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Trigger Viewer

BattleOfMountHyjalEpic!.w3x
Variables
Map Initialization
Map Initialization
Sound Settings
Load Tyrande
Load Furion
Handicap
Hard Difficulty
Colour Change
Food Player 1
Food Player 2
Food Player 10
Crates
Crate01
Crate02
Crate03
Crate04
Crate05
Crate06
Crate07
Replenish Resources
Teal Gold
Teal Lumber
Purple Gold
Purple Lumber
Dark Green Gold
Dark Green Lumber
Thrall Gold
Thrall Lumber
Jaina Gold
Jaina Lumber
Archimonde Blight
Archimonde Blight
Intro Cinematic
Intro Cinematic
Intro Cancel
Create Gate Effect
Destroy Gate Effect
Begin Harvesting
Hipo Hint Q
Crates Hint Q
Start AI
Revive AI Heroes
Teal Heroes
Purple Heroes
Dark Green Heroes
Timers
StartTimers
Sentinels
Create First Sentinels
Create Second Sentinels
Create Third Sentinels
Clear Third Sentinels
Optional Quests
Shandris Line
Shandris Line Q
XXX JAINA TRIGGERS XXX
Jainas Base
Jainas Castle Destroyed
Jaina Call For Help 01
Jaina Call For Help 01 Q
Jaina Call For Help 02
Jaina Call For Help 02 Q
Jaina Call For Help 03
Jaina Call For Help 03 Q
Second Undead Base
Start Second Undead Base
Archimonde Choose Target Loop 01
Archimonde Chooses Target 01
Archimonde Destroys Target 01
Archimonde Pursues Target 01
Archimonde Target Leaves Region 01
Archimonde Failsafe 01
Archimonde Failsafe Choose New Target 01
Jaina Cinematic
Jaina Cinematic
Jaina Cancel
Huntress Line 01
Remove Units From Cinematic Area 01
Convert First Acolyte
Post Jaina Score Screen
Landmine Hint
Jaina AI Stuff
Outer Guards
Activate Defense
XXX THRALL TRIGGERS XXX
Thralls Base
Thralls Fortress Destroyed
Thrall Call For Help 01
Thrall Call For Help 01 Q
Thrall Call For Help 02
Thrall Call For Help 02 Q
Thrall Call For Help 03
Thrall Call For Help 03 Q
Third Undead Base
Start Third Undead Base
Archimonde Choose Target Loop 02
Archimonde Chooses Target 02
Archimonde Destroys Target 02
Archimonde Pursues Target 02
Archimonde Target Leaves Region 02
Archimonde Failsafe 02
Archimonde Failsafe Choose New Target 02
Thrall Cinematic
Thrall Cinematic
Thrall Cancel
Create Timmys
Remove Timmys
Huntress Line 02
Remove Units From Cinematic Area 02
Convert Second Acolyte
Post Thrall Score Screen
Thrall AI Stuff
Activate Defense Copy
XXX ARCHIMONDES FINAL APPROACH XXX
Archimonde Scaling
Scale Timer
Scaling
Archimonde Advances
Begin Advancing
Reset Kite Timer
Archimonde Is Being Kited
XXX VICTORY AND DEFEAT XXX
Spawn Wisps
Pause Initial Wisp Timer
Pause Wisp Timers
Resume Initial Wisp Timer
Resume Wisp Timers
Wisp Timers Begin
Wisp Timer 01
Wisp Timer 02
Wisp Timer 03
Wisp Timer 04
Wisp Regain Normal Height 01
Wisp Regain Normal Height 02
Wisp Regain Normal Height 03
Wisp Regain Normal Height 04
Level Data
Next Level Run
Save Credits Variable
Victory Defeat Cheats
Victory Cheat
Defeat Cheat
Victory Cinematic
Trigger Victory
Victory Cinematic
Victory Cancel
Defeat Cinematic
Trigger Defeat Archimonde Arrives
Trigger Defeat All Buildings Dead
Defeat Cinematic
Defeat Cancel
DEBUG
DEBUG Mokey
DEBUG Arch
DEBUG Wisps

		
Name Type Is Array Initial Value
AAAP_NightElves player No Player01
AAPG_NightElves force No Force01
Acolyte01 unit No
Acolyte02 unit No
Acolyte03 unit No
AcolyteInvulBrown unit No
AcolyteInvulDarkGreen unit No
AcolyteInvulPurple unit No
AcolyteInvulTeal unit No
AI_set_sequence integer No 3
AI_set_target integer No 4
AI_set_x1 integer No 1
AI_set_x2 integer No 6
AI_set_y1 integer No 2
AI_set_y2 integer No 7
AI_stop integer No 5
AIStarted boolean No false
Anetheron unit No
Archimonde unit No UnitNull
ArchimondeAttacking boolean No false
ArchimondeHasWon boolean No false
ArchimondeMist weathereffect No
ArchimondeTarget unit No UnitNull
ArchimondeTimer timer No
Azgalor unit No
CameraPoint location No
CinDoomguard01 unit No
CinDoomguard02 unit No
CinDoomguard03 unit No
CinematicTower01 unit No
CinematicTower02 unit No
CinFrostWyrm01 unit No
CinGargoyle01 unit No
CinGargoyle02 unit No
CinGargoyle03 unit No
CurrentSelection group No
DarkGreenSpiritTowers integer No 0
DefeatCancel boolean No false
FirstSentinelsCreated boolean No false
Furion unit No UnitNull
GameOver boolean No false
GameTimer timer No
GameTimerWindow timerdialog No
GoldMineTotal integer No 0
GoldMineTresspassers group No
HiddenUnits group No
HornofCenarius item No
InCinematic boolean No false
IntroCinematicCancelled boolean No false
IntroEffectGone boolean No true
IntroLookOverHereUnit01 unit No
IntroLookOverHereUnit02 unit No
IntroTeleportEffect effect No
InvulnerableGroup group No
Jaina unit No UnitNull
JainaCancelled boolean No false
JainaCastleDestroyed boolean No false
JainaEffectGone boolean No true
JainaIsGone boolean No false
JainaNightElves force No Force01
JainasCastle unit No
JainaTeleportEffect effect No
JainaUnitsRemoved boolean No false
KiteTimer timer No
LittlerTimmyLitter group No
NeutralBuildings group No
P_Archimonde player No Player06
P_FirstUndeadBase player No Player02
P_FourthUndeadBase player No Player11
P_FurbolgTribe player No Player08
P_Jaina player No Player09
P_SecondUndeadBase player No Player03
P_TempHuntresses player No Player04
P_ThirdUndeadBase player No Player10
P_Thrall player No Player00
P_Trolls player No Player07
PotentialTargets group No
PurpleSpiritTowers integer No 0
QuestArchimonde quest No
QuestArchimondeReqCOP questitem No
QuestArchimondeReqTime questitem No
QuestJaina quest No
QuestJainaReqProtect questitem No
QuestThrall quest No
QuestThrallReqProtect questitem No
RandomUnitToDestroy01 unit No UnitNull
RandomUnitToDestroy02 unit No UnitNull
ScaledSize real No 200.00
ScaleWait real No 1.00
ScalingArchimondeTimer timer No
SecondSentinelsCreated boolean No false
Shandris unit No
SpawningWisps boolean No false
StarFallEffect effect No
SummonEffect effect No
TempHuntress01 unit No
TempHuntress02 unit No
TempHuntress03 unit No
TempHuntress04 unit No
TempHuntress05 unit No
TempHuntress06 unit No
TempHuntress07 unit No
TempHuntress08 unit No
TempHuntress09 unit No
TempHuntress10 unit No
TempHuntress11 unit No
ThirdSentinelsCreated boolean No false
Thrall unit No UnitNull
ThrallCancelled boolean No false
ThrallEffectGone boolean No true
ThrallFortressDestroyed boolean No false
ThrallisGone boolean No false
ThrallsFortress unit No
ThrallTeleportEffect effect No
ThrallUnitsRemoved boolean No false
Tyrande unit No UnitNull
UndeadVisibility fogmodifier No
Victory boolean No false
VictoryCancel boolean No false
VictoryHard boolean No false
Winterchill unit No
WispGroup01 group No
WispGroup02 group No
WispGroup03 group No
WispGroup04 group No
WispTimer00 timer No
WispTimer01 timer No
WispTimer02 timer No
WispTimer03 timer No
WispTimer04 timer No
Map Initialization
  Events
    Map initialization
  Conditions
  Actions
    Game - Preload all files listed in scripts\nightelf07.pld (preloadfile).
    Game - Set campaign to Night Elf Campaign
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    -------- SET VARIABLES --------
    Set VariableSet Jaina = Archmage 0162 <gen>
    Set VariableSet Thrall = Far Seer 0160 <gen>
    Set VariableSet Archimonde = <The Defiler> 0159 <gen>
    Set VariableSet Shandris = Shandris 0101 <gen>
    Set VariableSet JainasCastle = Jaina's Castle 0055 <gen>
    Set VariableSet ThrallsFortress = Thrall's Fortress 0046 <gen>
    Set VariableSet Anetheron = Dreadlord 0050 <gen>
    Set VariableSet Winterchill = Lich 0190 <gen>
    Set VariableSet Azgalor = Pit Lord 0192 <gen>
    Trigger - Run Load_Tyrande <gen> (checking conditions)
    Trigger - Run Load_Furion <gen> (checking conditions)
    Set VariableSet HornofCenarius = (Item carried by Furion of type Horn of Cenarius)
    Item - Make HornofCenarius Undroppable
    Item - Make HornofCenarius Invulnerable
    Set VariableSet NeutralBuildings = (Units owned by Neutral Passive matching ((Unit-type of (Matching unit)) Equal to Goblin Merchant).)
    Unit Group - Add all units of (Units owned by Neutral Passive of type Gold Mine) to NeutralBuildings
    Unit Group - Add all units of (Units owned by Neutral Passive of type Goblin Merchant) to NeutralBuildings
    Unit Group - Add all units of (Units owned by Neutral Passive of type Goblin Merchant (Goblin Landmines Only)) to NeutralBuildings
    Unit Group - Add all units of (Units owned by Neutral Passive of type Mercenary Camp (Furbolgs Only)) to NeutralBuildings
    Unit Group - Add all units of (Units owned by Neutral Passive of type Mercenary Camp (Trolls Only)) to NeutralBuildings
    Unit Group - Add all units of (Units owned by Neutral Passive of type Fountain of Health) to NeutralBuildings
    Unit Group - Add all units of (Units owned by Neutral Passive of type Fountain of Mana) to NeutralBuildings
    -------- UNIT SETTINGS --------
    Unit Group - Pick every unit in (Units of type Goblin Land Mine) and do (Ignore (Picked unit)'s guard position)
    AI - Ignore Archimonde's guard position
    Animation - Change Archimonde's animation speed to 80.00% of its original speed
    Unit Group - Pick every unit in (Units owned by AAAP_NightElves of type Moon Well) and do (Set mana of (Picked unit) to 100%)
    Hero - Set Jaina Hero-level to 10, Hide level-up graphics
    Hero - Learn skill for Jaina: Human Archmage - Blizzard
    Hero - Learn skill for Jaina: Human Archmage - Blizzard
    Hero - Learn skill for Jaina: Human Archmage - Blizzard
    Hero - Learn skill for Jaina: Human Archmage - Summon Water Elemental
    Hero - Learn skill for Jaina: Human Archmage - Summon Water Elemental
    Hero - Learn skill for Jaina: Human Archmage - Summon Water Elemental
    Hero - Learn skill for Jaina: Human Archmage - Brilliance Aura
    Hero - Learn skill for Jaina: Human Archmage - Brilliance Aura
    Hero - Learn skill for Jaina: Human Archmage - Brilliance Aura
    Hero - Learn skill for Jaina: Human Archmage - Mass Teleport
    Hero - Set Thrall Hero-level to 10, Hide level-up graphics
    Hero - Learn skill for Thrall: Orc Far Seer - Chain Lightning
    Hero - Learn skill for Thrall: Orc Far Seer - Chain Lightning
    Hero - Learn skill for Thrall: Orc Far Seer - Chain Lightning
    Hero - Learn skill for Thrall: Orc Far Seer - Far Sight
    Hero - Learn skill for Thrall: Orc Far Seer - Far Sight
    Hero - Learn skill for Thrall: Orc Far Seer - Far Sight
    Hero - Learn skill for Thrall: Orc Far Seer - Feral Spirit
    Hero - Learn skill for Thrall: Orc Far Seer - Feral Spirit
    Hero - Learn skill for Thrall: Orc Far Seer - Feral Spirit
    Hero - Learn skill for Thrall: Orc Far Seer - Earthquake
    Unit - Change color of Circle of Power 0136 <gen> to (Color of AAAP_NightElves)
    -------- Anetheron's Items --------
    Hero - Create Health Stone and give it to Anetheron
    Hero - Create Gem of True Seeing and give it to Anetheron
    Item - Make (Last created item) Undroppable
    Hero - Create Ring of Protection +5 and give it to Anetheron
    Item - Make (Last created item) Undroppable
    Hero - Create Boots of Speed and give it to Anetheron
    Item - Make (Last created item) Undroppable
    Hero - Create Gloves of Haste and give it to Anetheron
    Item - Make (Last created item) Undroppable
    Hero - Create Periapt of Vitality and give it to Anetheron
    Item - Make (Last created item) Undroppable
    Hero - Create Orb of Lightning and give it to Anetheron
    Item - Make (Last created item) Undroppable
    -------- Azgalor's Items --------
    Hero - Create Health Stone and give it to Azgalor
    Hero - Create Gem of True Seeing and give it to Azgalor
    Item - Make (Last created item) Undroppable
    Hero - Create Ring of Protection +5 and give it to Azgalor
    Item - Make (Last created item) Undroppable
    Hero - Create Gloves of Haste and give it to Azgalor
    Item - Make (Last created item) Undroppable
    Hero - Create Boots of Speed and give it to Azgalor
    Item - Make (Last created item) Undroppable
    Hero - Create Health Stone and give it to Azgalor
    Hero - Create Talisman of Evasion and give it to Azgalor
    Item - Make (Last created item) Undroppable
    Hero - Create Orb of Fire and give it to Azgalor
    Item - Make (Last created item) Undroppable
    -------- WinterChill's Items --------
    Hero - Create Health Stone and give it to Winterchill
    Hero - Create Gem of True Seeing and give it to Winterchill
    Item - Make (Last created item) Undroppable
    Hero - Create Ring of Protection +5 and give it to Winterchill
    Item - Make (Last created item) Undroppable
    Hero - Create Gloves of Haste and give it to Winterchill
    Item - Make (Last created item) Undroppable
    Hero - Create Boots of Speed and give it to Winterchill
    Item - Make (Last created item) Undroppable
    Hero - Create Sobi Mask and give it to Winterchill
    Item - Make (Last created item) Undroppable
    Hero - Create Orb of Frost and give it to Winterchill
    Item - Make (Last created item) Undroppable
    -------- Demon Settings --------
    Player - Change color of P_FirstUndeadBase to Purple, Changing color of existing units
    Player - Change color of P_SecondUndeadBase to Purple, Changing color of existing units
    Player - Change color of P_ThirdUndeadBase to Purple, Changing color of existing units
    Sound - Set Combat Sounds to 0.00%
    Unit - Explode Winterchill.
    Unit - Explode Anetheron.
    Unit - Explode Pit Lord 0192 <gen>.
