Player 11 (Dark Green)
    Player - Make Frostwolf Mage Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Chaos Necromancer Available for training/construction by Player 11 (Dark Green)
    Player - Make Frostwolf Grunt [Frostwolf] Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Северный волк [Frostwolf] Unavailable for training/construction by Player 11 (Dark Green)
    Player - Make Северный волк [Frostwolf] Available for training/construction by Player 11 (Dark Green)
    Player - Set the current research level of Roch (techcode) to 1 for PlayerGrom
    Player - Set the current research level of Roch (techcode) to 1 for Player 11 (Dark Green)
    Player - Disable Purge for PlayerGrom
    Player - Disable Purge for Player 11 (Dark Green)
    Player - Disable Lightning Shield for PlayerGrom
    Player - Disable Lightning Shield for Player 11 (Dark Green)
    Player - Disable Bloodlust for PlayerGrom
    Player - Disable Bloodlust for Player 11 (Dark Green)
    Set VariableSet ChaosOrcs = True
ConvertGromToChaos
  Events
  Conditions
  Actions
    Animation - Play Grom's Stand First (animationname) animation
    Animation - Queue Grom's stand second (animationname) animation
    Animation - Queue Grom's stand third (animationname) animation
    If ((Hero level of Grom) Greater than or equal to 8) then do (Disable experience gain for Grom.) else do (Do nothing)
    If ((Hero level of Nazgrel) Greater than or equal to 8) then do (Disable experience gain for Nazgrel.) else do (Do nothing)
ExitCinematicStart
  Events
  Conditions
  Actions
    Set VariableSet ExitCinematicRunning = True
    Trigger - Turn on ExitCinematicEscape <gen>
    Trigger - Turn on Skip_Cinematic <gen>
    Environment - Set sky to Lordaeron Fall Sky
    Game - Turn the day/night cycle Off
    Cinematic - Turn cinematic mode On for (All players)
    Set VariableSet Cinematic = True
    Sound - Play Doom.
    Sound - Set the music list to Music, starting with song 1
    Trigger - Run ExitCinematicInitialCamera <gen> (ignoring conditions)
ExitCinematicInitialCamera
  Events
  Conditions
  Actions
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run ExitCinematicActorSetup <gen> (ignoring conditions)
    Camera - .Apply. gg_cam_ExitInitial for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_ExitInitial for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_ExitInitial for Player 6 (Orange) over 0 seconds
    Wait 1.00 seconds
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run ExitCinematicConversation <gen> (ignoring conditions)
ExitCinematicActorSetup
  Events
  Conditions
  Actions
    Selection - Clear selection
    Unit - Remove All buffs from |c008000FFChieftain of the Warsong Clan|r 0093 <gen>
    Unit - Remove All buffs from |c00106246Bone Crusher|r 0157 <gen>
    If ((|c008000FFChieftain of the Warsong Clan|r 0093 <gen> is dead) Equal to True) then do (Instantly revive |c008000FFChieftain of the Warsong Clan|r 0093 <gen> at (Center of ExitGromInitial <gen>), Hide revival graphics) else do (Move |c008000FFChieftain of the Warsong Clan|r 0093 <gen> instantly to (Center of ExitGromInitial <gen>))
    If ((|c00106246Bone Crusher|r 0157 <gen> is dead) Equal to True) then do (Instantly revive |c00106246Bone Crusher|r 0157 <gen> at (Center of ExitGrunt01Initial <gen>), Hide revival graphics) else do (Move |c00106246Bone Crusher|r 0157 <gen> instantly to (Center of ExitGrunt01Initial <gen>))
    Unit - Pause all units
    Unit Group - Pick every unit in (Units owned by PlayerGrom.) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by PlayerCenarius.) 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 10 (Light Blue).) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) 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 6 (Orange).) and do (Hide (Picked unit))
    Unit - Unpause Grom
    Unit - Unpause |c00106246Bone Crusher|r 0157 <gen>
    Unit - Unhide Grom
    Unit - Unhide |c00106246Bone Crusher|r 0157 <gen>
    Set VariableSet ExitGrunt01 = |c00106246Bone Crusher|r 0157 <gen>
    Unit - Create 1.Blademaster for Player 1 (Red) at (Center of ExitGrunt02Initial <gen>) facing 180.00 degrees
    Set VariableSet ExitGrunt02 = (Last created unit)
    Unit - Create 1.Pit Lord for Player 5 (Yellow) at (Center of ExitMannorothInitial <gen>) facing 180.00 degrees
    Set VariableSet Mannoroth = (Last created unit)
    AI - Ignore Mannoroth's guard position
    Unit - Order Grom to Move To.(Center of ExitGromSecond <gen>)
    Unit - Order ExitGrunt01 to Move To.(Center of ExitGrunt01Second <gen>)
    Unit - Order ExitGrunt02 to Move To.(Center of ExitGrunt02Second <gen>)
    Unit - Order Mannoroth to Move To.(Center of ExitMannorothFinal <gen>)
ExitCinematicConversation
  Events
  Conditions
  Actions
    Cinematic - Send transmission to (All players) from Mannoroth named Mannoroth: Play O05Mannoroth39 <gen> and display Hello again, Grommash.. Modify duration: Add 0 seconds and Don't wait
    Wait for O05Mannoroth39 <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 |c008000FFChieftain of the Warsong Clan|r 0093 <gen> named |c008000FFGrom Hellscream|r: Play O05Grom40 <gen> and display Mannoroth! It... can't be.. Modify duration: Add 0 seconds and Don't wait
    Wait for O05Grom40 <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 Mannoroth named Mannoroth: Play O05Mannoroth41 <gen> and display I've come to bring you and your brethren back into the fold. Though you orcs failed the Burning Legion before, you will now serve us once again!. Modify duration: Add 0 seconds and Don't wait
    Wait for O05Mannoroth41 <gen> to be 0 seconds from finished playing
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Grom face Mannoroth over 0 seconds
    Camera - .Apply. gg_cam_ExitGrom for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_ExitGrom for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_ExitGrom for Player 6 (Orange) over 0 seconds
    Cinematic - Send transmission to (All players) from |c008000FFChieftain of the Warsong Clan|r 0093 <gen> named |c008000FFGrom Hellscream|r: Play O05Grom42 <gen> and display No! We... are free!. Modify duration: Add 0 seconds and Don't wait
    Wait for O05Grom42 <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 Mannoroth named Mannoroth: Play O05Mannoroth43 <gen> and display Stupid, pitiful creature. I am the rage in your heart. I am the fury of your thoughts. I alone empowered you to bring chaos to this world, and by the endless void, you shall!. Modify duration: Add 0 seconds and Don't wait
    Camera - .Apply. gg_cam_ExitMannoroth for PlayerGrom over 0 seconds
    Camera - .Apply. gg_cam_ExitMannoroth for Player 11 (Dark Green) over 0 seconds
    Camera - .Apply. gg_cam_ExitMannoroth for Player 6 (Orange) over 0 seconds
    Camera - Set Player 4 (Purple)'s camera Distance to target to 700.00 over (Length of O05Mannoroth43 <gen>) seconds
    Camera - Set Player 11 (Dark Green)'s camera Distance to target to 700.00 over (Length of O05Mannoroth43 <gen>) seconds
    Camera - Set Player 6 (Orange)'s camera Distance to target to 700.00 over (Length of O05Mannoroth43 <gen>) seconds