    Sound - Set Combat Sounds to 100.00%
    Hero - Learn skill for Pit Lord 0192 <gen>: Special Mannoroth - Reincarnation
    Unit - Change color of Anetheron to Orange
    Unit - Change color of Archimonde to Purple
    -------- PLAYER SETTINGS --------
    Player - Change color of P_TempHuntresses to Blue, Changing color of existing units
    Player - Change color of P_Trolls to Gray, Changing color of existing units
    Hero - Make AAAP_NightElves Heroes gain 80.00% experience from future kills
    Player - Hide P_TempHuntresses in the post-game score screen
    Player - Hide P_FurbolgTribe in the post-game score screen
    Player - Hide P_SecondUndeadBase in the post-game score screen
    Player - Hide P_ThirdUndeadBase in the post-game score screen
    -------- Alliance Settings --------
    Player - Make P_Archimonde treat AAAP_NightElves as an Enemy
    Player - Make P_Archimonde treat P_Jaina as an Enemy
    Player - Make P_Archimonde treat P_Thrall as an Enemy
    Player - Make P_Archimonde treat P_FurbolgTribe as an Ally with shared vision
    Player - Make P_Archimonde treat P_FirstUndeadBase as an Ally with shared vision
    Player - Make P_Archimonde treat P_SecondUndeadBase as an Ally with shared vision
    Player - Make P_Archimonde treat P_ThirdUndeadBase as an Ally with shared vision
    Player - Make P_Archimonde treat Neutral Hostile as an Ally with shared vision
    Player - Make P_Archimonde treat P_TempHuntresses as an Ally with shared vision
    Player - Make P_FirstUndeadBase treat AAAP_NightElves as an Enemy
    Player - Make P_FirstUndeadBase treat P_Jaina as an Enemy
    Player - Make P_FirstUndeadBase treat P_Thrall as an Enemy
    Player - Make P_FirstUndeadBase treat P_FurbolgTribe as an Ally with shared vision
    Player - Make P_FirstUndeadBase treat P_Archimonde as an Ally with shared vision
    Player - Make P_FirstUndeadBase treat P_SecondUndeadBase as an Ally with shared vision
    Player - Make P_FirstUndeadBase treat P_ThirdUndeadBase as an Ally with shared vision
    Player - Make P_FirstUndeadBase treat Neutral Hostile as an Ally with shared vision
    Player - Make P_SecondUndeadBase treat AAAP_NightElves as an Enemy
    Player - Make P_SecondUndeadBase treat P_Jaina as an Enemy
    Player - Make P_SecondUndeadBase treat P_Thrall as an Enemy
    Player - Make P_SecondUndeadBase treat P_FurbolgTribe as an Ally with shared vision
    Player - Make P_SecondUndeadBase treat P_FirstUndeadBase as an Ally with shared vision
    Player - Make P_SecondUndeadBase treat P_Archimonde as an Ally with shared vision
    Player - Make P_SecondUndeadBase treat P_ThirdUndeadBase as an Ally with shared vision
    Player - Make P_SecondUndeadBase treat Neutral Hostile as an Ally with shared vision
    Player - Make P_ThirdUndeadBase treat AAAP_NightElves as an Enemy
    Player - Make P_ThirdUndeadBase treat P_Jaina as an Enemy
    Player - Make P_ThirdUndeadBase treat P_Thrall as an Enemy
    Player - Make P_ThirdUndeadBase treat P_FurbolgTribe as an Ally with shared vision
    Player - Make P_ThirdUndeadBase treat P_FirstUndeadBase as an Ally with shared vision
    Player - Make P_ThirdUndeadBase treat P_SecondUndeadBase as an Ally with shared vision
    Player - Make P_ThirdUndeadBase treat P_Archimonde as an Ally with shared vision
    Player - Make P_ThirdUndeadBase treat Neutral Hostile as an Ally with shared vision
    Player - Make Neutral Hostile treat AAAP_NightElves as an Enemy
    Player - Make Neutral Hostile treat P_Jaina as an Ally with shared vision
    Player - Make Neutral Hostile treat P_Thrall as an Ally with shared vision
    Player - Make Neutral Hostile treat P_FurbolgTribe as an Ally with shared vision
    Player - Make Neutral Hostile treat P_FirstUndeadBase as an Ally with shared vision
    Player - Make Neutral Hostile treat P_SecondUndeadBase as an Ally with shared vision
    Player - Make Neutral Hostile treat P_ThirdUndeadBase as an Ally with shared vision
    Player - Make Neutral Hostile treat P_Archimonde as an Ally with shared vision
    Player - Make P_FurbolgTribe treat AAAP_NightElves as an Ally
    Player - Make P_FurbolgTribe treat P_Jaina as an Ally with shared vision
    Player - Make P_FurbolgTribe treat P_Thrall as an Ally with shared vision
    Player - Make P_FurbolgTribe treat P_Archimonde as an Ally with shared vision
    Player - Make P_FurbolgTribe treat P_FirstUndeadBase as an Ally with shared vision
    Player - Make P_FurbolgTribe treat P_SecondUndeadBase as an Ally with shared vision
    Player - Make P_FurbolgTribe treat P_ThirdUndeadBase as an Ally with shared vision
    Player - Make P_FurbolgTribe treat Neutral Hostile as an Ally with shared vision
    Player - Make P_Jaina treat AAAP_NightElves as an Ally with shared vision
    Player - Make P_Jaina treat P_FurbolgTribe as an Ally with shared vision
    Player - Make P_Jaina treat P_Thrall as an Ally with shared vision
    Player - Make P_Jaina treat P_Archimonde as an Enemy
    Player - Make P_Jaina treat P_FirstUndeadBase as an Enemy
    Player - Make P_Jaina treat P_SecondUndeadBase as an Enemy
    Player - Make P_Jaina treat P_ThirdUndeadBase as an Enemy
    Player - Make P_Jaina treat Neutral Hostile as an Ally with shared vision
    Player - Make P_Thrall treat AAAP_NightElves as an Ally with shared vision
    Player - Make P_Thrall treat P_FurbolgTribe as an Ally with shared vision
    Player - Make P_Thrall treat P_Jaina as an Ally with shared vision
    Player - Make P_Thrall treat P_Archimonde as an Enemy
    Player - Make P_Thrall treat P_FirstUndeadBase as an Enemy
    Player - Make P_Thrall treat P_SecondUndeadBase as an Enemy
    Player - Make P_Thrall treat P_ThirdUndeadBase as an Enemy
    Player - Make P_Thrall treat Neutral Hostile as an Ally with shared vision
    Player - Make AAAP_NightElves treat P_Thrall as an Ally with shared vision
    Player - Make AAAP_NightElves treat P_FurbolgTribe as an Ally with shared vision
    Player - Make AAAP_NightElves treat P_Jaina as an Ally with shared vision
    Player - Make AAAP_NightElves treat P_Archimonde as an Enemy
    Player - Make AAAP_NightElves treat P_FirstUndeadBase as an Enemy
    Player - Make AAAP_NightElves treat P_SecondUndeadBase as an Enemy
    Player - Make AAAP_NightElves treat P_ThirdUndeadBase as an Enemy
    Player - Make AAAP_NightElves treat Neutral Hostile as an Enemy
    -------- Resource Settings --------
    Player - Set AAAP_NightElves.Current gold to 1000
    Player - Set AAAP_NightElves.Current lumber to 800
    Player - Set Player 1 (Red).Current gold to 6500
    Player - Set Player 1 (Red).Current lumber to 6500
    Player - Set Player 3 (Teal).Current gold to 10000
    Player - Set Player 3 (Teal).Current lumber to 10000
    Player - Set Player 4 (Purple).Current gold to 10000
    Player - Set Player 4 (Purple).Current lumber to 10000
    Player - Set Player 10 (Light Blue).Current gold to 6500
    Player - Set Player 10 (Light Blue).Current lumber to 6500
    Player - Set Player 11 (Dark Green).Current gold to 10000
    Player - Set Player 11 (Dark Green).Current lumber to 10000
    Player - Set Player 12 (Brown).Current gold to 10000
    Player - Set Player 12 (Brown).Current lumber to 10000
    -------- DOODAD SETTINGS --------
    Destructible - Make Demonic Gate 2420 <gen> Invulnerable
    Destructible - Pick every destructible in Trees01 <gen> and do (Make (Picked destructible) Invulnerable)
    Destructible - Pick every destructible in Trees02 <gen> and do (Make (Picked destructible) Invulnerable)
    Destructible - Pick every destructible in Trees03 <gen> and do (Make (Picked destructible) Invulnerable)
    Destructible - Pick every destructible in Trees04 <gen> and do (Make (Picked destructible) Invulnerable)
    Destructible - Pick every destructible in Trees05 <gen> and do (Make (Picked destructible) Invulnerable)
    Destructible - Pick every destructible in Trees06 <gen> and do (Make (Picked destructible) Invulnerable)
    Destructible - Pick every destructible in Trees07 <gen> and do (Make (Picked destructible) Invulnerable)
    Destructible - Pick every destructible in Trees08 <gen> and do (Make (Picked destructible) Invulnerable)
    Destructible - Pick every destructible in Trees09 <gen> and do (Make (Picked destructible) Invulnerable)
    Destructible - Pick every destructible in Trees10 <gen> and do (Make (Picked destructible) Invulnerable)
    -------- QUEST SETTINGS --------
    Quest - Create a Required quest titled Delay Archimonde with the description You must attempt to slow Archimonde's ascent to Hyjal Summit by throwing everything you can at him and his elite forces. By doing this, you will buy Furion the time he needs to implement his mysterious plan for the World Tree's defense. Though many of your brethren may fall, their sacrifice will secure the future of the world itself., using icon path ReplaceableTextures\CommandButtons\BTNArchimonde.tga
    Set VariableSet QuestArchimonde = (Last created quest)
    Quest - Create a quest requirement for QuestArchimonde with the description Delay Archimonde for 45 minutes
    Set VariableSet QuestArchimondeReqTime = (Last created quest requirement)
    Quest - Create a quest requirement for QuestArchimonde with the description Archimonde must not reach the World Tree
    Set VariableSet QuestArchimondeReqCOP = (Last created quest requirement)
    -------- GAME SETTINGS --------
    Environment - Set sky to Felwood Sky
    Game - Set the time of day to 8.00
    Visibility - Create an initially Enabled visibility modifier for AAAP_NightElves emitting Visibility from (Position of Circle of Power 0136 <gen>) to a radius of 1408.00.
    Visibility - Create an initially Enabled visibility modifier for AAAP_NightElves emitting Visibility from (Center of WorldTree <gen>) to a radius of 2048.00.
    Trigger - Run Sound_Settings <gen> (checking conditions)
    -------- RUN TRIGGERS --------
    Trigger - Run Intro_Cinematic <gen> (checking conditions)
    Trigger - Run Hard_Difficulty <gen> (checking conditions)
    Trigger - Run Handicap <gen> (checking conditions)
Sound Settings
  Events
  Conditions
  Actions
    -------- SOUND SETTINGS --------
    Sound - Clear the music list
    Wait 0.01 seconds
    Sound - Play Comradeship.
    Sound - Set the music list to Music, starting with song 0
Load Tyrande
  Events
  Conditions
  Actions
    Game Cache - Create a game cache from Campaigns.w3v (stringnoformat)
    Game Cache - Restore Tyrande (stringnoformat) of NightElf07 (stringnoformat) from (Last created game cache) for AAAP_NightElves at (Center of TyrandeStart <gen>) facing 180.00
    Set VariableSet Tyrande = (Last restored unit)
    If (Tyrande Not equal to No unit) then do (Add 700 experience to Tyrande, Hide level-up graphics) else do (Do nothing)
    If (Tyrande Equal to No unit) then do (Do nothing) else do (Skip remaining actions)
    Unit - Create 1.Priestess of the Moon for AAAP_NightElves at (Center of IntroTyrande00 <gen>) facing 180.00 degrees
    Set VariableSet Tyrande = (Last created unit)
    Hero - Set Tyrande Hero-level to 7, Hide level-up graphics
    Hero - Learn skill for Tyrande: Night Elf Priestess Of The Moon - Scout
    Hero - Learn skill for Tyrande: Night Elf Priestess Of The Moon - Scout
    Hero - Learn skill for Tyrande: Night Elf Priestess Of The Moon - Searing Arrows
    Hero - Learn skill for Tyrande: Night Elf Priestess Of The Moon - Searing Arrows
    Hero - Learn skill for Tyrande: Night Elf Priestess Of The Moon - Trueshot Aura
    Hero - Learn skill for Tyrande: Night Elf Priestess Of The Moon - Trueshot Aura
    Hero - Learn skill for Tyrande: Night Elf Priestess Of The Moon - Starfall
Load Furion
  Events
  Conditions
  Actions
    Game Cache - Create a game cache from Campaigns.w3v (stringnoformat)
    Game Cache - Restore Furion (stringnoformat) of NightElf07 (stringnoformat) from (Last created game cache) for AAAP_NightElves at (Center of FurionStart <gen>) facing 225.00
    Set VariableSet Furion = (Last restored unit)
    If (Furion Not equal to No unit) then do (Add 700 experience to Furion, Hide level-up graphics) else do (Do nothing)
    If (Furion Equal to No unit) then do (Do nothing) else do (Skip remaining actions)
    Unit - Create 1.Keeper of the Grove for AAAP_NightElves at (Center of IntroTyrande00 <gen>) facing 225.00 degrees
    Set VariableSet Furion = (Last created unit)
    Hero - Set Furion Hero-level to 7, Hide level-up graphics
    Hero - Learn skill for Furion: Night Elf Keeper Of The Grove - Entangling Roots
    Hero - Learn skill for Furion: Night Elf Keeper Of The Grove - Entangling Roots
    Hero - Learn skill for Furion: Night Elf Keeper Of The Grove - Force Of Nature
    Hero - Learn skill for Furion: Night Elf Keeper Of The Grove - Force Of Nature
    Hero - Learn skill for Furion: Night Elf Keeper Of The Grove - Force Of Nature
    Hero - Learn skill for Furion: Night Elf Keeper Of The Grove - Thorns Aura
    Hero - Learn skill for Furion: Night Elf Keeper Of The Grove - Thorns Aura
    Hero - Create Horn of Cenarius and give it to Furion
Handicap
  Events
  Conditions
    (Difficulty level) Equal to Easy
  Actions
    Player - Set Player 3 (Teal) handicap to Campaign easy handicap%
    Player - Set Player 4 (Purple) handicap to Campaign easy handicap%
    Player - Set Player 7 (Green) handicap to Campaign easy handicap%
    Player - Set Player 11 (Dark Green) handicap to Campaign easy handicap%
    Player - Set Player 12 (Brown) handicap to Campaign easy handicap%
Hard Difficulty
  Events
  Conditions
    (Difficulty level) Equal to Hard
  Actions
    Hero - Learn skill for Anetheron: Special Archimonde - Rain Of Chaos
Colour Change
  Events
    Map initialization
  Conditions
  Actions
    Player - Change color of Player 7 (Green) to Purple, Changing color of existing units
Food Player 1
  Events
    Map initialization
  Conditions
  Actions
    Player - Set Player 1 (Red).Food cap to 40
Food Player 2
  Events
    Map initialization
  Conditions
  Actions
    Player - Set Player 2 (Blue).Food cap to 40
Food Player 10
  Events
    Map initialization
  Conditions
  Actions
    Player - Set Player 10 (Light Blue).Food cap to 40
Crate01
  Events
    Destructible - Crates 0534 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.01 seconds
    Item - Create Goblin Land Mines at (Center of Crate01 <gen>)
Crate02
  Events
    Destructible - Crates 2764 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.01 seconds
    Item - Create Healing Wards at (Center of Crate02 <gen>)
Crate03
  Events
    Destructible - Crates 3627 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.01 seconds
    Item - Create Potion of Greater Mana at (Center of Crate03 <gen>)
Crate04
  Events
    Destructible - Crates 3628 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.01 seconds
    Item - Create Scroll of Healing at (Center of Crate04 <gen>)
Crate05
  Events
    Destructible - Crates 0856 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.01 seconds
    Item - Create Potion of Greater Healing at (Center of Crate05 <gen>)
Crate06
  Events
    Destructible - Crates 0915 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.01 seconds
    Item - Create Scroll of Mana at (Center of Crate06 <gen>)
Crate07
  Events
    Destructible - Crates 3013 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.01 seconds
    Item - Create Manual of Health at (Center of Crate07 <gen>)
Teal Gold
  Events
    Player - Player 3 (Teal)'s Current gold becomes Less than or equal to 1000.00
  Conditions
  Actions
    Player - Add 1000 to Player 3 (Teal).Current gold
Teal Lumber
  Events
    Player - Player 3 (Teal)'s Current lumber becomes Less than or equal to 1000.00
  Conditions
  Actions
    Player - Add 1000 to Player 3 (Teal).Current lumber
Purple Gold
  Events
    Player - Player 4 (Purple)'s Current gold becomes Less than or equal to 1000.00
  Conditions
  Actions
    Player - Add 1000 to Player 4 (Purple).Current gold
Purple Lumber
  Events
    Player - Player 4 (Purple)'s Current lumber becomes Less than or equal to 1000.00
  Conditions
  Actions
    Player - Add 1000 to Player 4 (Purple).Current lumber
Dark Green Gold
  Events
    Player - Player 11 (Dark Green)'s Current gold becomes Less than or equal to 1000.00
  Conditions
  Actions
    Player - Add 1000 to Player 11 (Dark Green).Current gold
Dark Green Lumber
  Events
    Player - Player 11 (Dark Green)'s Current lumber becomes Less than or equal to 1000.00
  Conditions
  Actions
    Player - Add 1000 to Player 11 (Dark Green).Current lumber
Thrall Gold
  Events
  Conditions
  Actions
Thrall Lumber
  Events
  Conditions
  Actions
Jaina Gold
  Events
  Conditions
  Actions
Jaina Lumber
  Events
  Conditions
  Actions
Archimonde Blight
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Region - Center ArchimondeBlightRegion <gen> on (Position of Archimonde)
    Environment - Create Blight for P_Archimonde from (Position of Archimonde) to a radius of 384.00.
Intro Cinematic
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet InCinematic = True
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Game - Turn the day/night cycle Off
    Camera - .Apply. gg_cam_IntroNEBase01 for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_IntroNEBase02 for AAAP_NightElves over 8.00 seconds
    Cinematic - Turn cinematic mode On for AAPG_NightElves
    Camera - .Apply. gg_cam_IntroNEBase01 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_IntroNEBase02 for Player 1 (Red) over 8.00 seconds
    Cinematic - Turn cinematic mode On for Player Group - Player 1 (Red)
    Camera - .Apply. gg_cam_IntroNEBase01 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_IntroNEBase02 for Player 10 (Light Blue) over 8.00 seconds
    Cinematic - Turn cinematic mode On for Player Group - Player 10 (Light Blue)
    -------- Establish Scene --------
    Unit - Move Furion instantly to (Center of IntroFurion00 <gen>)
    Unit - Move Tyrande instantly to (Center of IntroTyrande00 <gen>)
    Unit - Make Tyrande face Furion over 0 seconds
    Unit - Make Furion face Tyrande over 0 seconds
    -------- CINEMATIC STARTS --------
    -------- Night Elf Base Scene --------
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    -------- CAN CANCEL FROM THIS POINT FORWARD --------
    Trigger - Turn on Intro_Cancel <gen>
    Wait 6.00 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Orc Base Scene --------
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_IntroOrcBase01 for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_IntroOrcBase02 for AAAP_NightElves over 6.00 seconds
    Camera - .Apply. gg_cam_IntroOrcBase01 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_IntroOrcBase02 for Player 1 (Red) over 6.00 seconds
    Camera - .Apply. gg_cam_IntroOrcBase01 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_IntroOrcBase02 for Player 10 (Light Blue) over 6.00 seconds
    Wait 6.00 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Human Base Scene --------
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_IntroHumanBase01 for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_IntroHumanBase02 for AAAP_NightElves over 8.00 seconds
    Camera - .Apply. gg_cam_IntroHumanBase01 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_IntroHumanBase02 for Player 1 (Red) over 8.00 seconds
    Camera - .Apply. gg_cam_IntroHumanBase01 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_IntroHumanBase02 for Player 10 (Light Blue) over 8.00 seconds
    Wait 7.50 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Conversation Starts --------
    Unit - Make Thrall face (Center of IntroTyrande00 <gen>) over 0.00 seconds
    -------- Create Teleport Effect --------
    Special Effect - Create a special effect at (Center of IntroJaina00 <gen>) using Abilities\Spells\Human\MassTeleport\MassTeleportTo.mdl
    Set VariableSet IntroTeleportEffect = (Last created special effect)
    Set VariableSet IntroEffectGone = False
    Sound - Set position of MassTeleportTarget <gen> to (Center of IntroJaina01 <gen>) with Z offset 0
    Sound - Play MassTeleportTarget <gen>
    Wait 0.30 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Everyone Looks at Jaina --------
    Unit - Make Tyrande face (Center of IntroJaina00 <gen>) over 0.20 seconds
    Wait 0.10 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Furion face (Center of IntroJaina00 <gen>) over 0.20 seconds
    Unit - Make Thrall face (Center of IntroJaina00 <gen>) over 0.20 seconds
    Wait 0.20 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro02 for AAAP_NightElves over 0.00 seconds
    Camera - .Apply. gg_cam_Intro02 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro02 for Player 10 (Light Blue) over 0.00 seconds
    Wait 0.20 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Jaina Appears --------
    Unit - Move Jaina instantly to (Center of IntroJaina00 <gen>)
    Unit - Make Jaina face Furion over 0.00 seconds
    Wait 2.00 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Remove Teleport Effect --------
    Special Effect - Destroy IntroTeleportEffect
    Set VariableSet IntroEffectGone = True
    -------- Change Camera --------
    Camera - .Apply. gg_cam_Intro03a for AAAP_NightElves over 0.00 seconds
    Camera - .Apply. gg_cam_Intro03b for AAAP_NightElves over (Length of N07Jaina02 <gen>) seconds
    Camera - .Apply. gg_cam_Intro03a for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro03b for Player 1 (Red) over (Length of N07Jaina02 <gen>) seconds
    Camera - .Apply. gg_cam_Intro03a for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro03b for Player 10 (Light Blue) over (Length of N07Jaina02 <gen>) seconds
    -------- Jaina's Line --------
    Cinematic - Send transmission to (All players) from Jaina named Jaina Proudmoore: Play N07Jaina02 <gen> and display I'm sorry I'm late. It's just as we feared, Archimonde and his doom guard are making their way towards the summit! He'll be here any moment.. Modify duration: Add 0 seconds and Wait
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Thrall face (Center of IntroFurion00 <gen>) over 0.20 seconds
    -------- Change Camera --------
    Camera - .Apply. gg_cam_Intro04a for AAAP_NightElves over 0.00 seconds
    Camera - .Apply. gg_cam_Intro04b for AAAP_NightElves over 5.00 seconds
    Camera - .Apply. gg_cam_Intro04a for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro04b for Player 1 (Red) over 5.00 seconds
    Camera - .Apply. gg_cam_Intro04a for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro04b for Player 10 (Light Blue) over 5.00 seconds
    -------- Furion's Line --------
    Cinematic - Send transmission to (All players) from Furion named Furion Stormrage: Play N07Furion02 <gen> and display Ten thousand years ago we night elves defeated the Burning Legion. Though the rest of the world was shattered, we were left free to live out our immortal lives in peace, bound to the World Tree. . Modify duration: Add 0 seconds and Don't wait
    Wait 5.00 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Change Camera and Fog --------
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_IntroWorldTree01 for AAAP_NightElves over 0.00 seconds
    Camera - .Apply. gg_cam_IntroWorldTree02 for AAAP_NightElves over ((Length of N07Furion02 <gen>) + 5.00) seconds
    Camera - .Apply. gg_cam_IntroWorldTree01 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_IntroWorldTree02 for Player 1 (Red) over ((Length of N07Furion02 <gen>) + 5.00) seconds
    Camera - .Apply. gg_cam_IntroWorldTree01 for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_IntroWorldTree02 for Player 10 (Light Blue) over ((Length of N07Furion02 <gen>) + 5.00) seconds
    Environment - Set fog to style 0 (fogstyle), z-start 800.00, z-end 8000, density 0 and color (0.00%, 20.00%, 20.00%)
    Wait for N07Furion02 <gen> to be 0 seconds from finished playing
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Furion's Line --------
    Cinematic - Send transmission to (All players) from Furion named Furion Stormrage: Play N07Furion02a <gen> and display We are its protectors, and through it we were granted immortality and power over nature. Now, at last, it is time we gave that power back.. Modify duration: Add 0.00 seconds and Wait
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Change Camera --------
    Camera - .Apply. gg_cam_Intro06 for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_Intro06 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Intro06 for Player 10 (Light Blue) over 0 seconds
    Environment - Reset fog to default values
    -------- Jaina and Furion Look at Each Other --------
    Unit - Make Furion face Tyrande over 0.20 seconds
    Unit - Make Tyrande face Furion over 0.20 seconds
    -------- Tyrande's Line --------
    Cinematic - Send transmission to (All players) from Tyrande named Tyrande Whisperwind: Play N07Tyrande03 <gen> and display You realize that we will age as these mortals do. Our powers over nature will wane in time.. Modify duration: Add 0 seconds and Wait
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Change Camera --------
    Camera - .Apply. gg_cam_Intro06b for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_Intro06c for AAAP_NightElves over (Length of N07Furion04 <gen>) seconds
    Camera - .Apply. gg_cam_Intro06b for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Intro06c for Player 1 (Red) over (Length of N07Furion04 <gen>) seconds
    Camera - .Apply. gg_cam_Intro06b for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_Intro06c for Player 10 (Light Blue) over (Length of N07Furion04 <gen>) seconds
    Cinematic - Send transmission to (All players) from Furion named Furion Stormrage: Play N07Furion04 <gen> and display If pride gives us pause, my love, then perhaps we have lived long enough already. I will proceed to the summit and prepare our defenses there. Whatever comes, my love, remember...our bond is eternal.. Modify duration: Add 0 seconds and Wait
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Furion Leaves --------
    Unit - Order Furion to Move To.(Center of IntroFurion01 <gen>)
    -------- Change Camera and Fade Out --------
    Camera - .Apply. gg_cam_IntroFurion01 for AAAP_NightElves over 0.00 seconds
    Camera - .Apply. gg_cam_IntroFurion01 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_IntroFurion01 for Player 10 (Light Blue) over 0.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Furion Approaches the Gate --------
    Destructible - Open (Random destructible in Gate <gen>)
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_IntroFurion02a for AAAP_NightElves over 0.00 seconds
    Camera - .Apply. gg_cam_IntroFurion02b for AAAP_NightElves over 11.00 seconds
    Camera - .Apply. gg_cam_IntroFurion02a for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_IntroFurion02b for Player 1 (Red) over 11.00 seconds
    Camera - .Apply. gg_cam_IntroFurion02a for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_IntroFurion02b for Player 10 (Light Blue) over 11.00 seconds
    Unit - Move Furion instantly to (Center of IntroFurion02 <gen>)
    Unit - Order Furion to Move To.(Center of IntroFurion03 <gen>)
    Wait 3.00 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Furion Casts a Spell at the Gate --------
    Trigger - Run Create_Gate_Effect <gen> (checking conditions)
    Sound - Set position of StarfallCaster1 <gen> to (Center of GateSound <gen>) with Z offset 0
    Sound - Play StarfallCaster1 <gen>
    Animation - Play Furion's Spell (animationname) animation
    Animation - Queue Furion's Spell (animationname) animation
    Animation - Queue Furion's Spell (animationname) animation
    Wait 1.00 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play DenOfShadowsWhat1 <gen>
    Wait 3.00 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Magical Effects on the Gate --------
    Special Effect - Create a special effect at (Center of GateSpellEffect <gen>) using Abilities\Spells\NightElf\ReviveNightElf\ReviveNightElf.mdl
    Special Effect - Create a special effect at (Center of GateSpell02 <gen>) using Abilities\Spells\NightElf\ReviveNightElf\ReviveNightElf.mdl
    Special Effect - Create a special effect at (Center of GateSpell03 <gen>) using Abilities\Spells\NightElf\ReviveNightElf\ReviveNightElf.mdl
    Sound - Set position of ReviveHuman <gen> to (Center of GateSound <gen>) with Z offset 0
    Sound - Play ReviveHuman <gen>
    Wait 1.00 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- The Gate Closes --------
    Destructible - Close (Random destructible in Gate <gen>)
    Wait 3.20 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Change Camera and Shake the Screen --------
    Sound - Play Doom.
    Camera - .Apply. gg_cam_Intro05A for AAAP_NightElves over 0.00 seconds
    Camera - Sway the camera target for AAAP_NightElves with magnitude 15.00 and velocity 1000.00
    Camera - .Apply. gg_cam_Intro05A for Player 1 (Red) over 0.00 seconds
    Camera - Sway the camera target for Player 1 (Red) with magnitude 15.00 and velocity 1000.00
    Camera - .Apply. gg_cam_Intro05A for Player 10 (Light Blue) over 0.00 seconds
    Camera - Sway the camera target for Player 10 (Light Blue) with magnitude 15.00 and velocity 1000.00
    Animation - Play Archimonde's Spell Slam (animationname) animation
    Animation - Queue Archimonde's stand (animationname) animation
    Sound - Attach EarthquakeRock <gen> to Archimonde
    Sound - Play EarthquakeRock <gen>
    Sound - Attach CrippleTarget1 <gen> to Archimonde
    Sound - Play CrippleTarget1 <gen>
    Sound - Attach LightningShieldTarget <gen> to Archimonde
    Sound - Play LightningShieldTarget <gen>
    Wait 2 seconds
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - Stop swaying/shaking the camera for AAAP_NightElves.
    Camera - Stop swaying/shaking the camera for Player 1 (Red).
    Camera - Stop swaying/shaking the camera for Player 10 (Light Blue).
    -------- Change Camera --------
    Camera - .Apply. gg_cam_Intro05A for AAAP_NightElves over 0.00 seconds
    Camera - .Apply. gg_cam_Intro05B for AAAP_NightElves over (Length of N07Archimonde04 <gen>) seconds
    Camera - .Apply. gg_cam_Intro05A for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro05B for Player 1 (Red) over (Length of N07Archimonde04 <gen>) seconds
    Camera - .Apply. gg_cam_Intro05A for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro05B for Player 10 (Light Blue) over (Length of N07Archimonde04 <gen>) seconds
    -------- Archimonde's Line --------
    Cinematic - Send transmission to (All players) from Archimonde named Archimonde: Play N07Archimonde04 <gen> and display Hear me, night elves! The time for reckoning has come!. Modify duration: Add 0 seconds and Wait
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Change Camera --------
    Unit - Order Jaina to Move To.(Center of IntroJaina01 <gen>)
    Unit - Order Thrall to Move To.(Center of IntroThrall01 <gen>)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_Intro07a for AAAP_NightElves over 0.00 seconds
    Camera - .Apply. gg_cam_Intro07b for AAAP_NightElves over (Length of N07Jaina06 <gen>) seconds
    Camera - .Apply. gg_cam_Intro07a for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro07b for Player 1 (Red) over (Length of N07Jaina06 <gen>) seconds
    Camera - .Apply. gg_cam_Intro07a for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro07b for Player 10 (Light Blue) over (Length of N07Jaina06 <gen>) seconds
    Unit - Make Tyrande face Jaina over 0.20 seconds
    -------- Jaina's Line --------
    Cinematic - Send transmission to (All players) from Jaina named Jaina Proudmoore: Play N07Jaina06 <gen> and display If you can provide our bases with support and keep us from being overwhelmed, Thrall and I will delay Archimonde's ascent!. Modify duration: Add 0 seconds and Wait
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Change Camera --------
    Camera - .Apply. gg_cam_Intro08a for AAAP_NightElves over 0.00 seconds
    Camera - .Apply. gg_cam_Intro08b for AAAP_NightElves over (Length of N07Tyrande07 <gen>) seconds
    Camera - .Apply. gg_cam_Intro08a for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro08b for Player 1 (Red) over (Length of N07Tyrande07 <gen>) seconds
    Camera - .Apply. gg_cam_Intro08a for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro08b for Player 10 (Light Blue) over (Length of N07Tyrande07 <gen>) seconds
    -------- Tyrande's Line --------
    Cinematic - Send transmission to (All players) from Tyrande named Tyrande Whisperwind: Play N07Tyrande07 <gen> and display Your plan is a bold one, girl. Perhaps I have misjudged you outlanders. May Elune shine upon you!. Modify duration: Add 0 seconds and Wait
    If (IntroCinematicCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- CANNOT CANCEL AFTER THIS POINT --------
    Trigger - Turn off Intro_Cancel <gen>
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Unit - Move Tyrande instantly to (Center of TyrandeStart <gen>)
    Unit - Move Thrall instantly to (Center of ThrallStart <gen>)
    Unit - Move Jaina instantly to (Center of JainaStart <gen>)
    Unit - Move Furion instantly to (Center of FurionStart <gen>)
    Unit - Make Tyrande face 180.00 over 0 seconds
    Unit - Make Furion face 225.00 over 0 seconds
    Unit - Make Thrall face 270.00 over 0 seconds
    Unit - Make Jaina face 225.00 over 0 seconds
    Environment - Set sky to None
    Selection - Select Furion
    -------- RESET CAMERA --------
    Camera - Reset camera for AAAP_NightElves to standard game-view over 0.00 seconds
    Camera - Pan camera for AAAP_NightElves to (Center of FurionStart <gen>) over 0 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0.00 seconds
    Camera - Pan camera for Player 1 (Red) to (Center of FurionStart <gen>) over 0 seconds
    Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 0.00 seconds
    Camera - Pan camera for Player 10 (Light Blue) to (Center of FurionStart <gen>) over 0 seconds
    Trigger - Turn on Archimonde_Blight <gen>
    Trigger - Run Create_First_Sentinels <gen> (checking conditions)
    Trigger - Run Begin_Harvesting <gen> (checking conditions)
    Trigger - Turn on Destroy_Gate_Effect <gen>
    Set VariableSet InCinematic = False
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Game - Turn the day/night cycle On
    -------- Start New AI --------
    Trigger - Run Start_AI <gen> (checking conditions)
    -------- Furion's Line --------
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Furion named Furion Stormrage: Play N07Furion32 <gen> and display To arms, my brethren! To arms, brave orcs and humans! Twilight falls -- and the enemy awaits!. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Wait Campaign quest delay seconds
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rDelay Archimonde - Delay Archimonde for 45 minutes - Archimonde must not reach the mountain summit
    Trigger - Run StartTimers <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Wait Campaign quest delay seconds
    Trigger - Add Hipo_Hint_Q <gen> to the trigger queue (Checking conditions)
    Wait Campaign quest delay seconds
    Wait Campaign quest delay seconds
    Trigger - Add Crates_Hint_Q <gen> to the trigger queue (Checking conditions)
Intro Cancel
  Events
    Player - Neutral Hostile skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet IntroCinematicCancelled = True
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.60 seconds
    Cinematic - Turn cinematic mode Off for AAPG_NightElves
    -------- Reset Animations and Remove Units --------
    Animation - Reset Tyrande's body-part facing
    Animation - Reset Furion's body-part facing
    Unit - Remove IntroLookOverHereUnit01 from the game
    Unit - Remove IntroLookOverHereUnit02 from the game
    -------- Move and Face Units --------
    Unit - Move Tyrande instantly to (Center of TyrandeStart <gen>)
    Unit - Move Thrall instantly to (Center of ThrallStart <gen>)
    Unit - Move Jaina instantly to (Center of JainaStart <gen>)
    Unit - Move Furion instantly to (Center of FurionStart <gen>)
    Unit - Make Tyrande face 180.00 over 0 seconds
    Unit - Make Furion face 225.00 over 0 seconds
    Unit - Make Thrall face 270.00 over 0 seconds
    Unit - Make Jaina face 225.00 over 0 seconds
    -------- Set Environment --------
    Environment - Set sky to None
    Selection - Select Furion
    Trigger - Turn on Archimonde_Blight <gen>
    -------- Remove Teleport Special Effect --------
    If (IntroEffectGone Equal to True) then do (Do nothing) else do (Destroy IntroTeleportEffect)
    -------- Create the gate effect --------
    Trigger - Run Create_Gate_Effect <gen> (checking conditions)
    -------- Reset Camera --------
    Camera - Reset camera for AAAP_NightElves to standard game-view over 0.00 seconds
    Camera - Pan camera for AAAP_NightElves to (Center of FurionStart <gen>) over 0 seconds
    -------- Create Sentinels and Start Harvesting --------
    If (FirstSentinelsCreated Equal to True) then do (Do nothing) else do (Run Create_First_Sentinels <gen> (checking conditions))
    Trigger - Run Begin_Harvesting <gen> (checking conditions)
    Trigger - Turn on Destroy_Gate_Effect <gen>
    Set VariableSet InCinematic = False
    -------- Fade In --------
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    Game - Turn the day/night cycle On
    -------- start new AI --------
    Trigger - Run Start_AI <gen> (checking conditions)
    -------- Furion's Line --------
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Furion named Furion Stormrage: Play N07Furion32 <gen> and display To arms, my brethren! To arms, brave orcs and humans! Twilight falls -- and the enemy awaits!. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Wait Campaign quest delay seconds
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rDelay Archimonde - Delay Archimonde for 45 minutes - Archimonde must not reach the mountain summit
    Trigger - Run StartTimers <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Wait Campaign quest delay seconds
    Trigger - Add Hipo_Hint_Q <gen> to the trigger queue (Checking conditions)
    Wait Campaign quest delay seconds
    Wait Campaign quest delay seconds
    Trigger - Add Crates_Hint_Q <gen> to the trigger queue (Checking conditions)
Create Gate Effect
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Special Effect - Create a special effect at (Center of GateSpellEffect <gen>) using Abilities\Spells\NightElf\StarFall\StarFallCaster.mdl
    Set VariableSet StarFallEffect = (Last created special effect)
Destroy Gate Effect
  Events
    Destructible - Demonic Gate 2420 <gen> dies
  Conditions
  Actions
    Special Effect - Destroy StarFallEffect
Begin Harvesting
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Tree of Eternity 0056 <gen> to Night Elf Tree Of Life - Entangle (Instant).Gold Mine 0007 <gen>
    Unit - Order Wisp 0161 <gen> to Harvest Nearby Lumber.