    Wait ((Length of O05Mannoroth43 <gen>) - 5.00) seconds
    Cinematic - Fade out over 5.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait for O05Mannoroth43 <gen> to be 0 seconds from finished playing
    If (ExitCinematicEscape Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run ExitCinematicEnd <gen> (ignoring conditions)
ExitCinematicEnd
  Events
  Conditions
  Actions
    Trigger - Turn off ExitCinematicEscape <gen>
    Trigger - Turn off Skip_Cinematic <gen>
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Turn cinematic mode Off for (All players)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
      Loop - Actions
        Unit - Hide (Picked unit)
    Wait 2 seconds
    Trigger - Run Endgame_Text <gen> (ignoring conditions)
ExitCinematicEscape
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet ExitCinematicEscape = True
    Set VariableSet ExitCinematicRunning = False
    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
    Cinematic - Turn cinematic mode Off for (All players)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
      Loop - Actions
        Unit - Hide (Picked unit)
    Wait 2 seconds
    Trigger - Run Endgame_Text <gen> (ignoring conditions)
Cenarius Attack Control
  Events
  Conditions
  Actions
    Wait 10.00 seconds
    Trigger - Run Spawn_Middle_Base_Attacks <gen> (ignoring conditions)
    Unit Group - Add Cenarius to UnitGroupMiddleA
    Wait 1.00 seconds
    Unit Group - Order UnitGroupMiddleA to Attack-Move To.(Center of MiddleWaveTarget <gen>)
    Unit Group - Order UnitGroupMiddleB to Attack-Move To.(Center of MiddleWaveTarget <gen>)
    Unit Group - Order UnitGroupMiddleC to Attack-Move To.(Center of MiddleWaveTarget <gen>)
    Countdown Timer - Start TimerTopAttackFailsafe as a One-shot timer that will expire in 20.00 seconds
    Wait 30.00 seconds
    Trigger - Add Grunt_Panics <gen> to the trigger queue (Checking conditions)
    Wait 30.00 seconds
    Trigger - Run Spawn_Top_Base_Attacks <gen> (ignoring conditions)
    Wait 1.00 seconds
    Unit Group - Order UnitGroupTopA to Attack-Move To.(Center of TopWaveTarget <gen>)
    Unit Group - Order UnitGroupTopB to Attack-Move To.(Center of TopWaveTarget <gen>)
    Unit Group - Order UnitGroupTopC to Attack-Move To.(Center of TopWaveTarget <gen>)
    Wait 60.00 seconds
    Trigger - Run Spawn_Bottom_Base_Attacks <gen> (ignoring conditions)
    Wait 1.00 seconds
    Unit Group - Order UnitGroupBottomA to Attack-Move To.(Center of BottomWaveTarget <gen>)
    Unit Group - Order UnitGroupBottomB to Attack-Move To.(Center of BottomWaveTarget <gen>)
    Unit Group - Order UnitGroupBottomC to Attack-Move To.(Center of BottomWaveTarget <gen>)
Grunt Panics
  Events
  Conditions
    GAMEOVER Equal to False
  Actions
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Grunt named Grunt at (Player 11 (Dark Green) start location): Play O05Grunt44 <gen> and display Their numbers are too great! We must fall back to the other side of the river!. Modify duration: Add 0 seconds and Don't wait
    Wait (Length of O05Grunt44 <gen>) seconds
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Spawn Top Base Attacks
  Events
  Conditions
  Actions
    -------- SUBGROUP 01 --------
    Unit - Create 1.Chimaera for Player 12 (Brown) at (Random point in TopWaveSpawn01 <gen>) facing 270.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopA
    Set VariableSet UnitChimaeraTop01 = (Last created unit)
    Unit - Create 1.Archer for Player 12 (Brown) at (Random point in TopWaveSpawn01 <gen>) facing 270.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopA
    Unit - Create 1.Huntress for Player 12 (Brown) at (Random point in TopWaveSpawn01 <gen>) facing 270.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopA
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in TopWaveSpawn01 <gen>) facing 270.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopA
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in TopWaveSpawn01 <gen>) facing 270.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopA
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in TopWaveSpawn01 <gen>) facing 270.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopA
    -------- SUBGROUP 02 --------
    Unit - Create 1.Chimaera for Player 12 (Brown) at (Random point in TopWaveSpawn02 <gen>) facing 135.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopB
    Set VariableSet UnitChimaeraTop02 = (Last created unit)
    Unit - Create 1.Archer for Player 12 (Brown) at (Random point in TopWaveSpawn02 <gen>) facing 135.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopB
    Unit - Create 1.Huntress for Player 12 (Brown) at (Random point in TopWaveSpawn02 <gen>) facing 135.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopB
    Unit - Create 1.Hippogryph Rider for Player 12 (Brown) at (Random point in TopWaveSpawn02 <gen>) facing 135.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopB
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in TopWaveSpawn02 <gen>) facing 135.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopB
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in TopWaveSpawn02 <gen>) facing 135.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopB
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in TopWaveSpawn02 <gen>) facing 135.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopB
    -------- SUBGROUP 03 --------
    Unit - Create 1.Chimaera for Player 12 (Brown) at (Random point in TopWaveSpawn03 <gen>) facing 90.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopC
    Unit - Create 1.Archer for Player 12 (Brown) at (Random point in TopWaveSpawn03 <gen>) facing 90.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopC
    Unit - Create 1.Huntress for Player 12 (Brown) at (Random point in TopWaveSpawn03 <gen>) facing 90.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopC
    Unit - Create 1.Hippogryph Rider for Player 12 (Brown) at (Random point in TopWaveSpawn03 <gen>) facing 90.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopC
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in TopWaveSpawn03 <gen>) facing 90.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopC
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in TopWaveSpawn03 <gen>) facing 90.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopC
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in TopWaveSpawn03 <gen>) facing 90.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopC
    Unit - Create 1.Ranger for Player 12 (Brown) at (Random point in TopWaveSpawn03 <gen>) facing 90.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupTopC
Spawn Middle Base Attacks
  Events
  Conditions
  Actions
    -------- SUBGROUP 01 --------
    Unit - Create 1.Chimaera for Player 12 (Brown) at (Random point in MiddleWaveSpawn01 <gen>) facing 0.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleA
    Set VariableSet UnitChimaeraMiddle01 = (Last created unit)
    Unit - Create 1.Archer for Player 12 (Brown) at (Random point in MiddleWaveSpawn01 <gen>) facing 0.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleA
    Unit - Create 1.Huntress for Player 12 (Brown) at (Random point in MiddleWaveSpawn01 <gen>) facing 0.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleA
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in MiddleWaveSpawn01 <gen>) facing 0.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleA
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in MiddleWaveSpawn01 <gen>) facing 0.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleA
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in MiddleWaveSpawn01 <gen>) facing 0.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleA
    -------- SUBGROUP 02 --------
    Unit - Create 1.Chimaera for Player 12 (Brown) at (Random point in MiddleWaveSpawn02 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleB
    Set VariableSet UnitChimaeraMiddle02 = (Last created unit)
    Unit - Create 1.Archer for Player 12 (Brown) at (Random point in MiddleWaveSpawn02 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleB
    Unit - Create 1.Huntress for Player 12 (Brown) at (Random point in MiddleWaveSpawn02 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleB
    Unit - Create 1.Hippogryph Rider for Player 12 (Brown) at (Random point in MiddleWaveSpawn02 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleB
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in MiddleWaveSpawn02 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleB
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in MiddleWaveSpawn02 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleB
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in MiddleWaveSpawn02 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleB
    -------- SUBGROUP 03 --------
    Unit - Create 1.Chimaera for Player 12 (Brown) at (Random point in MiddleWaveSpawn03 <gen>) facing 180.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleC
    Unit - Create 1.Archer for Player 12 (Brown) at (Random point in MiddleWaveSpawn03 <gen>) facing 180.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleC
    Unit - Create 1.Huntress for Player 12 (Brown) at (Random point in MiddleWaveSpawn03 <gen>) facing 180.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleC
    Unit - Create 1.Hippogryph Rider for Player 12 (Brown) at (Random point in MiddleWaveSpawn03 <gen>) facing 180.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupMiddleC
Spawn Bottom Base Attacks
  Events
  Conditions
  Actions
    -------- SUBGROUP 01 --------
    Unit - Create 1.Chimaera for Player 12 (Brown) at (Random point in BottomWaveSpawn01 <gen>) facing 0.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomA
    Set VariableSet UnitChimaeraBottom01 = (Last created unit)
    Unit - Create 1.Archer for Player 12 (Brown) at (Random point in BottomWaveSpawn01 <gen>) facing 0.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomA
    Unit - Create 1.Huntress for Player 12 (Brown) at (Random point in BottomWaveSpawn01 <gen>) facing 0.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomA
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in BottomWaveSpawn01 <gen>) facing 0.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomA
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in BottomWaveSpawn01 <gen>) facing 0.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomA
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in BottomWaveSpawn01 <gen>) facing 0.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomA
    -------- SUBGROUP 02 --------
    Unit - Create 1.Chimaera for Player 12 (Brown) at (Random point in BottomWaveSpawn02 <gen>) facing 180.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomB
    Set VariableSet UnitChimaeraBottom02 = (Last created unit)
    Unit - Create 1.Archer for Player 12 (Brown) at (Random point in BottomWaveSpawn02 <gen>) facing 180.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomB
    Unit - Create 1.Huntress for Player 12 (Brown) at (Random point in BottomWaveSpawn02 <gen>) facing 180.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomB
    Unit - Create 1.Hippogryph Rider for Player 12 (Brown) at (Random point in BottomWaveSpawn02 <gen>) facing 180.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomB
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in BottomWaveSpawn02 <gen>) facing 180.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomB
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in BottomWaveSpawn02 <gen>) facing 180.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomB
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in BottomWaveSpawn02 <gen>) facing 180.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomB
    -------- SUBGROUP 03 --------
    Unit - Create 1.Chimaera for Player 12 (Brown) at (Random point in BottomWaveSpawn03 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomC
    Unit - Create 1.Archer for Player 12 (Brown) at (Random point in BottomWaveSpawn03 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomC
    Unit - Create 1.Huntress for Player 12 (Brown) at (Random point in BottomWaveSpawn03 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomC
    Unit - Create 1.Hippogryph Rider for Player 12 (Brown) at (Random point in BottomWaveSpawn03 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomC
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in BottomWaveSpawn03 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomC
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in BottomWaveSpawn03 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomC
    Unit - Create 1.Treant for Player 12 (Brown) at (Random point in BottomWaveSpawn03 <gen>) facing 45.00 degrees
    Unit Group - Add (Last created unit) to UnitGroupBottomC
IZZZZZZZZZZI
  Events
  Conditions
  Actions
AttackTop MoveTarget
  Events
    Unit - A unit owned by Player 4 (Purple).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
    Unit - A unit owned by Player 6 (Orange).Dies
  Conditions
    ((Dying unit) is A structure) Equal to True
    ((Dying unit) is in UnitGroupInitialBaseTop.) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from UnitGroupInitialBaseTop.
    Region - Center TopWaveTarget <gen> on (Position of (Random unit from UnitGroupInitialBaseTop))
    Unit Group - Order UnitGroupTopA to Attack-Move To.(Center of TopWaveTarget <gen>)
    Unit Group - Order UnitGroupTopB to Attack-Move To.(Center of TopWaveTarget <gen>)
    Unit Group - Order UnitGroupTopC to Attack-Move To.(Center of TopWaveTarget <gen>)
    Countdown Timer - Start TimerTopAttackFailsafe as a One-shot timer that will expire in 10.00 seconds
    Trigger - Turn on AttackTop_FailsafeTimer_Expires <gen>
    Trigger - Turn off AttackTop_Heartbeat <gen>
    Trigger - Run AttackTop_All_Buildings_Dead <gen> (checking conditions)
AttackTop All Buildings Dead
  Events
  Conditions
    (Number of units in UnitGroupInitialBaseTop) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off AttackTop_MoveTarget <gen>
    Trigger - Turn off AttackTop_Heartbeat <gen>
    Trigger - Turn off AttackTop_FailsafeTimer_Expires <gen>
    Trigger - Turn off Add_Buildings_to_Top_Targets <gen>
    Unit Group - Remove Cenarius from UnitGroupTopC.