    Unit - Order Wisp 0163 <gen> to Harvest Nearby Lumber.
    Unit - Order Wisp 0164 <gen> to Harvest Nearby Lumber.
    Unit - Order Wisp 0170 <gen> to Harvest Nearby Lumber.
    Unit - Order Wisp 0171 <gen> to Harvest Nearby Lumber.
    Unit - Order Wisp 0011 <gen> to Harvest Nearby Lumber.
    Unit - Order Wisp 0169 <gen> to Harvest Nearby Gold.
    Unit - Order Wisp 0168 <gen> to Harvest Nearby Gold.
    Unit - Order Wisp 0167 <gen> to Harvest Nearby Gold.
    Unit - Order Wisp 0166 <gen> to Harvest Nearby Gold.
    Unit - Order Wisp 0165 <gen> to Harvest Nearby Gold.
Hipo Hint Q
  Events
  Conditions
    InCinematic Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Quest - Display to AAPG_NightElves the Hint message: |cff87ceebNEW UNIT AVAILABLE|rHippogryph - You may now build Hippogryphs from the Ancient of the Wind.Archers can be mounted on Hippogryphs to create Hippogryph Riders,combining the ranged attack of the Archer with the fast airbornemaneuverability of the Hippogryph.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Crates Hint Q
  Events
  Conditions
    InCinematic Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Quest - Display to AAPG_NightElves the Simple Hint message: |cff32cd32HINT|r - Your allies have stockpiled valuable supplies in crates.
    Camera - Set a spacebar-point for AAAP_NightElves at (Center of Crate07 <gen>)
    Cinematic - Ping minimap for AAPG_NightElves at (Center of Crate07 <gen>) for 4.00 seconds
    Camera - Set a spacebar-point for AAAP_NightElves at (Center of Crate06 <gen>)
    Cinematic - Ping minimap for AAPG_NightElves at (Center of Crate06 <gen>) for 4.00 seconds
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Start AI
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    AI - Start campaign AI script for P_FirstUndeadBase: n07_rainbow.ai (aiscript)
    AI - Send P_FirstUndeadBase the AI Command (AI_set_x1, (Integer((Center X of FirstGatherPoint01 <gen>))))
    AI - Send P_FirstUndeadBase the AI Command (AI_set_y1, (Integer((Center Y of FirstGatherPoint01 <gen>))))
    AI - Send P_FirstUndeadBase the AI Command (AI_set_sequence, 1)
    Wait 1.00 seconds
    AI - Send P_FirstUndeadBase the AI Command (AI_set_target, 9)
Teal Heroes
  Events
    Unit - A unit owned by Player 3 (Teal).Finishes reviving
  Conditions
  Actions
    Unit - Set mana of (Reviving Hero) to 100%
    If (((Reviving Hero) has an item of type Health Stone) Equal to True) then do (Do nothing) else do (Create Health Stone and give it to (Reviving Hero))
Purple Heroes
  Events
    Unit - A unit owned by Player 4 (Purple).Finishes reviving
  Conditions
  Actions
    Unit - Set mana of (Reviving Hero) to 100%
    If (((Reviving Hero) has an item of type Health Stone) Equal to True) then do (Do nothing) else do (Create Health Stone and give it to (Reviving Hero))
Dark Green Heroes
  Events
    Unit - A unit owned by Player 11 (Dark Green).Finishes reviving
  Conditions
  Actions
    Unit - Set mana of (Reviving Hero) to 100%
    If (((Reviving Hero) has an item of type Health Stone) Equal to True) then do (Do nothing) else do (Create Health Stone and give it to (Reviving Hero))
StartTimers
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    -------- Game Timer --------
    Countdown Timer - Start GameTimer as a One-shot timer that will expire in 2700.00 seconds
    Countdown Timer - Create a timer window for GameTimer with title Time Remaining
    Set VariableSet GameTimer = (Last started timer)
    Set VariableSet GameTimerWindow = (Last created timer window)
    -------- Archimonde Timer --------
    Countdown Timer - Start ArchimondeTimer as a One-shot timer that will expire in 2565.00 seconds
    Set VariableSet ArchimondeTimer = (Last started timer)
    -------- Archimonde Timer --------
    Countdown Timer - Start WispTimer00 as a One-shot timer that will expire in 1740.00 seconds
Create First Sentinels
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress01A <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress01 = (Last created unit)
    Unit - Hide TempHuntress01
    Unit - Order TempHuntress01 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 1470 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress01B <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress02 = (Last created unit)
    Unit - Hide TempHuntress02
    Unit - Order TempHuntress02 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 1680 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress01C <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress03 = (Last created unit)
    Unit - Hide TempHuntress03
    Unit - Order TempHuntress03 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 1558 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress01D <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress04 = (Last created unit)
    Unit - Hide TempHuntress04
    Unit - Order TempHuntress04 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 1623 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress01E <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress05 = (Last created unit)
    Unit - Hide TempHuntress05
    Unit - Order TempHuntress05 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 1160 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress01F <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress06 = (Last created unit)
    Unit - Hide TempHuntress06
    Unit - Order TempHuntress06 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 1027 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress01G <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress07 = (Last created unit)
    Unit - Hide TempHuntress07
    Unit - Order TempHuntress07 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 3097 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress01H <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress08 = (Last created unit)
    Unit - Hide TempHuntress08
    Unit - Order TempHuntress08 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 0990 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress01I <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress09 = (Last created unit)
    Unit - Hide TempHuntress09
    Unit - Order TempHuntress09 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 3264 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress01J <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress10 = (Last created unit)
    Unit - Hide TempHuntress10
    Unit - Order TempHuntress10 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 2359 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress01K <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress11 = (Last created unit)
    Unit - Hide TempHuntress11
    Unit - Order TempHuntress11 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 3315 <gen>
    Wait 1.00 seconds
    Unit - Remove TempHuntress01 from the game
    Unit - Remove TempHuntress02 from the game
    Unit - Remove TempHuntress03 from the game
    Unit - Remove TempHuntress04 from the game
    Unit - Remove TempHuntress05 from the game
    Unit - Remove TempHuntress06 from the game
    Unit - Remove TempHuntress07 from the game
    Unit - Remove TempHuntress08 from the game
    Unit - Remove TempHuntress09 from the game
    Unit - Remove TempHuntress10 from the game
    Unit - Remove TempHuntress11 from the game
Create Second Sentinels
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    -------- Create New Sentinels --------
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress02A <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress01 = (Last created unit)
    Unit - Hide TempHuntress01
    Unit - Order TempHuntress01 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 0852 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress02B <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress02 = (Last created unit)
    Unit - Hide TempHuntress02
    Unit - Order TempHuntress02 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 0584 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress02C <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress03 = (Last created unit)
    Unit - Hide TempHuntress03
    Unit - Order TempHuntress03 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 2173 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress02D <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress04 = (Last created unit)
    Unit - Hide TempHuntress04
    Unit - Order TempHuntress04 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 0849 <gen>
    -------- Remove Old Sentinels --------
    Destructible - Remove Ashenvale Tree Wall 1470 <gen>
    Destructible - Remove Ashenvale Tree Wall 1680 <gen>
    Destructible - Remove Ashenvale Tree Wall 1558 <gen>
    Destructible - Remove Ashenvale Tree Wall 3264 <gen>
    Wait 1.00 seconds
    -------- Remove Huntresses --------
    Unit - Remove TempHuntress01 from the game
    Unit - Remove TempHuntress02 from the game
    Unit - Remove TempHuntress03 from the game
    Unit - Remove TempHuntress04 from the game
Create Third Sentinels
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    -------- Create New Sentinels --------
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress03A <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress01 = (Last created unit)
    Unit - Hide TempHuntress01
    Unit - Order TempHuntress01 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 3274 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress03B <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress02 = (Last created unit)
    Unit - Hide TempHuntress02
    Unit - Order TempHuntress02 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 3478 <gen>
    Unit - Create 1.Huntress for P_TempHuntresses at (Center of InitialHuntress03C <gen>) facing Default building facing degrees
    Set VariableSet TempHuntress03 = (Last created unit)
    Unit - Hide TempHuntress03
    Unit - Order TempHuntress03 to Night Elf Huntress - Sentinel.Ashenvale Tree Wall 1233 <gen>
    -------- Remove Old Sentinels --------
    Destructible - Remove Ashenvale Tree Wall 0852 <gen>
    Destructible - Remove Ashenvale Tree Wall 0584 <gen>
    Destructible - Remove Ashenvale Tree Wall 2173 <gen>
    Destructible - Remove Ashenvale Tree Wall 0849 <gen>
    Wait 1.00 seconds
    -------- Remove Huntresses --------
    Unit - Remove TempHuntress01 from the game
    Unit - Remove TempHuntress02 from the game
    Unit - Remove TempHuntress03 from the game
Clear Third Sentinels
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Remove Ashenvale Tree Wall 3274 <gen>
    Destructible - Remove Ashenvale Tree Wall 3478 <gen>
    Destructible - Remove Ashenvale Tree Wall 1233 <gen>
Shandris Line
  Events
    Unit - A unit owned by Player 3 (Teal).Finishes training a unit
  Conditions
    (Unit-type of (Trained unit)) Equal to Crypt Fiend
    GameOver Equal to False
    (Shandris is alive) Equal to True
    (The trigger queue is empty) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Shandris_Line_Q <gen> to the trigger queue (Checking conditions)
Shandris Line Q
  Events
  Conditions
    (Shandris is alive) Equal to True
    GameOver Equal to False
  Actions
    Cinematic - Ping minimap for AAPG_NightElves at (Position of Jaina) for 4.00 seconds
    Camera - Set a spacebar-point for AAAP_NightElves at (Center of JainaSpacebarPoint <gen>)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to AAPG_NightElves from Shandris named Shandris Feathermoon: Play N07Shandris09 <gen> and display Priestess Tyrande, the undead have begun to construct a new settlement! It won't be long before they start attacking our allies!. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Jainas Castle Destroyed
  Events
    Unit - Jaina's Castle 0055 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Jaina_Call_For_Help_01 <gen>
    Trigger - Turn off Jaina_Call_For_Help_02 <gen>
    Trigger - Turn off Jaina_Call_For_Help_03 <gen>
    Set VariableSet JainaCastleDestroyed = True
    Wait 2 seconds
    Trigger - Add Jaina_Cinematic <gen> to the trigger queue (Checking conditions)
This is only added to the queue if nothing else is running in the queue.
Jaina Call For Help 01
  Events
    Unit - A unit owned by Player 10 (Light Blue).Is attacked
  Conditions
    (Owner of (Attacking unit)) Equal to P_FirstUndeadBase
    (Jaina is alive) Equal to True
    JainaIsGone Equal to False
    GameOver Equal to False
    (The trigger queue is empty) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Jaina_Call_For_Help_01_Q <gen> to the trigger queue (Checking conditions)
Jaina Call For Help 01 Q
  Events
  Conditions
    (Jaina is alive) Equal to True
    JainaIsGone Equal to False
    GameOver Equal to False
  Actions
    Wait 5.00 seconds
    Cinematic - Ping minimap for AAPG_NightElves at (Position of (Attacked unit)) for 4.00 seconds
    Camera - Set a spacebar-point for AAAP_NightElves at (Position of (Attacked unit))
    Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Position of (Attacked unit)) for 4.00 seconds
    Camera - Set a spacebar-point for Player 1 (Red) at (Position of (Attacked unit))
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Jaina named Jaina Proudmoore: Play N07Jaina18 <gen> and display The undead are attacking! Send help!. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
This is only added to the queue if nothing else is running in the queue.
Jaina Call For Help 02
  Events
    Unit - A unit owned by Player 10 (Light Blue).Is attacked
  Conditions
    (Attacked unit) Equal to JainasCastle
    (Owner of (Attacking unit)) Equal to P_FirstUndeadBase
    (Jaina is alive) Equal to True
    JainaIsGone Equal to False
    GameOver Equal to False
    (The trigger queue is empty) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Jaina_Call_For_Help_02_Q <gen> to the trigger queue (Checking conditions)
Jaina Call For Help 02 Q
  Events
  Conditions
    (Jaina is alive) Equal to True
    JainaIsGone Equal to False
    GameOver Equal to False
  Actions
    Cinematic - Ping minimap for AAPG_NightElves at (Position of JainasCastle) for 4.00 seconds
    Camera - Set a spacebar-point for AAAP_NightElves at (Position of JainasCastle)
    Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Position of JainasCastle) for 4.00 seconds
    Camera - Set a spacebar-point for Player 1 (Red) at (Position of JainasCastle)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Jaina named Jaina Proudmoore: Play N07Jaina19 <gen> and display We're getting swamped here! We could use some backup!. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
This is only added to the queue if nothing else is running in the queue.
Jaina Call For Help 03
  Events
    Unit - Jaina's Castle 0055 <gen> Takes damage
  Conditions
    (Life of JainasCastle) Less than or equal to 1000.00
    (Jaina is alive) Equal to True
    JainaIsGone Equal to False
    GameOver Equal to False
    (The trigger queue is empty) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Jaina_Call_For_Help_03_Q <gen> to the trigger queue (Checking conditions)
Jaina Call For Help 03 Q
  Events
  Conditions
    (Jaina is alive) Equal to True
    JainaIsGone Equal to False
    GameOver Equal to False
  Actions
    Cinematic - Ping minimap for AAPG_NightElves at (Position of JainasCastle) for 4.00 seconds
    Camera - Set a spacebar-point for AAAP_NightElves at (Position of JainasCastle)
    Cinematic - Ping minimap for Player Group - Player 1 (Red) at (Position of JainasCastle) for 4.00 seconds
    Camera - Set a spacebar-point for Player 1 (Red) at (Position of JainasCastle)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Jaina named Jaina Proudmoore: Play N07Jaina17 <gen> and display The undead have breached our defenses! We need help immediately!. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Start Second Undead Base
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Create 1 Acolyte for P_SecondUndeadBase at (Center of JainaAcolyte01 <gen>) facing (Position of Archimonde)
    Set VariableSet Acolyte01 = (Last created unit)
    Unit - Make Acolyte01 Invulnerable
    Unit - Create 1 Acolyte for P_SecondUndeadBase at (Center of JainaAcolyte02 <gen>) facing (Position of Archimonde)
    Set VariableSet Acolyte02 = (Last created unit)
    Unit - Make Acolyte02 Invulnerable
    Unit - Create 1 Acolyte for P_SecondUndeadBase at (Center of JainaAcolyte03 <gen>) facing (Position of Archimonde)
    Set VariableSet Acolyte03 = (Last created unit)
    Unit - Make Acolyte03 Invulnerable
    -------- Revive Azgalor --------
    Hero - Instantly revive Azgalor at (Center of JainaAzgalor <gen>), Hide revival graphics
    Unit - Move Azgalor instantly to (Center of JainaAzgalor <gen>), facing 90.00 degrees
    Unit - Change ownership of Azgalor to P_SecondUndeadBase and Retain color
    -------- Revive Anetheron --------
    Hero - Instantly revive Anetheron at (Center of JainaAnetheron <gen>), Hide revival graphics
    Unit - Move Anetheron instantly to (Center of JainaAnetheron <gen>), facing 90.00 degrees
    Unit - Change color of Anetheron to Orange
    Unit - Change ownership of Anetheron to P_SecondUndeadBase and Retain color
    -------- Revive Winterchill --------
    Hero - Instantly revive Winterchill at (Center of JainaWinterChill <gen>), Hide revival graphics
    Unit - Move Winterchill instantly to (Center of JainaWinterChill <gen>), facing 90.00 degrees
    Unit - Change ownership of Winterchill to P_SecondUndeadBase and Retain color
    -------- Replace mine --------
    Unit Group - Pick every unit in (Units in RemoveGoldMine02 <gen> matching (((Unit-type of (Matching unit)) Equal to Entangled Gold Mine) and (((Matching unit) is alive) Equal to True))) and do (Remove (Picked unit) from the game)
    Set VariableSet GoldMineTotal = (Resource quantity contained in Gold Mine 0010 <gen>)
    Unit - Remove Gold Mine 0010 <gen> from the game
    Set VariableSet GoldMineTresspassers = (Units in RemoveGoldMine02 <gen>)
    Unit Group - Pick every unit in GoldMineTresspassers and do (Hide (Picked unit))
    Unit - Create 1.Haunted Gold Mine for P_SecondUndeadBase at (Center of RemoveGoldMine02 <gen>) facing Default building facing degrees
    Unit Group - Pick every unit in GoldMineTresspassers and do (Unhide (Picked unit))
    Neutral Building - Set (Last created unit) to GoldMineTotal gold
    -------- end replace gold mine --------
    Trigger - Turn on Purple_Gold <gen>
    Trigger - Turn on Purple_Lumber <gen>
    AI - Start campaign AI script for P_SecondUndeadBase: n07_rainbow.ai (aiscript)
    AI - Send P_SecondUndeadBase the AI Command (AI_set_x1, (Integer((Center X of SecondGatherPoint01 <gen>))))
    AI - Send P_SecondUndeadBase the AI Command (AI_set_y1, (Integer((Center Y of SecondGatherPoint01 <gen>))))
    AI - Send P_SecondUndeadBase the AI Command (AI_set_sequence, 2)
    Wait 1.00 seconds
    AI - Send P_SecondUndeadBase the AI Command (AI_set_target, 0)
    Wait 25.00 seconds
    Unit - Make Acolyte01 Vulnerable
    Unit - Make Acolyte02 Vulnerable
    Unit - Make Acolyte03 Vulnerable
Archimonde Choose Target Loop 01
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    RandomUnitToDestroy01 Equal to No unit
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    Trigger - Run Archimonde_Chooses_Target_01 <gen> (checking conditions)
Archimonde Chooses Target 01
  Events
  Conditions
    RandomUnitToDestroy01 Equal to No unit
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    -------- Create a unit group of potential targets, pick a target, and trash the group --------
    Unit Group - Add all units of (Units in Annihilate_Base1 <gen> matching ((((Owner of (Matching unit)) Equal to AAAP_NightElves) or ((Owner of (Matching unit)) Equal to P_Jaina)) and ((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is alive) Equal to True)))) to PotentialTargets
    Set VariableSet RandomUnitToDestroy01 = (Random unit from PotentialTargets)
    Unit Group - Remove all units from PotentialTargets.
    If (RandomUnitToDestroy01 Equal to No unit) then do (Order Archimonde to Move To.(Center of JainaArchimondeGuard <gen>)) else do (Order Archimonde to Attack-Move To.(Position of RandomUnitToDestroy01))
Archimonde Destroys Target 01
  Events
    Unit - A unit owned by Player 2 (Blue).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
  Conditions
    (Dying unit) Equal to RandomUnitToDestroy01
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    Set VariableSet RandomUnitToDestroy01 = No unit
    Trigger - Run Archimonde_Chooses_Target_01 <gen> (checking conditions)
Archimonde Pursues Target 01
  Events
    Time - Every 3.00 seconds of game time
  Conditions
    RandomUnitToDestroy01 Not equal to No unit
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    Unit - Order Archimonde to Attack-Move To.(Position of RandomUnitToDestroy01)
Archimonde Target Leaves Region 01
  Events
    Unit - A unit leaves Annihilate_Base1 <gen>
  Conditions
    (Leaving unit) Equal to RandomUnitToDestroy01
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    Set VariableSet RandomUnitToDestroy01 = No unit
    Trigger - Run Archimonde_Chooses_Target_01 <gen> (checking conditions)
Archimonde Failsafe 01
  Events
    Unit - A unit enters JainaFailsafe01 <gen>
    Unit - A unit enters JainaFailsafe02 <gen>
  Conditions
    (Entering unit) Equal to Archimonde
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    Trigger - Turn on Archimonde_Failsafe_Choose_New_Target_01 <gen>
    Unit - Order Archimonde to Move To.(Center of JainaArchimondeGuard <gen>)
Archimonde Failsafe Choose New Target 01
  Events
    Unit - A unit enters JainaArchimondeGuard <gen>
  Conditions
    (Entering unit) Equal to Archimonde
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run Archimonde_Chooses_Target_01 <gen> (checking conditions)
Jaina Cinematic
  Events
  Conditions
    GameOver Equal to False
  Actions
    -------- ****** SCALE ARCHIMONDE ****** --------
    Trigger - Run Scale_Timer <gen> (checking conditions)
    Trigger - Turn off (This trigger)
    Set VariableSet InCinematic = True
    -------- PAUSE TIMERS --------
    Game - Turn the day/night cycle Off
    Countdown Timer - Pause GameTimer
    Countdown Timer - Hide GameTimerWindow
    Countdown Timer - Pause ArchimondeTimer
    Trigger - Run Pause_Initial_Wisp_Timer <gen> (checking conditions)
    Trigger - Run Pause_Wisp_Timers <gen> (checking conditions)
    -------- STOP PREVIOUS AI --------
    AI - Send P_FirstUndeadBase the AI Command (AI_stop, 0)
    -------- Fade Out --------
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.20 seconds
    Set VariableSet CameraPoint = (Target of current camera view)
    Set VariableSet CurrentSelection = (Units currently selected by AAAP_NightElves)
    Selection - Clear selection
    Unit - Pause all units
    Unit Group - Remove all units from InvulnerableGroup.
    Unit Group - Add all units of (Units in (Playable map area)) to InvulnerableGroup
    Unit Group - Remove all units of NeutralBuildings from InvulnerableGroup.
    Unit Group - Pick every unit in InvulnerableGroup and do (Make (Picked unit) Invulnerable)
    Unit Group - Pick every unit in InvulnerableGroup and do (Remove All buffs from (Picked unit))
    Sound - Play Doom.
    Cinematic - Turn cinematic mode On for (All players)
    Camera - .Apply. gg_cam_Jaina01A for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_Jaina01B for AAAP_NightElves over 5.00 seconds
    Camera - .Apply. gg_cam_Jaina01A for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Jaina01B for Player 1 (Red) over 5.00 seconds
    Camera - .Apply. gg_cam_Jaina01A for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_Jaina01B for Player 10 (Light Blue) over 5.00 seconds
    -------- Clean Up Units --------
    Set VariableSet JainaUnitsRemoved = True
    Trigger - Run Remove_Units_From_Cinematic_Area_01 <gen> (checking conditions)
    -------- Hide units as needed --------
    Set VariableSet HiddenUnits = (Units in Annihilate_Base1 <gen> matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is hidden) Equal to False)) and (((Owner of (Matching unit)) Equal to AAAP_NightElves) or ((Owner of (Matching unit)) Equal to P_Jaina))))
    Unit Group - Remove Jaina from HiddenUnits.
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    -------- Establish Scene --------
    If ((Jaina is dead) Equal to True) then do (Instantly revive Jaina at (Center of JainaJaina01 <gen>), Hide revival graphics) else do (Do nothing)
    Unit - Make Jaina Invulnerable
    Unit - Move Jaina instantly to (Center of JainaJaina01 <gen>), facing 270.00 degrees
    Unit - Move Archimonde instantly to (Center of JainaArchimonde01 <gen>), facing 0.00 degrees
    Unit - Make Jaina face Archimonde over 0 seconds
    AI - Ignore Jaina's guard position
    Unit - Order Jaina to Hold Position.
    Environment - Create Blight for P_Archimonde from (Center of JainaArchimonde01 <gen>) to a radius of 1024.00.
    Environment - Set sky to Felwood Sky
    -------- Remove Old Sentinels and Create New Sentinels --------
    Set VariableSet SecondSentinelsCreated = True
    Trigger - Run Create_Second_Sentinels <gen> (checking conditions)
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Unpause Archimonde
    Unit - Order Archimonde to Move To.(Center of JainaArchimonde02 <gen>)
    Wait 2.00 seconds
    If (JainaCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- CAN CANCEL FROM THIS POINT FORWARD --------
    Trigger - Turn on Jaina_Cancel <gen>
    Wait 1.00 seconds
    If (JainaCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- CINEMATIC STARTS --------
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (JainaCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit Group - Pick every unit in (Units owned by P_Jaina matching ((Life of (Matching unit)) Greater than or equal to (0.50 x (Max life of (Matching unit)))).) and do (Set life of (Picked unit) to 25.00%)
    Camera - .Apply. gg_cam_Jaina02A for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_Jaina02B for AAAP_NightElves over ((Length of N07Archimonde21 <gen>) + 0.50) seconds
    Camera - .Apply. gg_cam_Jaina02A for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Jaina02B for Player 1 (Red) over ((Length of N07Archimonde21 <gen>) + 0.50) seconds
    Camera - .Apply. gg_cam_Jaina02A for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_Jaina02B for Player 10 (Light Blue) over ((Length of N07Archimonde21 <gen>) + 0.50) seconds
    Unit - Make Archimonde face 90.00 over 0 seconds
    Unit - Move Archimonde instantly to (Center of JainaArchimonde03 <gen>), facing 90.00 degrees
    Unit - Order Archimonde to Move To.(Center of JainaArchimonde04 <gen>)
    Unit - Make Jaina face Archimonde over 0.02 seconds
    Environment - Create Blight for P_Archimonde from (Center of Blight01H <gen>) to a radius of 1024.00.
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (JainaCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Archimonde face Jaina over 0 seconds
    Cinematic - Send transmission to (All players) from Archimonde named Archimonde: Play N07Archimonde21 <gen> and display You are very brave to stand against me, little human. If only your countrymen had been as bold, I would have had more fun scouring your wretched nations from the world!. Modify duration: Add 0 seconds and Wait
    If (JainaCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Jaina03 for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_Jaina03 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Jaina03 for Player 10 (Light Blue) over 0 seconds
    Cinematic - Send transmission to (All players) from Jaina named Jaina Proudmoore: Play N07Jaina22 <gen> and display Is talking all you demons do?. Modify duration: Add 0 seconds and Wait
    If (JainaCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait 0.15 seconds
    If (JainaCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait 1.50 seconds
    If (JainaCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Camera Shift --------
    Camera - .Apply. gg_cam_Jaina04a for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_Jaina04b for AAAP_NightElves over (Length of N07Archimonde23 <gen>) seconds
    Camera - .Apply. gg_cam_Jaina04a for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Jaina04b for Player 1 (Red) over (Length of N07Archimonde23 <gen>) seconds
    Camera - .Apply. gg_cam_Jaina04a for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_Jaina04b for Player 10 (Light Blue) over (Length of N07Archimonde23 <gen>) seconds
    Animation - Play Archimonde's Spell Slam (animationname) animation
    Animation - Queue Archimonde's stand (animationname) animation
    Sound - Attach EarthquakeRock <gen> to Archimonde
    Sound - Play EarthquakeRock <gen>
    Sound - Attach CrippleTarget1 <gen> to Archimonde
    Sound - Play CrippleTarget1 <gen>
    Cinematic - Send transmission to (All players) from Archimonde named Archimonde: Play N07Archimonde23 <gen> and display Stormrage! Show yourself! Or do you intend to have mortal girls do all your fighting for you?. Modify duration: Add 0 seconds and Wait
    If (JainaCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- CANNOT CANCEL AFTER THIS POINT --------
    Trigger - Turn off Jaina_Cancel <gen>
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Unit - Move Archimonde instantly to (Center of JainaArchimondeGuard <gen>), facing 90.00 degrees
    Unit - Make Jaina Vulnerable
    -------- Unhide units --------
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    -------- Reset Vulnerability --------
    Unit Group - Pick every unit in InvulnerableGroup and do (Make (Picked unit) Vulnerable)
    Unit - Unpause all units
    Selection - Select CurrentSelection
    Environment - Set sky to None
    -------- RESET CAMERA --------
    Camera - Reset camera for AAAP_NightElves to standard game-view over 0 seconds
    Camera - Pan camera for AAAP_NightElves to CameraPoint over 0 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Pan camera for Player 1 (Red) to CameraPoint over 0 seconds
    Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 0 seconds
    Camera - Pan camera for Player 10 (Light Blue) to CameraPoint over 0 seconds
    Countdown Timer - Show GameTimerWindow
    Set VariableSet InCinematic = False
    Trigger - Run Start_Second_Undead_Base <gen> (checking conditions)
    Trigger - Run Post_Jaina_Score_Screen <gen> (checking conditions)
    Trigger - Turn on Thrall_Gold <gen>
    Trigger - Turn on Thrall_Lumber <gen>
    Trigger - Turn off Jaina_Gold <gen>
    Trigger - Turn off Jaina_Lumber <gen>
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- start new AI --------
    If (ArchimondeAttacking Equal to True) then do (Do nothing) else do (Turn on Archimonde_Choose_Target_Loop_01 <gen>)
    -------- UNPAUSE TIMERS --------
    Game - Turn the day/night cycle On
    Countdown Timer - Resume GameTimer
    Countdown Timer - Resume ArchimondeTimer
    Trigger - Run Resume_Initial_Wisp_Timer <gen> (checking conditions)
    Trigger - Run Resume_Wisp_Timers <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
    Trigger - Add Huntress_Line_01 <gen> to the trigger queue (Checking conditions)
    Wait 15.00 seconds
    Trigger - Add Landmine_Hint <gen> to the trigger queue (Checking conditions)
Jaina Cancel
  Events
    Player - Neutral Hostile skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet JainaCancelled = True
    AI - Send P_FirstUndeadBase the AI Command (AI_stop, 0)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.60 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Unit - Make Jaina Vulnerable
    -------- Remove Units From Cinematic Area --------
    If (JainaUnitsRemoved Equal to True) then do (Do nothing) else do (Run Remove_Units_From_Cinematic_Area_01 <gen> (checking conditions))
    -------- Establish Scene --------
    Environment - Create Blight for P_Archimonde from (Center of JainaArchimonde01 <gen>) to a radius of 1024.00.
    Environment - Create Blight for P_Archimonde from (Center of Blight01L <gen>) to a radius of 1024.00.
    Environment - Create Blight for P_Archimonde from (Center of Blight01H <gen>) to a radius of 1024.00.
    Unit - Move Archimonde instantly to (Center of JainaArchimondeGuard <gen>), facing 90.00 degrees
    Environment - Set sky to None
    -------- Wound Jaina's Buildings --------
    Unit Group - Pick every unit in (Units owned by P_Jaina matching ((Life of (Matching unit)) Greater than or equal to (0.50 x (Max life of (Matching unit)))).) and do (Set life of (Picked unit) to 25.00%)
    -------- Unhide units --------
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    -------- Reset Vulnerability and Unpause --------
    Unit Group - Pick every unit in InvulnerableGroup and do (Make (Picked unit) Vulnerable)
    Selection - Select CurrentSelection
    Unit - Unpause all units
    -------- Remove Jaina From Scene --------
    -------- Remove Old Sentinels and Create New Sentinels --------
    If (SecondSentinelsCreated Equal to True) then do (Do nothing) else do (Run Create_Second_Sentinels <gen> (checking conditions))
    -------- Reset Camera --------
    Camera - Reset camera for AAAP_NightElves to standard game-view over 0 seconds
    Camera - Pan camera for AAAP_NightElves to CameraPoint over 0 seconds
    Countdown Timer - Show GameTimerWindow
    Set VariableSet InCinematic = False
    Trigger - Run Start_Second_Undead_Base <gen> (checking conditions)
    Trigger - Run Post_Jaina_Score_Screen <gen> (checking conditions)
    Trigger - Turn on Thrall_Gold <gen>
    Trigger - Turn on Thrall_Lumber <gen>
    Trigger - Turn off Jaina_Gold <gen>
    Trigger - Turn off Jaina_Lumber <gen>
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- start new AI --------
    If (ArchimondeAttacking Equal to True) then do (Do nothing) else do (Turn on Archimonde_Choose_Target_Loop_01 <gen>)
    -------- UNPAUSE TIMERS --------
    Game - Turn the day/night cycle On
    Countdown Timer - Resume GameTimer
    Countdown Timer - Resume ArchimondeTimer
    Trigger - Run Resume_Initial_Wisp_Timer <gen> (checking conditions)
    Trigger - Run Resume_Wisp_Timers <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove Jaina_Cinematic <gen> from the trigger queue
    Trigger - Add Huntress_Line_01 <gen> to the trigger queue (Checking conditions)
    Trigger - Add Landmine_Hint <gen> to the trigger queue (Checking conditions)
Huntress Line 01
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Camera - Set a spacebar-point for AAAP_NightElves at (Center of Jainas_Castle <gen>)
    Cinematic - Ping minimap for AAPG_NightElves at (Center of Jainas_Castle <gen>) for 4.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to AAPG_NightElves from a AAAP_NightElves.Huntress named Huntress at (Position of Tyrande): Play N07Huntress25 <gen> and display Priestess, the undead have constructed a new settlement. They are mustering new forces to send at us!. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Remove Units From Cinematic Area 01
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit Group - Pick every unit in (Units in JainaRemoveUnits01 <gen> matching (((Owner of (Matching unit)) Equal to AAAP_NightElves) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to True)))) and do (Explode (Picked unit).)
    Unit Group - Pick every unit in (Units in JainaRemoveUnits02 <gen> matching (((Owner of (Matching unit)) Equal to AAAP_NightElves) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to True)))) and do (Explode (Picked unit).)
    Unit Group - Pick every unit in (Units in Annihilate_Base1 <gen> matching (((Owner of (Matching unit)) Equal to AAAP_NightElves) and ((((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 Jaina_Cinematic_SAVED_UNITS_HERE <gen>))
    Unit Group - Pick every unit in (Units in JainaRemoveUnits02 <gen> matching (((Owner of (Matching unit)) Equal to AAAP_NightElves) and ((((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 Jaina_Cinematic_SAVED_UNITS_HERE <gen>))
    Unit Group - Pick every unit in (Units in JainaRemoveUnits01 <gen> owned by P_Jaina) and do (Explode (Picked unit).)
    Unit Group - Pick every unit in (Units in JainaRemoveUnits02 <gen> owned by P_Jaina) and do (Explode (Picked unit).)
    -------- Kill Leftover Demon Units --------
    Unit Group - Pick every unit in (Units owned by P_FirstUndeadBase matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)).) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units owned by P_FirstUndeadBase of type Haunted Gold Mine) and do (Remove (Picked unit) from the game)
    Wait 0.10 seconds
    Unit Group - Pick every unit in (Units in RemoveGoldMine01 <gen> matching ((Unit-type of (Matching unit)) Equal to Gold Mine)) and do (Remove (Picked unit) from the game)
    Unit - Create 1 Acolyte for P_FirstUndeadBase at (Center of Unsummon01 <gen>) facing (Position of Archimonde)
Convert First Acolyte
  Events
    Unit - A unit owned by Player 3 (Teal).Dies
  Conditions
    (Number of units in (Units owned by P_FirstUndeadBase matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)).)) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Unit Group - Pick every unit in (Units owned by P_FirstUndeadBase matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)).) and do (Kill (Picked unit))
Post Jaina Score Screen
  Events
  Conditions
  Actions
    Player - Hide P_FirstUndeadBase in the post-game score screen
    Player - Show P_SecondUndeadBase in the post-game score screen
    Player - Hide P_ThirdUndeadBase in the post-game score screen
Landmine Hint
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Camera - Set a spacebar-point for AAAP_NightElves at (Position of Goblin Merchant 0073 <gen>)
    Cinematic - Ping minimap for AAPG_NightElves at (Position of Goblin Merchant 0073 <gen>) for 4.00 seconds
    Quest - Display to AAPG_NightElves the Simple Hint message: |cff32cd32HINT|r - Thrall has defended his base with Goblin Land Mines. Land Mines can be purchased from the nearby Goblin Merchant.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Outer Guards
  Events
    Map initialization
  Conditions
  Actions
    AI - Ignore Rifleman 0022 <gen>'s guard position
    Unit - Order Rifleman 0022 <gen> to Hold Position.