    Unit Group - Add Cenarius to UnitGroupBottomB
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupTopA.) Equal to True) and ((Unit-type of (Matching unit)) Equal to Treant)).) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupTopB.) Equal to True) and ((Unit-type of (Matching unit)) Equal to Treant)).) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupTopC.) Equal to True) and ((Unit-type of (Matching unit)) Equal to Treant)).) and do (Kill (Picked unit))
    Wait 0.01 seconds
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupTopA.) Equal to True) and (((Matching unit) is alive) Equal to True)).) and do (Add (Picked unit) to UnitGroupTopCombined)
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupTopB.) Equal to True) and (((Matching unit) is alive) Equal to True)).) and do (Add (Picked unit) to UnitGroupTopCombined)
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupTopC.) Equal to True) and (((Matching unit) is alive) Equal to True)).) and do (Add (Picked unit) to UnitGroupTopCombined)
    Unit Group - Order UnitGroupTopCombined to Move To.(Center of TopFinalDestination <gen>)
    -------- SPAWN BASE --------
    Trigger - Run AI_Blue_Activates <gen> (ignoring conditions)
AttackTop FailsafeTimer Expires
  Events
    Time - TimerTopAttackFailsafe expires
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on AttackTop_Heartbeat <gen>
AttackTop Heartbeat
  Events
    Time - Every 4.00 seconds of game time
  Conditions
  Actions
    Unit Group - Order UnitGroupTopA to Attack-Move To.(Center of TopWaveTarget <gen>)
    Unit Group - Order UnitGroupTopB to Attack-Move To.(Center of TopWaveTarget <gen>)
    Unit Group - Order UnitGroupTopC to Attack-Move To.(Center of TopWaveTarget <gen>)
Add Buildings to Top Targets
  Events
    Unit - A unit owned by Player 4 (Purple).Begins construction
    Unit - A unit owned by Player 11 (Dark Green).Begins construction
  Conditions
    (UnitGroupInitialBaseTop <gen> contains (Constructing structure)) Equal to True
  Actions
    Unit Group - Add (Constructing structure) to UnitGroupInitialBaseTop
IZZZZZZZZZZZI
  Events
  Conditions
  Actions
AttackMiddle MoveTarget
  Events
    Unit - A unit owned by Player 4 (Purple).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
    Unit - A unit owned by Player 6 (Orange).Dies
  Conditions
    ((Dying unit) is A structure) Equal to True
    ((Dying unit) is in UnitGroupInitialBaseMiddle.) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from UnitGroupInitialBaseMiddle.
    Region - Center MiddleWaveTarget <gen> on (Position of (Random unit from UnitGroupInitialBaseMiddle))
    Unit Group - Order UnitGroupMiddleA to Attack-Move To.(Center of MiddleWaveTarget <gen>)
    Unit Group - Order UnitGroupMiddleB to Attack-Move To.(Center of MiddleWaveTarget <gen>)
    Unit Group - Order UnitGroupMiddleC to Attack-Move To.(Center of MiddleWaveTarget <gen>)
    Countdown Timer - Start TimerMiddleAttackFailsafe as a One-shot timer that will expire in 10.00 seconds
    Trigger - Turn on AttackMiddle_FailsafeTimer_Expires <gen>
    Trigger - Turn off AttackMiddle_Heartbeat <gen>
    Trigger - Run AttackMiddle_All_Buildings_Dead <gen> (checking conditions)
AttackMiddle All Buildings Dead
  Events
  Conditions
    (Number of units in UnitGroupInitialBaseMiddle) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off AttackMiddle_MoveTarget <gen>
    Trigger - Turn off AttackMiddle_Heartbeat <gen>
    Trigger - Turn off AttackMiddle_FailsafeTimer_Expires <gen>
    Trigger - Turn off Add_Buildings_to_Middle_Targets <gen>
    Unit Group - Remove Cenarius from UnitGroupMiddleA.
    Unit Group - Add Cenarius to UnitGroupTopC
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupMiddleA.) Equal to True) and ((Unit-type of (Matching unit)) Equal to Treant)).) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupMiddleB.) Equal to True) and ((Unit-type of (Matching unit)) Equal to Treant)).) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupMiddleC.) Equal to True) and ((Unit-type of (Matching unit)) Equal to Treant)).) and do (Kill (Picked unit))
    Wait 0.01 seconds
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupMiddleA.) Equal to True) and (((Matching unit) is alive) Equal to True)).) and do (Add (Picked unit) to UnitGroupMiddleCombined)
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupMiddleB.) Equal to True) and (((Matching unit) is alive) Equal to True)).) and do (Add (Picked unit) to UnitGroupMiddleCombined)
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupMiddleC.) Equal to True) and (((Matching unit) is alive) Equal to True)).) and do (Add (Picked unit) to UnitGroupMiddleCombined)
    Unit Group - Order UnitGroupMiddleCombined to Move To.(Center of MiddleFinalDestination <gen>)
    -------- SPAWN BASE --------
    Trigger - Run AI_Dark_Green_Activates <gen> (ignoring conditions)
AttackMiddle FailsafeTimer Expires
  Events
    Time - TimerMiddleAttackFailsafe expires
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on AttackMiddle_Heartbeat <gen>
AttackMiddle Heartbeat
  Events
    Time - Every 4.00 seconds of game time
  Conditions
  Actions
    Unit Group - Order UnitGroupMiddleA to Attack-Move To.(Center of MiddleWaveTarget <gen>)
    Unit Group - Order UnitGroupMiddleB to Attack-Move To.(Center of MiddleWaveTarget <gen>)
    Unit Group - Order UnitGroupMiddleC to Attack-Move To.(Center of MiddleWaveTarget <gen>)
Add Buildings to Middle Targets
  Events
    Unit - A unit owned by Player 4 (Purple).Begins construction
    Unit - A unit owned by Player 11 (Dark Green).Begins construction
  Conditions
    (UnitGroupInitialBaseMiddle <gen> contains (Constructing structure)) Equal to True
  Actions
    Unit Group - Add (Constructing structure) to UnitGroupInitialBaseMiddle
IZZZZZZZZZZZZI
  Events
  Conditions
  Actions
AttackBottom MoveTarget
  Events
    Unit - A unit owned by Player 4 (Purple).Dies
    Unit - A unit owned by Player 11 (Dark Green).Dies
    Unit - A unit owned by Player 6 (Orange).Dies
  Conditions
    ((Dying unit) is A structure) Equal to True
    ((Dying unit) is in UnitGroupInitialBaseBottom.) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from UnitGroupInitialBaseBottom.