    AI - Ignore Rifleman 0027 <gen>'s guard position
    Unit - Order Rifleman 0027 <gen> to Hold Position.
    AI - Ignore Mortar Team 0028 <gen>'s guard position
    Unit - Order Mortar Team 0028 <gen> to Hold Position.
    AI - Ignore Mortar Team 0103 <gen>'s guard position
    Unit - Order Mortar Team 0103 <gen> to Hold Position.
Activate Defense
  Events
    Unit - A unit enters SecondUndeadBaseGuardSpot <gen>
  Conditions
    ((Entering unit) belongs to an enemy of Player 10 (Light Blue).) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    AI - Send Player 10 (Light Blue) the AI Command (0, 0)
Thralls Fortress Destroyed
  Events
    Unit - Thrall's Fortress 0046 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Archimonde_Choose_Target_Loop_01 <gen>
    Trigger - Turn off Thrall_Call_For_Help_01 <gen>
    Trigger - Turn off Thrall_Call_For_Help_02 <gen>
    Trigger - Turn off Thrall_Call_For_Help_03 <gen>
    Set VariableSet ThrallFortressDestroyed = True
    Wait 2 seconds
    Trigger - Add Thrall_Cinematic <gen> to the trigger queue (Checking conditions)
This is only added to the queue if nothing else is running in the queue.
Thrall Call For Help 01
  Events
    Unit - A unit owned by Player 1 (Red).Is attacked
  Conditions
    (Owner of (Attacking unit)) Equal to P_SecondUndeadBase
    (Thrall is alive) Equal to True
    ThrallisGone Equal to False
    GameOver Equal to False
    (The trigger queue is empty) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Thrall_Call_For_Help_01_Q <gen> to the trigger queue (Checking conditions)
Thrall Call For Help 01 Q
  Events
  Conditions
    (Thrall is alive) Equal to True
    ThrallisGone Equal to False
    GameOver Equal to False
  Actions
    Wait 5.00 seconds
    Cinematic - Ping minimap for AAPG_NightElves at (Position of (Attacked unit)) for 4.00 seconds
    Camera - Set a spacebar-point for AAAP_NightElves at (Position of (Attacked unit))
    Cinematic - Ping minimap for Player Group - Player 10 (Light Blue) at (Position of (Attacked unit)) for 4.00 seconds
    Camera - Set a spacebar-point for Player 10 (Light Blue) at (Position of (Attacked unit))
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Thrall named Thrall: Play N07Thrall10 <gen> and display We're under attack! Send reinforcements quickly!. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
This is only added to the queue if nothing else is running in the queue.
Thrall Call For Help 02
  Events
    Unit - A unit owned by Player 1 (Red).Is attacked
  Conditions
    (Attacked unit) Equal to ThrallsFortress
    (Owner of (Attacking unit)) Equal to P_SecondUndeadBase
    (Thrall is alive) Equal to True
    ThrallisGone Equal to False
    GameOver Equal to False
    (The trigger queue is empty) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Thrall_Call_For_Help_02_Q <gen> to the trigger queue (Checking conditions)
Thrall Call For Help 02 Q
  Events
  Conditions
    (Thrall is alive) Equal to True
    ThrallisGone Equal to False
    GameOver Equal to False
  Actions
    Cinematic - Ping minimap for AAPG_NightElves at (Position of ThrallsFortress) for 4.00 seconds
    Camera - Set a spacebar-point for AAAP_NightElves at (Position of ThrallsFortress)
    Cinematic - Ping minimap for Player Group - Player 10 (Light Blue) at (Position of ThrallsFortress) for 4.00 seconds
    Camera - Set a spacebar-point for Player 10 (Light Blue) at (Position of ThrallsFortress)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Thrall named Thrall: Play N07Thrall11 <gen> and display We need help immediately!. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
This is only added to the queue if nothing else is running in the queue.
Thrall Call For Help 03
  Events
    Unit - Thrall's Fortress 0046 <gen> Takes damage
  Conditions
    (Life of ThrallsFortress) Less than or equal to 800.00
    (Thrall is alive) Equal to True
    ThrallisGone Equal to False
    GameOver Equal to False
    (The trigger queue is empty) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Thrall_Call_For_Help_03_Q <gen> to the trigger queue (Checking conditions)
Thrall Call For Help 03 Q
  Events
  Conditions
    (Thrall is alive) Equal to True
    ThrallisGone Equal to False
    GameOver Equal to False
  Actions
    Cinematic - Ping minimap for AAPG_NightElves at (Position of ThrallsFortress) for 4.00 seconds
    Camera - Set a spacebar-point for AAAP_NightElves at (Position of ThrallsFortress)
    Cinematic - Ping minimap for Player Group - Player 10 (Light Blue) at (Position of ThrallsFortress) for 4.00 seconds
    Camera - Set a spacebar-point for Player 10 (Light Blue) at (Position of ThrallsFortress)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Thrall named Thrall: Play N07Thrall12 <gen> and display Fight on, my warriors! They cannot stop the Horde!. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Start Third Undead Base
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Create 1 Acolyte for P_ThirdUndeadBase at (Center of ThrallAcolyte01 <gen>) facing (Position of Archimonde)
    Set VariableSet Acolyte01 = (Last created unit)
    Unit - Make Acolyte01 Invulnerable
    Unit - Create 1 Acolyte for P_ThirdUndeadBase at (Center of ThrallAcolyte02 <gen>) facing (Position of Archimonde)
    Set VariableSet Acolyte02 = (Last created unit)
    Unit - Make Acolyte02 Invulnerable
    Unit - Create 1 Acolyte for P_ThirdUndeadBase at (Center of ThrallAcolyte03 <gen>) facing (Position of Archimonde)
    Set VariableSet Acolyte03 = (Last created unit)
    Unit - Make Acolyte03 Invulnerable
    -------- Revive Azgalor --------
    Hero - Instantly revive Azgalor at (Center of ThrallAzgalor <gen>), Hide revival graphics
    Unit - Move Azgalor instantly to (Center of ThrallAzgalor <gen>), facing 90.00 degrees
    Unit - Change ownership of Azgalor to P_ThirdUndeadBase and Retain color
    -------- Revive Anetheron --------
    Hero - Instantly revive Anetheron at (Center of ThrallAnetheron <gen>), Hide revival graphics
    Unit - Move Anetheron instantly to (Center of ThrallAnetheron <gen>), facing 90.00 degrees
    Unit - Change ownership of Anetheron to P_ThirdUndeadBase and Retain color
    Unit - Change color of Anetheron to Orange
    -------- Revive Winterchill --------
    Hero - Instantly revive Winterchill at (Center of ThrallWinterChill <gen>), Hide revival graphics
    Unit - Move Winterchill instantly to (Center of ThrallWinterChill <gen>), facing 90.00 degrees
    Unit - Change ownership of Winterchill to P_ThirdUndeadBase and Retain color
    -------- Replace mine --------
    Unit Group - Pick every unit in (Units in RemoveGoldMine03 <gen> matching (((Unit-type of (Matching unit)) Equal to Entangled Gold Mine) and (((Matching unit) is alive) Equal to True))) and do (Remove (Picked unit) from the game)
    Set VariableSet GoldMineTotal = (Resource quantity contained in Gold Mine 0008 <gen>)
    Unit - Remove Gold Mine 0008 <gen> from the game
    Unit Group - Remove all units from GoldMineTresspassers.
    Set VariableSet GoldMineTresspassers = (Units in RemoveGoldMine03 <gen>)
    Unit Group - Pick every unit in GoldMineTresspassers and do (Hide (Picked unit))
    Unit - Create 1.Haunted Gold Mine for P_ThirdUndeadBase at (Center of RemoveGoldMine03 <gen>) facing Default building facing degrees
    Unit Group - Pick every unit in GoldMineTresspassers and do (Unhide (Picked unit))
    Neutral Building - Set (Last created unit) to GoldMineTotal gold
    -------- end replace gold mine --------
    Trigger - Turn on Dark_Green_Gold <gen>
    Trigger - Turn on Dark_Green_Lumber <gen>
    AI - Start campaign AI script for P_ThirdUndeadBase: n07_rainbow.ai (aiscript)
    AI - Send P_ThirdUndeadBase the AI Command (AI_set_x1, (Integer((Center X of ThirdGatherPoint01 <gen>))))
    AI - Send P_ThirdUndeadBase the AI Command (AI_set_y1, (Integer((Center Y of ThirdGatherPoint01 <gen>))))
    AI - Send P_ThirdUndeadBase the AI Command (AI_set_x2, (Integer((Center X of ThirdGatherPoint02 <gen>))))
    AI - Send P_ThirdUndeadBase the AI Command (AI_set_y2, (Integer((Center Y of ThirdGatherPoint02 <gen>))))
    AI - Send P_ThirdUndeadBase the AI Command (AI_set_sequence, 3)
    Wait 1.00 seconds
    AI - Send P_ThirdUndeadBase the AI Command (AI_set_target, 1)
    Wait 6.00 seconds
    Wait 25.00 seconds
    Unit - Make Acolyte01 Vulnerable
    Unit - Make Acolyte02 Vulnerable
    Unit - Make Acolyte03 Vulnerable
Archimonde Choose Target Loop 02
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    RandomUnitToDestroy02 Equal to No unit
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    Trigger - Run Archimonde_Chooses_Target_02 <gen> (checking conditions)
Archimonde Chooses Target 02
  Events
  Conditions
    RandomUnitToDestroy02 Equal to No unit
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    -------- Create a unit group of potential targets, pick a target, and trash the group --------
    Unit Group - Add all units of (Units in Annihilate_Base2A <gen> matching ((((Owner of (Matching unit)) Equal to AAAP_NightElves) or ((Owner of (Matching unit)) Equal to P_Thrall)) and ((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is alive) Equal to True)))) to PotentialTargets
    Unit Group - Add all units of (Units in Annihilate_Base2B <gen> matching ((((Owner of (Matching unit)) Equal to AAAP_NightElves) or ((Owner of (Matching unit)) Equal to P_Thrall)) and ((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is alive) Equal to True)))) to PotentialTargets
    Unit Group - Add all units of (Units in Annihilate_Base2C <gen> matching ((((Owner of (Matching unit)) Equal to AAAP_NightElves) or ((Owner of (Matching unit)) Equal to P_Thrall)) and ((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is alive) Equal to True)))) to PotentialTargets
    Set VariableSet RandomUnitToDestroy02 = (Random unit from PotentialTargets)
    Unit Group - Remove all units from PotentialTargets.
    If (RandomUnitToDestroy02 Equal to No unit) then do (Order Archimonde to Move To.(Center of ThrallArchimondeGuard <gen>)) else do (Order Archimonde to Attack-Move To.(Position of RandomUnitToDestroy02))
Archimonde Destroys Target 02
  Events
    Unit - A unit owned by Player 2 (Blue).Dies
    Unit - A unit owned by Player 1 (Red).Dies
  Conditions
    (Dying unit) Equal to RandomUnitToDestroy02
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    Set VariableSet RandomUnitToDestroy02 = No unit
    Trigger - Run Archimonde_Chooses_Target_02 <gen> (checking conditions)
Archimonde Pursues Target 02
  Events
    Time - Every 3.00 seconds of game time
  Conditions
    RandomUnitToDestroy02 Not equal to No unit
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    Unit - Order Archimonde to Attack-Move To.(Position of RandomUnitToDestroy02)
Archimonde Target Leaves Region 02
  Events
    Unit - A unit leaves Annihilate_Base2A <gen>
    Unit - A unit leaves Annihilate_Base2B <gen>
    Unit - A unit leaves Annihilate_Base2C <gen>
  Conditions
    (Leaving unit) Equal to RandomUnitToDestroy02
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    Set VariableSet RandomUnitToDestroy02 = No unit
    Trigger - Run Archimonde_Chooses_Target_02 <gen> (checking conditions)
Archimonde Failsafe 02
  Events
    Unit - A unit enters ThrallFailsafe01 <gen>
    Unit - A unit enters ThrallFailsafe02 <gen>
    Unit - A unit enters ThrallFailsafe03 <gen>
  Conditions
    (Entering unit) Equal to Archimonde
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    Trigger - Turn on Archimonde_Failsafe_Choose_New_Target_02 <gen>
    Unit - Order Archimonde to Move To.(Center of ThrallArchimondeGuard <gen>)
Archimonde Failsafe Choose New Target 02
  Events
    Unit - A unit enters ThrallArchimondeGuard <gen>
  Conditions
    (Entering unit) Equal to Archimonde
    InCinematic Equal to False
    ArchimondeAttacking Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run Archimonde_Chooses_Target_02 <gen> (checking conditions)
Thrall Cinematic
  Events
  Conditions
    GameOver Equal to False
  Actions
    -------- ****** SCALE ARCHIMONDE ****** --------
    Trigger - Run Scale_Timer <gen> (checking conditions)
    Trigger - Turn off (This trigger)
    Set VariableSet InCinematic = True
    -------- PAUSE TIMERS --------
    Game - Turn the day/night cycle Off
    Countdown Timer - Pause GameTimer
    Countdown Timer - Hide GameTimerWindow
    Countdown Timer - Pause ArchimondeTimer
    Trigger - Run Pause_Initial_Wisp_Timer <gen> (checking conditions)
    Trigger - Run Pause_Wisp_Timers <gen> (checking conditions)
    -------- STOP PREVIOUS AI --------
    AI - Send P_SecondUndeadBase the AI Command (AI_stop, 0)
    -------- Fade Out --------
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.20 seconds
    Set VariableSet CameraPoint = (Target of current camera view)
    Set VariableSet CurrentSelection = (Units currently selected by AAAP_NightElves)
    Selection - Clear selection
    -------- Pause units as needed --------
    Unit - Pause all units
    Unit Group - Remove all units from InvulnerableGroup.
    Unit Group - Add all units of (Units in (Playable map area)) to InvulnerableGroup
    Unit Group - Remove all units of NeutralBuildings from InvulnerableGroup.
    Unit Group - Pick every unit in InvulnerableGroup and do (Make (Picked unit) Invulnerable)
    Unit Group - Pick every unit in InvulnerableGroup and do (Remove All buffs from (Picked unit))
    Cinematic - Turn cinematic mode On for (All players)
    Sound - Play Doom.
    Camera - .Apply. gg_cam_Thrall01A for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_Thrall01B for AAAP_NightElves over 12.00 seconds
    Camera - .Apply. gg_cam_Thrall01A for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Thrall01B for Player 1 (Red) over 12.00 seconds
    Camera - .Apply. gg_cam_Thrall01A for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_Thrall01B for Player 10 (Light Blue) over 12.00 seconds
    -------- Clean Up Units --------
    Set VariableSet ThrallUnitsRemoved = True
    Trigger - Run Remove_Units_From_Cinematic_Area_02 <gen> (checking conditions)
    -------- Hide units as needed --------
    Set VariableSet HiddenUnits = (Units in Annihilate_Base2A <gen> matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is hidden) Equal to False)) and (((Owner of (Matching unit)) Equal to AAAP_NightElves) or ((Owner of (Matching unit)) Equal to P_Thrall))))
    Unit Group - Remove Thrall from HiddenUnits.
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    -------- Establish Scene --------
    If ((Thrall is dead) Equal to True) then do (Instantly revive Thrall at (Center of ThrallThrall01 <gen>), Hide revival graphics) else do (Do nothing)
    Unit - Move Thrall instantly to (Center of ThrallThrall01 <gen>), facing 270.00 degrees
    AI - Ignore Thrall's guard position
    Unit - Make Thrall Invulnerable
    Unit - Order Thrall to Hold Position.
    Unit - Unpause Archimonde
    Unit - Move Archimonde instantly to (Center of ThrallArchimonde00 <gen>)
    Wait 0.10 seconds
    Unit - Order Archimonde to Move To.(Center of ThrallArchimonde01 <gen>)
    Unit - Make Thrall face Archimonde over 0 seconds
    Environment - Create Blight for P_Archimonde from (Position of Archimonde) to a radius of 1024.00.
    Environment - Set sky to Felwood Sky
    -------- Remove Old Sentinels and Create New Sentinels --------
    Set VariableSet ThirdSentinelsCreated = True
    Trigger - Run Create_Third_Sentinels <gen> (checking conditions)
    -------- CINEMATIC STARTS --------
    Unit Group - Pick every unit in (Units owned by P_Thrall matching ((Life of (Matching unit)) Greater than or equal to (0.50 x (Max life of (Matching unit)))).) and do (Set life of (Picked unit) to 25.00%)
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Thrall02a for AAAP_NightElves over 0.00 seconds
    Camera - .Apply. gg_cam_Thrall02b for AAAP_NightElves over ((Length of N07Thrall15 <gen>) + (Length of N07Archimonde14 <gen>)) seconds
    Camera - .Apply. gg_cam_Thrall02a for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Thrall02b for Player 1 (Red) over ((Length of N07Thrall15 <gen>) + (Length of N07Archimonde14 <gen>)) seconds
    Camera - .Apply. gg_cam_Thrall02a for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Thrall02b for Player 10 (Light Blue) over ((Length of N07Thrall15 <gen>) + (Length of N07Archimonde14 <gen>)) seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- CAN CANCEL FROM THIS POINT FORWARD --------
    Trigger - Turn on Thrall_Cancel <gen>
    Cinematic - Send transmission to (All players) from Archimonde named Archimonde: Play N07Archimonde14 <gen> and display You orcs are weak and hardly worth the effort! I wonder why Mannoroth even bothered with you!. Modify duration: Add 0 seconds and Wait
    If (ThrallCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Thrall named Thrall: Play N07Thrall15 <gen> and display Our spirit is stronger than you know, demon! If we are to fall, then so be it! At least now... we are free!. Modify duration: Add 0 seconds and Wait
    If (ThrallCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Create a fake Archimonde target for Thrall to attack --------
    Unit - Turn collision for Archimonde Off.
    Trigger - Run Create_Timmys <gen> (checking conditions)
    -------- Thrall Attacks Archimonde --------
    Unit - Order Archimonde to Hold Position.
    Unit - Make Archimonde Vulnerable
    Unit - Set mana of Thrall to 100%
    Unit - Unpause Thrall
    Unit - Order Thrall to Orc Far Seer - Chain Lightning.ArchimondeTarget
    Wait 1.00 seconds
    If (ThrallCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Remove fake target --------
    Trigger - Run Remove_Timmys <gen> (checking conditions)
    Unit - Pause Thrall
    Unit - Turn collision for Archimonde On.
    Wait 0.30 seconds
    If (ThrallCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait 0.50 seconds
    If (ThrallCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Camera Shift --------
    Camera - .Apply. gg_cam_Thrall03 for AAAP_NightElves over 0.00 seconds
    Camera - .Apply. gg_cam_Thrall03 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Thrall03 for Player 10 (Light Blue) over 0.00 seconds
    Unit - Make Archimonde face (P_Thrall start location) over 0.00 seconds
    Animation - Play Archimonde's Spell Slam (animationname) animation
    Animation - Queue Archimonde's stand (animationname) animation
    Sound - Attach EarthquakeRock <gen> to Archimonde
    Sound - Play EarthquakeRock <gen>
    Sound - Attach CrippleTarget1 <gen> to Archimonde
    Sound - Play CrippleTarget1 <gen>
    Cinematic - Send transmission to (All players) from Archimonde named Archimonde: Play N07Archimonde16 <gen> and display The wretched little whelp actually hurt me... Are there none left to stand against the Legion?. Modify duration: Add 0 seconds and Wait
    If (ThrallCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Reset Vulnerability For All Units --------
    Unit Group - Pick every unit in InvulnerableGroup and do (Make (Picked unit) Vulnerable)
    Unit Group - Pick every unit in NeutralBuildings and do (Make (Picked unit) Invulnerable)
    -------- Archimonde Smashes Stuff and Says a Line --------
    Unit - Order Archimonde to Attack-Move To.(Center of ThrallArchimonde02 <gen>)
    Camera - .Apply. gg_cam_Thrall03a for AAAP_NightElves over 0.00 seconds
    Camera - .Apply. gg_cam_Thrall03b for AAAP_NightElves over (Length of N07Archimonde26 <gen>) seconds
    Camera - .Apply. gg_cam_Thrall03a for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Thrall03b for Player 1 (Red) over (Length of N07Archimonde26 <gen>) seconds
    Camera - .Apply. gg_cam_Thrall03a for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Thrall03b for Player 10 (Light Blue) over (Length of N07Archimonde26 <gen>) seconds
    Cinematic - Send transmission to (All players) from Archimonde named Archimonde: Play N07Archimonde26 <gen> and display This is almost too easy! If I'd known that this mortal resistance would be so weak, I would have launched this invasion centuries ago!. Modify duration: Add 0 seconds and Wait
    If (ThrallCancelled Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- CANNOT CANCEL AFTER THIS POINT --------
    Trigger - Turn off Thrall_Cancel <gen>
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Unit - Move Archimonde instantly to (Center of ThrallArchimondeGuard <gen>), facing 135.00 degrees
    Unit - Make Thrall Vulnerable
    -------- Unhide units --------
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    -------- Reset Vulnerability --------
    Unit Group - Pick every unit in InvulnerableGroup and do (Make (Picked unit) Vulnerable)
    Unit - Unpause all units
    Selection - Select CurrentSelection
    Environment - Set sky to None
    -------- RESET CAMERA --------
    Camera - Reset camera for AAAP_NightElves to standard game-view over 0 seconds
    Camera - Pan camera for AAAP_NightElves to CameraPoint over 0 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Pan camera for Player 1 (Red) to CameraPoint over 0 seconds
    Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 0 seconds
    Camera - Pan camera for Player 10 (Light Blue) to CameraPoint over 0 seconds
    Countdown Timer - Show GameTimerWindow
    Set VariableSet InCinematic = False
    Trigger - Run Start_Third_Undead_Base <gen> (checking conditions)
    Trigger - Run Post_Thrall_Score_Screen <gen> (checking conditions)
    Trigger - Turn off Thrall_Gold <gen>
    Trigger - Turn off Thrall_Lumber <gen>
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- start new AI --------
    If (ArchimondeAttacking Equal to True) then do (Do nothing) else do (Turn on Archimonde_Choose_Target_Loop_02 <gen>)
    -------- UNPAUSE TIMERS --------
    Game - Turn the day/night cycle On
    Countdown Timer - Resume GameTimer
    Countdown Timer - Resume ArchimondeTimer
    Trigger - Run Resume_Initial_Wisp_Timer <gen> (checking conditions)
    Trigger - Run Resume_Wisp_Timers <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
    Wait Campaign quest delay seconds
    Wait Campaign quest delay seconds
    Trigger - Add Huntress_Line_02 <gen> to the trigger queue (Checking conditions)
Thrall Cancel
  Events
    Player - Neutral Hostile skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet ThrallCancelled = True
    AI - Send P_SecondUndeadBase the AI Command (AI_stop, 0)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.60 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Unit - Make Thrall Vulnerable
    -------- Remove Units From Cinematic Area --------
    If (ThrallUnitsRemoved Equal to True) then do (Do nothing) else do (Run Remove_Units_From_Cinematic_Area_02 <gen> (checking conditions))
    -------- Establish Scene --------
    Environment - Create Blight for P_Archimonde from (Position of Archimonde) to a radius of 1024.00.
    Unit - Move Archimonde instantly to (Center of ThrallArchimondeGuard <gen>), facing 135.00 degrees
    -------- Wound Thrall's Buildings --------
    Unit Group - Pick every unit in (Units owned by P_Thrall matching ((Life of (Matching unit)) Greater than or equal to (0.50 x (Max life of (Matching unit)))).) and do (Set life of (Picked unit) to 25.00%)
    -------- Unhide units --------
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    -------- Reset Vulnerability and Unpause --------
    Unit Group - Pick every unit in InvulnerableGroup and do (Make (Picked unit) Vulnerable)
    Unit - Unpause all units
    Selection - Select CurrentSelection
    -------- Remove Thrall From Scene --------
    Unit - Hide Thrall
    Unit - Change ownership of Thrall to Neutral Passive and Change color
    If (ThrallEffectGone Equal to True) then do (Do nothing) else do (Destroy ThrallTeleportEffect)
    Set VariableSet ThrallisGone = True
    -------- Remove Old Sentinels and Create New Sentinels --------
    If (ThirdSentinelsCreated Equal to True) then do (Do nothing) else do (Run Create_Third_Sentinels <gen> (checking conditions))
    -------- Remove fake target --------
    If (ArchimondeTarget Not equal to No unit) then do (Remove ArchimondeTarget from the game) else do (Do nothing)
    Unit - Turn collision for Archimonde On.
    -------- Reset Camera --------
    Camera - Reset camera for AAAP_NightElves to standard game-view over 0 seconds
    Camera - Pan camera for AAAP_NightElves to CameraPoint over 0 seconds
    Countdown Timer - Show GameTimerWindow
    Set VariableSet InCinematic = False
    Trigger - Run Start_Third_Undead_Base <gen> (checking conditions)
    Trigger - Run Post_Thrall_Score_Screen <gen> (checking conditions)
    Trigger - Turn off Thrall_Gold <gen>
    Trigger - Turn off Thrall_Lumber <gen>
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- start new AI --------
    If (ArchimondeAttacking Equal to True) then do (Do nothing) else do (Turn on Archimonde_Choose_Target_Loop_02 <gen>)
    -------- UNPAUSE TIMERS --------
    Game - Turn the day/night cycle On
    Countdown Timer - Resume GameTimer
    Countdown Timer - Resume ArchimondeTimer
    Trigger - Run Resume_Initial_Wisp_Timer <gen> (checking conditions)
    Trigger - Run Resume_Wisp_Timers <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove Thrall_Cinematic <gen> from the trigger queue
    Wait Campaign quest delay seconds
    Wait Campaign quest delay seconds
    Trigger - Add Huntress_Line_02 <gen> to the trigger queue (Checking conditions)
Create Timmys
  Events
  Conditions
  Actions
    -------- Timmy --------
    Unit - Create 1.Littler Timmy (Fake Target) for P_Archimonde at (Position of Archimonde) facing 0.00 degrees
    Unit - Turn collision for (Last created unit) Off.
    Unit - Move (Last created unit) instantly to ((Position of Archimonde) offset by (0, 0))
    Unit Group - Add (Last created unit) to LittlerTimmyLitter
    Animation - Change (Last created unit)'s vertex coloring to (100%, 100%, 100%) with 100.00% transparency
    Set VariableSet ArchimondeTarget = (Last created unit)
    -------- Timmy --------
    Unit - Create 1.Little Timmy (Low Fake Target) for P_Archimonde at (Position of Archimonde) facing 0.00 degrees
    Unit - Turn collision for (Last created unit) Off.
    Unit - Move (Last created unit) instantly to ((Position of Archimonde) offset by (-30.00, 30.00))
    Unit Group - Add (Last created unit) to LittlerTimmyLitter
    Animation - Change (Last created unit)'s vertex coloring to (100%, 100%, 100%) with 100.00% transparency
    -------- Timmy --------
    Unit - Create 1.Little Timmy (High Fake Target) for P_Archimonde at (Position of Archimonde) facing 0.00 degrees
    Unit - Turn collision for (Last created unit) Off.
    Unit - Move (Last created unit) instantly to ((Position of Archimonde) offset by (20.00, 40.00))
    Unit Group - Add (Last created unit) to LittlerTimmyLitter
    Animation - Change (Last created unit)'s vertex coloring to (100%, 100%, 100%) with 100.00% transparency
    -------- Timmy --------
    Unit - Create 1.Littler Timmy (Fake Target) for P_Archimonde at (Position of Archimonde) facing 0.00 degrees
    Unit - Turn collision for (Last created unit) Off.
    Unit - Move (Last created unit) instantly to ((Position of Archimonde) offset by (40.00, -20.00))
    Unit Group - Add (Last created unit) to LittlerTimmyLitter
    Animation - Change (Last created unit)'s vertex coloring to (100%, 100%, 100%) with 100.00% transparency
Remove Timmys
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in LittlerTimmyLitter and do (Remove (Picked unit) from the game)
Huntress Line 02
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Camera - Set a spacebar-point for AAAP_NightElves at (Center of Thralls_Fortress <gen>)
    Cinematic - Ping minimap for AAPG_NightElves at (Center of Thralls_Fortress <gen>) for 4.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to AAPG_NightElves from a AAAP_NightElves.Huntress named Huntress at (Position of Thrall): Play N07Huntress27 <gen> and display Priestess, the undead have constructed a final settlement! They are mustering new forces with every passing moment!. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Remove Units From Cinematic Area 02
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit Group - Pick every unit in (Units in ThrallRemoveUnits01 <gen> matching (((Owner of (Matching unit)) Equal to AAAP_NightElves) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to True)))) and do (Explode (Picked unit).)
    Unit Group - Pick every unit in (Units in ThrallRemoveUnits02 <gen> matching (((Owner of (Matching unit)) Equal to AAAP_NightElves) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to True)))) and do (Explode (Picked unit).)
    Unit Group - Pick every unit in (Units in ThrallRemoveUnits01 <gen> matching (((Owner of (Matching unit)) Equal to AAAP_NightElves) and ((((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 Thrall_Cinematic_SAVED_UNITS_HERE <gen>))
    Unit Group - Pick every unit in (Units in ThrallRemoveUnits02 <gen> matching (((Owner of (Matching unit)) Equal to AAAP_NightElves) and ((((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 Thrall_Cinematic_SAVED_UNITS_HERE <gen>))
    Unit Group - Pick every unit in (Units in ThrallRemoveUnits01 <gen> owned by P_Thrall) and do (Explode (Picked unit).)
    Unit Group - Pick every unit in (Units in ThrallRemoveUnits02 <gen> owned by P_Thrall) and do (Explode (Picked unit).)
    -------- Kill Leftover Demon Units --------
    Unit Group - Pick every unit in (Units owned by P_SecondUndeadBase matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)).) and do (Kill (Picked unit))
    Unit Group - Pick every unit in (Units owned by P_SecondUndeadBase of type Haunted Gold Mine) and do (Remove (Picked unit) from the game)
    Wait 0.10 seconds
    Unit Group - Pick every unit in (Units in RemoveGoldMine02 <gen> matching ((Unit-type of (Matching unit)) Equal to Gold Mine)) and do (Remove (Picked unit) from the game)
    Trigger - Turn on Convert_Second_Acolyte <gen>
    Unit - Create 1 Acolyte for P_SecondUndeadBase at (Center of Unsummon02 <gen>) facing (Position of Archimonde)
Convert Second Acolyte
  Events
    Unit - A unit owned by Player 4 (Purple).Dies
  Conditions
    (Number of units in (Units owned by P_SecondUndeadBase matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)).)) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Unit Group - Pick every unit in (Units owned by P_SecondUndeadBase matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is A Hero) Equal to False)).) and do (Kill (Picked unit))
Post Thrall Score Screen
  Events
  Conditions
  Actions
    Player - Hide P_FirstUndeadBase in the post-game score screen
    Player - Hide P_SecondUndeadBase in the post-game score screen
    Player - Show P_ThirdUndeadBase in the post-game score screen
Activate Defense Copy
  Events
    Unit - A unit owned by Player 1 (Red).Dies
  Conditions
    (Unit-type of (Dying unit)) Equal to Watch Tower
  Actions
    Trigger - Turn off (This trigger)
    AI - Send Player 1 (Red) the AI Command (0, 0)
Scale Timer
  Events
  Conditions
  Actions
    Countdown Timer - Start ScalingArchimondeTimer as a Repeating timer that will expire in 0.15 seconds
Scaling
  Events
    Time - ScalingArchimondeTimer expires
  Conditions
  Actions
    Set VariableSet ScaledSize = (ScaledSize + 1)
    Animation - Change Archimonde's size to (ScaledSize%, ScaledSize%, ScaledSize%) of its original size
    If (ScaledSize Equal to 275.00) then do (Pause ScalingArchimondeTimer) else do (Do nothing)
    If (ScaledSize Equal to 350.00) then do (Pause ScalingArchimondeTimer) else do (Do nothing)
    If (ScaledSize Equal to 600.00) then do (Pause ScalingArchimondeTimer) else do (Do nothing)
Begin Advancing
  Events
    Time - ArchimondeTimer expires
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    -------- Go Archimonde Go --------
    Set VariableSet ArchimondeAttacking = True
    Camera - Set a spacebar-point for AAAP_NightElves at (Position of Archimonde)
    Cinematic - Ping minimap for AAPG_NightElves at (Position of Archimonde) for 4.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Archimonde named Archimonde: Play N07Archimonde24 <gen> and display Come, you night elves! Where is the fire and the passion with which you fought so long ago?. Modify duration: Add 0 seconds and Wait
    Sound - Reset all volume channels to 100%
    Unit - Order Archimonde to Attack-Move To.(Center of DEFEAT <gen>)
    Countdown Timer - Start KiteTimer as a Repeating timer that will expire in 3.00 seconds
    Trigger - Turn on Reset_Kite_Timer <gen>
    Trigger - Turn on Archimonde_Is_Being_Kited <gen>
Reset Kite Timer
  Events
    Unit - A unit owned by Player 1 (Red).Is attacked
    Unit - A unit owned by Player 2 (Blue).Is attacked
    Unit - A unit owned by Player 10 (Light Blue).Is attacked
  Conditions
    (Attacking unit) Equal to Archimonde
    InCinematic Equal to False
  Actions
    Countdown Timer - Start KiteTimer as a Repeating timer that will expire in 3.00 seconds
Archimonde Is Being Kited
  Events
    Time - KiteTimer expires
  Conditions
    InCinematic Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Archimonde to Move To.(Center of DEFEAT <gen>)
    Wait 4.00 seconds
    Unit - Order Archimonde to Attack-Move To.(Center of DEFEAT <gen>)
    Countdown Timer - Start KiteTimer as a Repeating timer that will expire in 3.00 seconds
    Trigger - Turn on (This trigger)
Pause Initial Wisp Timer
  Events
  Conditions
    SpawningWisps Equal to False
  Actions
    Countdown Timer - Pause WispTimer00
Pause Wisp Timers
  Events
  Conditions
    SpawningWisps Equal to True
  Actions
    Countdown Timer - Pause WispTimer01
    Countdown Timer - Pause WispTimer02
    Countdown Timer - Pause WispTimer03
    Countdown Timer - Pause WispTimer04
Resume Initial Wisp Timer
  Events
  Conditions
    SpawningWisps Equal to False
  Actions
    Countdown Timer - Resume WispTimer00
Resume Wisp Timers
  Events
  Conditions
    SpawningWisps Equal to True
  Actions
    Countdown Timer - Resume WispTimer01
    Countdown Timer - Resume WispTimer02
    Countdown Timer - Resume WispTimer03
    Countdown Timer - Resume WispTimer04
Wisp Timers Begin
  Events
    Time - WispTimer00 expires
  Conditions
  Actions
    Countdown Timer - Start WispTimer01 as a Repeating timer that will expire in 60.00 seconds
    Wait 15.00 seconds
    Countdown Timer - Start WispTimer03 as a Repeating timer that will expire in 60.00 seconds
    Wait 15.00 seconds
    Countdown Timer - Start WispTimer02 as a Repeating timer that will expire in 60.00 seconds
    Wait 15.00 seconds
    Countdown Timer - Start WispTimer04 as a Repeating timer that will expire in 60.00 seconds
Wisp Timer 01
  Events
    Time - WispTimer01 expires
  Conditions
  Actions
    Unit - Create 1.Wisp (Flying Version) for P_TempHuntresses at (Center of WispSpawn01 <gen>) facing Default building facing degrees
    Unit - Change color of (Last created unit) to Teal
    Unit Group - Add (Last created unit) to WispGroup01
    Unit - Make (Last created unit) Invulnerable
    Animation - Change (Last created unit) flying height to 240.00 at 80.00
    Unit - Turn collision for (Last created unit) Off.