    Region - Center BottomWaveTarget <gen> on (Position of (Random unit from UnitGroupInitialBaseBottom))
    Unit Group - Order UnitGroupBottomA to Attack-Move To.(Center of BottomWaveTarget <gen>)
    Unit Group - Order UnitGroupBottomB to Attack-Move To.(Center of BottomWaveTarget <gen>)
    Unit Group - Order UnitGroupBottomC to Attack-Move To.(Center of BottomWaveTarget <gen>)
    Countdown Timer - Start TimerBottomAttackFailsafe as a One-shot timer that will expire in 10.00 seconds
    Trigger - Turn on AttackBottom_FailsafeTimer_Expires <gen>
    Trigger - Turn off AttackBottom_Heartbeat <gen>
    Trigger - Run AttackBottom_All_Buildings_Dead <gen> (checking conditions)
AttackBottom All Buildings Dead
  Events
  Conditions
    (Number of units in UnitGroupInitialBaseBottom) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off AttackBottom_MoveTarget <gen>
    Trigger - Turn off AttackBottom_Heartbeat <gen>
    Trigger - Turn off AttackBottom_FailsafeTimer_Expires <gen>
    Trigger - Turn off Add_Buildings_to_Middle_Targets <gen>
    Unit Group - Remove Cenarius from UnitGroupBottomB.
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupBottomA.) Equal to True) and ((Unit-type of (Matching unit)) Equal to Treant)).) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupBottomB.) Equal to True) and ((Unit-type of (Matching unit)) Equal to Treant)).) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupBottomC.) Equal to True) and ((Unit-type of (Matching unit)) Equal to Treant)).) and do (Kill (Picked unit))
    Wait 0.01 seconds
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupBottomA.) Equal to True) and (((Matching unit) is alive) Equal to True)).) and do (Add (Picked unit) to UnitGroupBottomCombined)
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupBottomB.) Equal to True) and (((Matching unit) is alive) Equal to True)).) and do (Add (Picked unit) to UnitGroupBottomCombined)
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((((Matching unit) is in UnitGroupBottomC.) Equal to True) and (((Matching unit) is alive) Equal to True)).) and do (Add (Picked unit) to UnitGroupBottomCombined)
    Unit Group - Order UnitGroupBottomCombined to Move To.(Center of BottomFinalDesitnation <gen>)
    Unit - Order Cenarius to Attack-Move To.(Center of CenariusReturn <gen>)
    Trigger - Turn on CenariusMoveBackHeartbeat <gen>
    -------- SPAWN BASE --------
    Trigger - Run AI_LightBlue_Activates <gen> (ignoring conditions)
AttackBottom FailsafeTimer Expires
  Events
    Time - TimerBottomAttackFailsafe expires
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on AttackBottom_Heartbeat <gen>
AttackBottom Heartbeat
  Events
    Time - Every 4.00 seconds of game time
  Conditions
  Actions
    Unit Group - Order UnitGroupBottomA to Attack-Move To.(Center of BottomWaveTarget <gen>)
    Unit Group - Order UnitGroupBottomB to Attack-Move To.(Center of BottomWaveTarget <gen>)
    Unit Group - Order UnitGroupBottomC to Attack-Move To.(Center of BottomWaveTarget <gen>)
Add Buildings to Bottom Targets
  Events
    Unit - A unit owned by Player 4 (Purple).Begins construction
    Unit - A unit owned by Player 11 (Dark Green).Begins construction
  Conditions
    (UnitGroupInitialBaseBottom <gen> contains (Constructing structure)) Equal to True
  Actions
    Unit Group - Add (Constructing structure) to UnitGroupInitialBaseBottom
IZZZZZZZZZZZZZI
  Events
  Conditions
  Actions
CenariusMoveBackHeartbeat
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Cenarius to Attack-Move To.(Center of CenariusReturn <gen>)
AI Dark Green Activates
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray) matching (((Matching unit) is A structure) Equal to True).) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray) matching (((Matching unit) is A structure) Equal to True).) and do (Order (Picked unit) to Night Elf Ancients - Uproot.)
    AI - Start campaign AI script for Player 9 (Gray): war3mapImported\O4 Insane Grey.ai (aiscript)
    Unit Group - Pick every unit in UnitGroupAIDarkGreenUnits and do (Unhide (Picked unit))
    Unit Group - Pick every unit in UnitGroupAIDarkGreenUnits and do (Recycle (Picked unit)'s guard position)
AI Blue Activates
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching (((Matching unit) is A structure) Equal to True).) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching (((Matching unit) is A structure) Equal to True).) and do (Order (Picked unit) to Night Elf Ancients - Uproot.)
    AI - Start campaign AI script for Player 2 (Blue): war3mapImported\O4 Insane Blue.ai (aiscript)
    AI - Start campaign AI script for Player 7 (Green): war3mapImported\Wardens AI.ai (aiscript)
    Unit Group - Pick every unit in UnitGroupAIBlueUnits and do (Unhide (Picked unit))
    Unit Group - Pick every unit in UnitGroupAIBlueUnits and do (Recycle (Picked unit)'s guard position)
    Wait 20.00 seconds
    AI - Start melee AI script for Player 8 (Pink): war3mapImported\Cenarius AI.ai (aiscript)
AI LightBlue Activates
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is A structure) Equal to True).) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is A structure) Equal to True).) and do (Order (Picked unit) to Night Elf Ancients - Uproot.)
    AI - Start campaign AI script for Player 10 (Light Blue): war3mapImported\O4 Insane Teal.ai (aiscript)
    Unit Group - Pick every unit in UnitGroupAILightBlueUnits and do (Unhide (Picked unit))
    Unit Group - Pick every unit in UnitGroupAILightBlueUnits and do (Recycle (Picked unit)'s guard position)
//===========================================================================
function Trig_Mana_Pool_Func takes nothing returns boolean
    local unit filtunit = GetFilterUnit()
    return IsUnitAliveBJ(filtunit) and IsUnitAlly(filtunit, Player(1))
endfunction

//===========================================================================
function Trig_Mana_Pool_Conditions takes nothing returns boolean
    if not RectContainsUnit(gg_rct_Cenarius_Home, gg_unit_Ecen_0000 ) then
        return false
    endif
    if not IsUnitGroupEmptyBJ(GetUnitsInRectMatching(gg_rct_Cenarius_Home, Condition(function Trig_Mana_Pool_Func))) then
        return false
    endif
    return true
endfunction

//===========================================================================
function Trig_Mana_Pool_Actions takes nothing returns nothing
    call SetUnitManaBJ( gg_unit_Ecen_0000, GetUnitStateSwap(UNIT_STATE_MANA, gg_unit_Ecen_0000) +  5 )
    call SetUnitLifeBJ( gg_unit_Ecen_0000, GetUnitStateSwap(UNIT_STATE_LIFE, gg_unit_Ecen_0000) + 10 )
endfunction

//===========================================================================
function InitTrig_Mana_Pool takes nothing returns nothing
    set gg_trg_Mana_Pool = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Mana_Pool, 1.00 )
    call TriggerAddCondition( gg_trg_Mana_Pool, Condition( function Trig_Mana_Pool_Conditions ) )
    call TriggerAddAction( gg_trg_Mana_Pool, function Trig_Mana_Pool_Actions )
endfunction
 
Main Attack Control
  Events
  Conditions
  Actions
    Set VariableSet MainAttackOrdered = True
    Unit Group - Remove UnitChimaeraTop01 from UnitGroupTopCombined.
    Unit Group - Remove UnitChimaeraTop02 from UnitGroupTopCombined.
    Unit - Remove UnitChimaeraTop01 from the game
    Unit - Remove UnitChimaeraTop02 from the game
    Unit Group - Remove UnitChimaeraMiddle01 from UnitGroupMiddleCombined.
    Unit Group - Remove UnitChimaeraMiddle02 from UnitGroupMiddleCombined.
    Unit - Remove UnitChimaeraMiddle01 from the game
    Unit - Remove UnitChimaeraMiddle02 from the game
    Unit Group - Remove UnitChimaeraBottom01 from UnitGroupBottomCombined.
    Unit Group - Remove UnitChimaeraBottom02 from UnitGroupBottomCombined.
    Unit - Remove UnitChimaeraBottom01 from the game
    Unit - Remove UnitChimaeraBottom02 from the game
    Unit Group - Order UnitGroupBottomCombined to Attack-Move To.(Center of MainAttackInitialTarget <gen>)
    Unit Group - Order UnitGroupMiddleCombined to Attack-Move To.(Center of MainAttackInitialTarget <gen>)
    Unit Group - Order UnitGroupMiddleCombined to Attack-Move To.(Center of MainAttackInitialTarget <gen>)
    Unit Group - Order UnitGroupTopCombined to Attack-Move To.(Center of MainAttackInitialTarget <gen>)
Failsafe01
  Events
    Unit - A unit enters MainAttackInitialTarget <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 12 (Brown)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Failsafe02 <gen>
    AI - Start campaign AI script for Player 12 (Brown): o05_brown.ai (aiscript)
Failsafe02
  Events
    Unit - A unit owned by Player 12 (Brown).Dies
  Conditions
    (Number of units in (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 12 (Brown)) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 2
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Failsafe01 <gen>
    AI - Start campaign AI script for Player 12 (Brown): o05_brown.ai (aiscript)
OrcNearsFountain
  Events
    Unit - A unit enters TriggerFountainSpeech <gen>
  Conditions
    GAMEOVER Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to Player 4 (Purple)
        (Owner of (Entering unit)) Equal to Player 11 (Dark Green)
        (Owner of (Entering unit)) Equal to Player 6 (Orange)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add OrcNearsFountainMessage <gen> to the trigger queue (Checking conditions)
OrcNearsFountainMessage
  Events
  Conditions
    GAMEOVER Equal to False
  Actions
    Visibility - Create an initially Enabled visibility modifier for PlayerGrom emitting Visibility from (Position of Chaos Well 0035 <gen>) to a radius of 1024.00.
    Set VariableSet VisibilityFountain1 = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility from (Position of Chaos Well 0035 <gen>) to a radius of 1024.00.
    Set VariableSet VisibilityFountain2 = (Last created visibility modifier)
    Camera - Pan camera as necessary for Player 4 (Purple) to (Position of Chaos Well 0035 <gen>) over 2.00 seconds
    Camera - Pan camera as necessary for Player 11 (Dark Green) to (Position of Chaos Well 0035 <gen>) over 2.00 seconds
    Camera - Pan camera as necessary for Player 6 (Orange) to (Position of Chaos Well 0035 <gen>) over 2.00 seconds
    Sound - Setup all volume channels for speech
    If ((Number of units in (Units within 2560.00 of (Position of Chaos Well 0035 <gen>) matching ((Unit-type of (Matching unit)) Equal to Troll Witch Doctor).)) Greater than 0) then do (Send transmission to (All players) from (Random unit from (Units within 2560.00 of (Position of Chaos Well 0035 <gen>) matching ((Unit-type of (Matching unit)) Equal to Troll Witch Doctor).)) named Witch Doctor: Play O05WitchDoctor19 <gen> and display That be it, mon! The dark energies that I sense come from the pool!. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    If ((Distance between (Position of Defiler 0019 <gen>) and (Position of Chaos Well 0035 <gen>)) Less than or equal to 2048.00) then do (Send transmission to (All players) from Defiler 0019 <gen> named Satyr: Play O05Satyr20 <gen> and display Foul orcs! The burning masters charged us with protecting this well. You are unworthy of drinking from these dark waters.. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    If ((Distance between (Position of Grom) and (Position of Chaos Well 0035 <gen>)) Less than or equal to 2048.00) then do (Send transmission to (All players) from Grom named Grom: Play O05Grom21 <gen> and display I don't know what you are or who you serve, but no one bars my way!. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    Sound - Reset all volume channels to 100%
    Visibility - Destroy VisibilityFountain1
    Visibility - Destroy VisibilityFountain2
    Quest - Create a quest requirement for QuestPowerSource with the description Destroy the Satyrs guarding the pool
    Set VariableSet QuestReqKillSatyrs = (Last created quest requirement)
    If ((QuestPowerSource is discovered) Equal to False) then do (Remove (This trigger) from the trigger queue) else do (Run OrcNearsFountainQuestUpdate <gen> (checking conditions))
OrcNearsFountainQuestUpdate
  Events
  Conditions
  Actions
    Quest - Mark QuestReqFindPower as Completed
    Quest - Display to (All players) the Quest Update message: |c00FFFC01MAIN QUEST UPDATE|r|c00540081The Chaos Well|r - |cff808080Discover the source of power (Completed)|r - Destroy the Satyrs guarding the pool
    Wait Campaign quest delay seconds
    Trigger - Remove OrcNearsFountainMessage <gen> from the trigger queue
Cenarius Attacks Normal
  Events
    Unit - A unit owned by Player 4 (Purple).Is attacked
    Unit - A unit owned by Player 11 (Dark Green).Is attacked
    Unit - A unit owned by Player 6 (Orange).Is attacked
  Conditions
    (Attacking unit) Equal to Cenarius
    CenariusSmack Equal to True
    GAMEOVER Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Cenarius_Attacks_Normal_Message <gen> to the trigger queue (Checking conditions)
Cenarius Attacks Normal Message
  Events
  Conditions
    GAMEOVER Equal to False
  Actions
    Set VariableSet RandomCenariusSmack = (RandomCenariusSmack + 1)
    If (RandomCenariusSmack Greater than 3.00) then do (Set VariableSet RandomCenariusSmack = (RandomCenariusSmack - 3.00)) else do (Do nothing)
    Countdown Timer - Start TimerCenariusSmack as a One-shot timer that will expire in (30.00 + (Random real number between 0 and 30.00)) seconds
    Sound - Setup all volume channels for speech
    If (RandomCenariusSmack Less than or equal to 1.00) then do (Send transmission to (All players) from Cenarius named Cenarius: Play O05Cenarius27 <gen> and display Demon-spawned wretches! You will all die!. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    If ((RandomCenariusSmack Greater than 1.00) and (RandomCenariusSmack Less than or equal to 2.00)) then do (Send transmission to (All players) from Cenarius named Cenarius: Play O05Cenarius28 <gen> and display I defeated your kind in ages past, and I shall do so again!. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    If ((RandomCenariusSmack Greater than 2.00) and (RandomCenariusSmack Less than or equal to 3.00)) then do (Send transmission to (All players) from Cenarius named Cenarius: Play O05Cenarius29 <gen> and display You cannot defeat me! I am the heart of the land!. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
CenariusSmackTimer Expires
  Events
    Time - TimerCenariusSmack expires
  Conditions
  Actions
    Trigger - Turn on Cenarius_Attacks_Normal <gen>
Cenarius Attacks Chaos
  Events
    Unit - A unit owned by Player 4 (Purple).Is attacked
    Unit - A unit owned by Player 11 (Dark Green).Is attacked
    Unit - A unit owned by Player 6 (Orange).Is attacked
  Conditions
    GAMEOVER Equal to False
    (Attacking unit) Equal to Cenarius
    CenariusSmack Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Cenarius_Attacks_Chaos_Message <gen> to the trigger queue (Checking conditions)
Cenarius Attacks Chaos Message
  Events
  Conditions
    GAMEOVER Equal to False
  Actions
    Trigger - Turn on Cenarius_Death_Failsafe <gen>
    Trigger - Turn on Grom_Death_Failsafe <gen>
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Cenarius named Cenarius: Play O05Cenarius34 <gen> and display The demons did their job well. You creatures are as reckless and bloodthirsty as they ever were!. Modify duration: Add 0 seconds and Wait
    If (((Distance between (Position of Cenarius) and (Position of Grom)) Less than or equal to 2048.00) and (((Cenarius is alive) Equal to True) and ((Grom is alive) Equal to True))) then do (Send transmission to (All players) from Grom named Grom Hellscream: Play O05Grom35 <gen> and display We orcs are free, demigod!. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    If (((Distance between (Position of Cenarius) and (Position of Grom)) Less than or equal to 2048.00) and (((Cenarius is alive) Equal to True) and ((Grom is alive) Equal to True))) then do (Send transmission to (All players) from Cenarius named Cenarius: Play O05Cenarius36 <gen> and display Is that what you tell yourself? Despite what you may believe, you are no better than the malignant bile that flows through your veins.. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    If (((Distance between (Position of Cenarius) and (Position of Grom)) Less than or equal to 2048.00) and (((Cenarius is alive) Equal to True) and ((Grom is alive) Equal to True))) then do (Send transmission to (All players) from Grom named Grom Hellscream: Play O05Grom37 <gen> and display Damn you! Aarrrrggghhhh!. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    Sound - Reset all volume channels to 100%
    Trigger - Turn off Cenarius_Death_Failsafe <gen>
    Trigger - Turn off Grom_Death_Failsafe <gen>
    Set VariableSet CenariusSmack = True
    Trigger - Remove (This trigger) from the trigger queue
Cenarius Death Failsafe
  Events
    Unit - A unit owned by Player 3 (Teal).Dies
  Conditions
    (Dying unit) Equal to Cenarius
  Actions
    Trigger - Turn off (This trigger)
    Sound - Stop O05Cenarius34 <gen> Immediately
    Sound - Stop O05Cenarius36 <gen> Immediately
Grom Death Failsafe
  Events
    Unit - A unit owned by Player 4 (Purple).Dies
  Conditions
    (Dying unit) Equal to Grom
  Actions
    Trigger - Turn off (This trigger)
    Sound - Stop O05Grom35 <gen> Immediately
    Sound - Stop O05Grom37 <gen> Immediately
Cenarius Dies
  Events
    Unit - A unit owned by Player 3 (Teal).Dies
  Conditions
    (Dying unit) Equal to Cenarius
    GAMEOVER Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Defeat_Condition <gen>
    Set VariableSet GAMEOVER = True
    Unit - Make Grom Invulnerable
    Trigger - Add Cenarius_Dies_Message <gen> to the trigger queue (Checking conditions)
Cenarius Dies Message
  Events
  Conditions
  Actions
    Sound - Setup all volume channels for speech
    If ((Grom is alive) Equal to True) then do (Send transmission to (All players) from Grom named |c008000FFGrom Hellscream|r: Play O05Grom38 <gen> and display The demigod has fallen. The Warsong is supreme!. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    Quest - Mark QuestReqKillCenarius as Completed
    Quest - Mark QuestCenarius as Completed
    Quest - Display to Player Group - Player 4 (Purple) the Quest Completed message: |c00FFFC01MAIN QUEST COMPLETED|r|c00540081Cenarius|r
    Wait Campaign quest delay seconds
    Trigger - Clear the trigger queue
    Trigger - Run ExitCinematicStart <gen> (ignoring conditions)
Defeat Condition
  Events
    Unit - A unit owned by Player 4 (Purple).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 4 (Purple) (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
    GAMEOVER Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off (This trigger)
    Trigger - Turn off Cenarius_Dies <gen>
    Trigger - Turn off TriggerFountainCinematic <gen>
    Set VariableSet GameOver = True
    Game - Display to (All players) for 600.00 seconds the text: |cffffcc00MAIN 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))
Meteor Strike 1
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Meteor Strike
  Actions
    Set VariableSet temppoint = (Target point of ability being cast)
    Unit - Create 1.Dummy (Meteor Strike) for (Owner of (Triggering unit)) at temppoint facing Default building facing degrees
    Animation - Change (Last created unit)'s vertex coloring to (100%, 100%, 100%) with 100.00% transparency
    Animation - Change (Last created unit)'s animation speed to 10.00% of its original speed
    Set VariableSet NazgrelLightningUnit = (Last created unit)
    Custom script: call RemoveLocation (udg_temppoint)
    Trigger - Turn on Meteor_Strike_2 <gen>
Meteor Strike 2
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Unit - Set the custom value of NazgrelLightningUnit to ((Custom value of NazgrelLightningUnit) + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Custom value of NazgrelLightningUnit) Equal to 30
      Then - Actions
        Set VariableSet temppoint = (Position of NazgrelLightningUnit)
        Special Effect - Create a special effect at temppoint using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at temppoint using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
        Special Effect - Destroy (Last created special effect)
        Set VariableSet tempugroup = (Units within (125.00 + ((Real((Level of Meteor Strike for Nazgrel))) x 50.00)) of temppoint matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is A ground unit) Equal to True) and (((Owner of (Matching unit)) is an enemy of (Owner of Nazgrel).) Equal to True))).)
        Unit Group - Pick every unit in tempugroup and do (Actions)
          Loop - Actions
            Unit - Cause Nazgrel to damage (Picked unit), dealing (((Real((Level of Meteor Strike for Nazgrel))) x 80.00) + 20.00) damage of attack type Spells and damage type Fire
        Destructible - Pick every destructible within (125.00 + (50.00 x (Real((Level of Meteor Strike for Nazgrel))))) of temppoint and do (Actions)
          Loop - Actions
            Destructible - Kill (Picked destructible)
        Unit - Create 1.Dummy (General) for (Owner of Nazgrel) at temppoint facing Default building facing degrees
        Unit - Add Meteor Stike (Dummy) to (Last created unit)
        Unit - Set level of Meteor Stike (Dummy) for (Last created unit) to (Level of Meteor Strike for Nazgrel)
        Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp.
        Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
        Custom script: call RemoveLocation (udg_temppoint)
        Custom script: call DestroyGroup (udg_tempugroup)
        Unit - Kill NazgrelLightningUnit
        Unit - Kill NazgrelMeteor
        Trigger - Turn off (This trigger)
      Else - Actions
        Animation - Change NazgrelLightningUnit's animation speed to (10.00 x (Real((Custom value of NazgrelLightningUnit))))% of its original speed
        Animation - Change NazgrelLightningUnit's vertex coloring to (100%, 100%, 100%) with (100.00 - ((Real((Custom value of NazgrelLightningUnit))) x 3.33))% transparency
        Animation - Change NazgrelLightningUnit's size to ((300.00 - ((Real((Custom value of NazgrelLightningUnit))) x 10.00))%, (300.00 - ((Real((Custom value of NazgrelLightningUnit))) x 10.00))%, (300.00 - ((Real((Custom value of NazgrelLightningUnit))) x 10.00))%) of its original size
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Custom value of NazgrelLightningUnit) Equal to 20
          Then - Actions
            Set VariableSet temppoint = (Position of NazgrelLightningUnit)
            Sound - Play InfernalPissed2 <gen> at 100% volume, located at temppoint with Z offset 0
            Unit - Create 1.Dummy (Meteor Strike B) for (Owner of Nazgrel) at temppoint facing Default building facing degrees
            Animation - Change (Last created unit)'s animation speed to 75.00% of its original speed
            Set VariableSet NazgrelMeteor = (Last created unit)
            Custom script: call RemoveLocation (udg_temppoint)
          Else - Actions
Enfeeble 1
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Enfeeble
  Actions
    Set VariableSet temppoint = (Position of (Target unit of ability being cast))
    Unit - Create 1 Dummy (General) for (Owner of Nazgrel) at temppoint facing temppoint
    Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
    Unit - Add Enfeeble (Dummy) to (Last created unit)
    Unit - Set level of Enfeeble (Dummy) for (Last created unit) to (Level of Enfeeble for Nazgrel)
    Unit - Order (Last created unit) to Orc Shaman - Bloodlust.(Target unit of ability being cast)
    Custom script: call RemoveLocation (udg_temppoint)
Enfeeble 2
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Enfeeble (Dummy)
  Actions
    Unit Group - Add (Target unit of ability being cast) to NazgrelEnfeebleGroup
    Trigger - Turn on Enfeeble_3 <gen>
Enfeeble 3
  Events
    Time - Every 0.05 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in NazgrelEnfeebleGroup and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked unit) has buff Bloodlust) Equal to False
          Then - Actions
            Unit Group - Remove (Picked unit) from NazgrelEnfeebleGroup.
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Life of (Picked unit)) Less than or equal to (((Real((Level of Enfeeble for Nazgrel))) x 125.00) + 0.00)
              Then - Actions
                Unit - Kill (Picked unit)
              Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in NazgrelEnfeebleGroup) Equal to 0
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
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)
Skip Cinematic
  Events
    Player - Player 4 (Purple) 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 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 Player 6 (Orange)
        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 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
            (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
            (TreeCinematicEscape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run TreeCinematicEscape <gen> (checking conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (FountainCinematicEscape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run FountainCinematicEscape <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
            (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
            (TreeCinematicEscape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run TreeCinematicEscape <gen> (checking conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (FountainCinematicEscape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run FountainCinematicEscape <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 Player 6 (Orange)
        SkipVote1 Equal to False
        SkipVote2 Equal to False
        SkipVote3 Equal to True
      Then - Actions
        Set VariableSet SkipVote3 = 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
            (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
            (TreeCinematicEscape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run TreeCinematicEscape <gen> (checking conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (FountainCinematicEscape <gen> is on) Equal to True
          Then - Actions
            Trigger - Run FountainCinematicEscape <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
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 (Frostwolf)
        (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)
Leaves Game
  Events
    Player - Player 4 (Purple) 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>
Delete Normal Green
  Events
  Conditions
  Actions
    Unit - Remove Ancient Protector 0199 <gen> from the game
    Unit - Remove Ancient Protector 0200 <gen> from the game
    Unit - Remove Barrow Den 0202 <gen> from the game
    Unit - Remove Furbolg 0230 <gen> from the game
    Unit - Remove Furbolg 0223 <gen> from the game
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
    Animation - Play Chaos Well 0035 <gen>'s Stand Third (animationname) animation
    Set VariableSet Player1 = Player 4 (Purple)
    Set VariableSet Player2 = Player 11 (Dark Green)
    Set VariableSet Player3 = Player 6 (Orange)
    Set VariableSet Hero1 = |c008000FFChieftain of the Warsong Clan|r 0093 <gen>
    Set VariableSet Hero2 = |c00106246Bone Crusher|r 0157 <gen>
    Set VariableSet Hero3 = |c00106246Bone Crusher|r 0157 <gen>
    Set VariableSet Grom = |c008000FFChieftain of the Warsong Clan|r 0093 <gen>
    Set VariableSet Nazgrel = |c00106246Bone Crusher|r 0157 <gen>
    Set VariableSet Voljin = |c00FF8000Leader of the Darkspear tribe|r 0196 <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] = Boots of Speed
    Set VariableSet SaveLoad_Items[28] = Potion of Restoration
    Set VariableSet SaveLoad_Items[29] = Slippers of Agility +3
    Set VariableSet SaveLoad_Items[30] = Crystal Ball
    Set VariableSet SaveLoad_Items[31] = Anti-magic Potion
    Set VariableSet SaveLoad_Items[32] = Orb of Fire
    Set VariableSet SaveLoad_Items[33] = Ring of Protection +3
    Set VariableSet SaveLoad_Items[34] = Ancestral Staff
    Set VariableSet SaveLoad_Items_LastIndex = 34
    -------- 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
Init Gametext
  Events
    Map initialization
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) controller) Equal to User
        (Player 6 (Orange) controller) Equal to User
        (Player 11 (Dark Green) controller) Equal to User
        (Player 4 (Purple) 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