    Sound - Set position of WispReady1 <gen> to (Center of WispSpawn01 <gen>) with Z offset 0
    Sound - Play WispReady1 <gen>
    Unit - Order (Last created unit) to Harvest.(Random destructible in WispDestination01 <gen>)
    Wait 7.50 seconds
    Unit - Create 1.Wisp (Flying Version) for P_TempHuntresses at (Center of WispSpawn01 <gen>) facing Default building facing degrees
    Unit - Change color of (Last created unit) to Teal
    Unit Group - Add (Last created unit) to WispGroup01
    Unit - Make (Last created unit) Invulnerable
    Animation - Change (Last created unit) flying height to 240.00 at 80.00
    Unit - Turn collision for (Last created unit) Off.
    Sound - Set position of WispReady1 <gen> to (Center of WispSpawn01 <gen>) with Z offset 0
    Sound - Play WispReady1 <gen>
    Unit - Order (Last created unit) to Harvest.(Random destructible in WispDestination01 <gen>)
Wisp Timer 02
  Events
    Time - WispTimer02 expires
  Conditions
  Actions
    Unit - Create 1.Wisp (Flying Version) for P_TempHuntresses at (Center of WispSpawn01 <gen>) facing Default building facing degrees
    Unit - Change color of (Last created unit) to Teal
    Unit Group - Add (Last created unit) to WispGroup02
    Unit - Make (Last created unit) Invulnerable
    Animation - Change (Last created unit) flying height to 240.00 at 80.00
    Unit - Turn collision for (Last created unit) Off.
    Sound - Set position of WispReady1 <gen> to (Center of WispSpawn01 <gen>) with Z offset 0
    Sound - Play WispReady1 <gen>
    Unit - Order (Last created unit) to Harvest.(Random destructible in WispDestination02 <gen>)
    Wait 7.50 seconds
    Unit - Create 1.Wisp (Flying Version) for P_TempHuntresses at (Center of WispSpawn01 <gen>) facing Default building facing degrees
    Unit - Change color of (Last created unit) to Teal
    Unit Group - Add (Last created unit) to WispGroup02
    Unit - Make (Last created unit) Invulnerable
    Animation - Change (Last created unit) flying height to 240.00 at 80.00
    Unit - Turn collision for (Last created unit) Off.
    Sound - Set position of WispReady1 <gen> to (Center of WispSpawn01 <gen>) with Z offset 0
    Sound - Play WispReady1 <gen>
    Unit - Order (Last created unit) to Harvest.(Random destructible in WispDestination02 <gen>)
Wisp Timer 03
  Events
    Time - WispTimer03 expires
  Conditions
  Actions
    Unit - Create 1.Wisp (Flying Version) for P_TempHuntresses at (Center of WispSpawn02 <gen>) facing Default building facing degrees
    Unit - Change color of (Last created unit) to Teal
    Unit Group - Add (Last created unit) to WispGroup03
    Unit - Make (Last created unit) Invulnerable
    Animation - Change (Last created unit) flying height to 240.00 at 80.00
    Unit - Turn collision for (Last created unit) Off.
    Sound - Set position of WispReady1 <gen> to (Center of WispSpawn02 <gen>) with Z offset 0
    Sound - Play WispReady1 <gen>
    Unit - Order (Last created unit) to Harvest.(Random destructible in WispDestination03 <gen>)
    Wait 7.50 seconds
    Unit - Create 1.Wisp (Flying Version) for P_TempHuntresses at (Center of WispSpawn02 <gen>) facing Default building facing degrees
    Unit - Change color of (Last created unit) to Teal
    Unit Group - Add (Last created unit) to WispGroup03
    Unit - Make (Last created unit) Invulnerable
    Animation - Change (Last created unit) flying height to 240.00 at 80.00
    Unit - Turn collision for (Last created unit) Off.
    Sound - Set position of WispReady1 <gen> to (Center of WispSpawn02 <gen>) with Z offset 0
    Sound - Play WispReady1 <gen>
    Unit - Order (Last created unit) to Harvest.(Random destructible in WispDestination03 <gen>)
Wisp Timer 04
  Events
    Time - WispTimer04 expires
  Conditions
  Actions
    Unit - Create 1.Wisp (Flying Version) for P_TempHuntresses at (Center of WispSpawn02 <gen>) facing Default building facing degrees
    Unit - Change color of (Last created unit) to Teal
    Unit Group - Add (Last created unit) to WispGroup04
    Unit - Make (Last created unit) Invulnerable
    Animation - Change (Last created unit) flying height to 240.00 at 80.00
    Unit - Turn collision for (Last created unit) Off.
    Sound - Set position of WispReady1 <gen> to (Center of WispSpawn02 <gen>) with Z offset 0
    Sound - Play WispReady1 <gen>
    Unit - Order (Last created unit) to Harvest.(Random destructible in WispDestination04 <gen>)
    Wait 7.50 seconds
    Unit - Create 1.Wisp (Flying Version) for P_TempHuntresses at (Center of WispSpawn02 <gen>) facing Default building facing degrees
    Unit - Change color of (Last created unit) to Teal
    Unit Group - Add (Last created unit) to WispGroup04
    Unit - Make (Last created unit) Invulnerable
    Animation - Change (Last created unit) flying height to 240.00 at 80.00
    Unit - Turn collision for (Last created unit) Off.
    Sound - Set position of WispReady1 <gen> to (Center of WispSpawn02 <gen>) with Z offset 0
    Sound - Play WispReady1 <gen>
    Unit - Order (Last created unit) to Harvest.(Random destructible in WispDestination04 <gen>)
Wisp Regain Normal Height 01
  Events
    Unit - A unit enters WispDestination01 <gen>
  Conditions
    ((Entering unit) is in WispGroup01.) Equal to True
  Actions
    Animation - Change (Entering unit) flying height to 0.00 at 120.00
Wisp Regain Normal Height 02
  Events
    Unit - A unit enters WispDestination02 <gen>
  Conditions
    ((Entering unit) is in WispGroup02.) Equal to True
  Actions
    Animation - Change (Entering unit) flying height to 0.00 at 120.00
Wisp Regain Normal Height 03
  Events
    Unit - A unit enters WispDestination03 <gen>
  Conditions
    ((Entering unit) is in WispGroup03.) Equal to True
  Actions
    Animation - Change (Entering unit) flying height to 0.00 at 120.00
Wisp Regain Normal Height 04
  Events
    Unit - A unit enters WispDestination04 <gen>
  Conditions
    ((Entering unit) is in WispGroup04.) Equal to True
  Actions
    Animation - Change (Entering unit) flying height to 0.00 at 120.00
Next Level Run
  Events
  Conditions
  Actions
    -------- Reset Allied Heroes for Score Screen --------
    Unit - Change ownership of Jaina to P_Jaina and Change color
    Unit - Change ownership of Thrall to P_Thrall and Change color
    -------- Run next level --------
    Game - Enable the Night Elf Ending Cinematic
    Game - Set the next level to Maps\Campaign\BonusCredits.w3m
    Game - Victory AAAP_NightElves (Skip dialogs, Show scores)
Save Credits Variable
  Events
  Conditions
  Actions
    Game Cache - Create a game cache from Campaigns.w3v (stringnoformat)
    If ((Difficulty level) Equal to Hard) then do (Store True as VictoryHard (stringnoformat) of Credits (stringnoformat) in (Last created game cache)) else do (Store True as Victory (stringnoformat) of Credits (stringnoformat) in (Last created game cache))
    Game Cache - Save (Last created game cache).
Victory Cheat
  Events
    Player - Player 2 (Blue) leaves the game with a victory
  Conditions
  Actions
    Set VariableSet GameOver = True
    Trigger - Run Save_Credits_Variable <gen> (checking conditions)
    Trigger - Run Next_Level_Run <gen> (checking conditions)
Defeat Cheat
  Events
    Player - Player 2 (Blue) leaves the game with a defeat
  Conditions
  Actions
    Set VariableSet GameOver = True
    Game - Defeat AAAP_NightElves with the message: Defeat!
Trigger Victory
  Events
    Time - GameTimer expires
  Conditions
    ArchimondeHasWon Equal to False
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Trigger_Defeat_Archimonde_Arrives <gen>
    Trigger - Turn off Trigger_Defeat_All_Buildings_Dead <gen>
    Set VariableSet GameOver = True
    -------- PAUSE TIMERS --------
    Trigger - Run Pause_Initial_Wisp_Timer <gen> (checking conditions)
    Trigger - Run Pause_Wisp_Timers <gen> (checking conditions)
    Countdown Timer - Hide GameTimerWindow
    Quest - Display to AAPG_NightElves the Quest Completed message: |cffffcc00MAIN QUEST COMPLETED|rArchimonde's Ascent
    Wait 2 seconds
    Trigger - Add Victory_Cinematic <gen> to the trigger queue (Checking conditions)
Victory Cinematic
  Events
  Conditions
  Actions
    -------- ****** SCALE ARCHIMONDE ****** --------
    Trigger - Run Scale_Timer <gen> (checking conditions)
    Trigger - Turn off (This trigger)
    Set VariableSet InCinematic = True
    Trigger - Run Save_Credits_Variable <gen> (checking conditions)
    Game - Turn the day/night cycle Off
    -------- Fade Out --------
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Selection - Clear selection
    Unit - Pause all units
    Sound - Play Dark Victory.
    Unit Group - Remove all units from InvulnerableGroup.
    Unit Group - Add all units of (Units in (Playable map area)) to InvulnerableGroup
    Unit Group - Pick every unit in InvulnerableGroup and do (Make (Picked unit) Invulnerable)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Remove All buffs from (Picked unit))
    Cinematic - Turn cinematic mode On for (All players)
    Sound - Set Combat Sounds to 70.00%
    Camera - .Apply. gg_cam_End_Clear_the_Way for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_End_Clear_the_Way for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_End_Clear_the_Way for Player 10 (Light Blue) over 0 seconds
    -------- Clean Up Units --------
    Unit Group - Pick every unit in (Units in VictoryRemoveUnits05 <gen> owned by AAAP_NightElves) and do (Hide (Picked unit))
    Unit - Hide Tyrande
    Unit - Hide Furion
    -------- Establish Scene --------
    Environment - Set sky to Felwood Sky
    Unit - Unhide Archimonde
    Unit - Unpause Archimonde
    Wait 0.10 seconds
    Unit - Move Archimonde instantly to (Center of End_Archimonde_Start_Victory <gen>), facing (Center of EndArchimonde00 <gen>)
    Player - Disable Shadow Meld for AAAP_NightElves
    -------- CINEMATIC STARTS --------
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    -------- CAN CANCEL FROM THIS POINT FORWARD --------
    Trigger - Turn on Victory_Cancel <gen>
    -------- Archimonde Clears the Path --------
    Animation - Play Archimonde's Spell Slam (animationname) animation
    Sound - Attach EarthquakeRock <gen> to Archimonde
    Sound - Play EarthquakeRock <gen>
    Sound - Attach CrippleTarget1 <gen> to Archimonde
    Sound - Play CrippleTarget1 <gen>
    Wait 2.00 seconds
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit Group - Pick every unit in (Units in VictoryRemoveUnits01 <gen> owned by AAAP_NightElves) and do (Explode (Picked unit).)
    Unit Group - Pick every unit in (Units in VictoryRemoveUnits02 <gen> owned by AAAP_NightElves) and do (Explode (Picked unit).)
    Unit Group - Pick every unit in (Units in VictoryRemoveUnits03 <gen> owned by AAAP_NightElves) and do (Explode (Picked unit).)
    Unit Group - Pick every unit in (Units in VictoryRemoveUnits04 <gen> owned by AAAP_NightElves) and do (Explode (Picked unit).)
    Wait 2.00 seconds
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Destroy Gate --------
    Destructible - Make Demonic Gate 2420 <gen> Vulnerable
    Unit - Order Archimonde to Attack.(Random destructible in Gate <gen>)
    Wait 4.00 seconds
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Furion's Line --------
    Camera - .Apply. gg_cam_EndArchimondeGate01 for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_EndArchimondeGate02 for AAAP_NightElves over 12.00 seconds
    Camera - .Apply. gg_cam_EndArchimondeGate01 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_EndArchimondeGate02 for Player 1 (Red) over 12.00 seconds
    Camera - .Apply. gg_cam_EndArchimondeGate01 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_EndArchimondeGate02 for Player 10 (Light Blue) over 12.00 seconds
    Cinematic - Send transmission to (All players) from Furion named Furion Stormrage: Play N07Furion31 <gen> and display Archimonde's victory here has made him overconfident. He will not see the trap that I laid for him until it is too late.. Modify duration: Add 0 seconds and Wait
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait 5.00 seconds
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Move Units and Change Camera --------
    Unit - Move Archimonde instantly to (Center of EndArchimonde00 <gen>)
    Unit - Order Archimonde to Move To.(Center of DEFEAT <gen>)
    Unit - Make Archimonde face 270.00 over 0.20 seconds
    Camera - .Apply. gg_cam_End01a for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_End01a for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_End01a for Player 10 (Light Blue) over 0 seconds
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Archimonde Celebrates the Destruction of THE LAST GATE IN THIS GAME --------
    Animation - Play Archimonde's Spell Slam (animationname) animation
    Animation - Queue Archimonde's stand (animationname) animation
    Sound - Attach EarthquakeRock <gen> to Archimonde
    Sound - Play EarthquakeRock <gen>
    Sound - Attach CrippleTarget1 <gen> to Archimonde
    Sound - Play CrippleTarget1 <gen>
    Camera - .Apply. gg_cam_End01b for AAAP_NightElves over (Length of N07Archimonde28 <gen>) seconds
    Camera - .Apply. gg_cam_End01b for Player 1 (Red) over (Length of N07Archimonde28 <gen>) seconds
    Camera - .Apply. gg_cam_End01b for Player 10 (Light Blue) over (Length of N07Archimonde28 <gen>) seconds
    Cinematic - Send transmission to (All players) from Archimonde named Archimonde: Play N07Archimonde28 <gen> and display At last! The way to the World Tree is clear! Witness the end, you mortals! The final hour has come!. Modify duration: Add 0 seconds and Wait
    Sound - Play Comradeship.
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Archimonde Enters Gate --------
    Unit - Order Archimonde to Move To.(Center of EndArchimonde01 <gen>)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Move Tyrande and Furion --------
    If ((Tyrande is dead) Equal to True) then do (Instantly revive Tyrande at (Center of EndTyrande00 <gen>), Hide revival graphics) else do (Do nothing)
    If ((Furion is dead) Equal to True) then do (Instantly revive Furion at (Center of EndFurion00 <gen>), Hide revival graphics) else do (Do nothing)
    Unit - Unpause Tyrande
    Unit - Unpause Furion
    Unit - Move Tyrande instantly to (Center of EndTyrande00 <gen>)
    Unit - Move Furion instantly to (Center of EndFurion00 <gen>)
    Unit - Make Furion face 100.00 over 0 seconds
    Animation - Queue Furion's stand (animationname) animation
    Wait 0.10 seconds
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Unhide Furion
    -------- Fade In and Set Fog --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Environment - Set fog to style 0 (fogstyle), z-start 1000, z-end 8000, density 0 and color (10.00%, 30.00%, 50.00%)
    -------- Archimonde Approaches World Tree --------
    Unit - Move Archimonde instantly to (Center of EndArchimondeAtTree01 <gen>)
    Unit - Order Archimonde to Move To.(Center of EndArchimondeAtTree02 <gen>)
    -------- Change Camera --------
    Camera - .Apply. gg_cam_End03a for AAAP_NightElves over 0.00 seconds
    Camera - .Apply. gg_cam_End03b for AAAP_NightElves over 12.00 seconds
    Camera - .Apply. gg_cam_End03a for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_End03b for Player 1 (Red) over 12.00 seconds
    Camera - .Apply. gg_cam_End03a for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_End03b for Player 10 (Light Blue) over 12.00 seconds
    Wait 5.00 seconds
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Tyrande Approaches Furion --------
    Unit - Unhide Tyrande
    Unit - Order Tyrande to Move To.(Center of EndTyrande01 <gen>)
    Wait 5.00 seconds
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Archimonde Starts Summoning --------
    Unit - Order Archimonde to Stop.
    Animation - Play Archimonde's Spell Slam (animationname) animation
    Animation - Queue Archimonde's Spell Slam (animationname) animation
    Sound - Attach EarthquakeRock <gen> to Archimonde
    Sound - Play EarthquakeRock <gen>
    -------- Tyrande Line --------
    Cinematic - Send transmission to (All players) from Tyrande named Tyrande Whisperwind: Play N07Tyrande29 <gen> and display The outlanders held him back as long as they could. Were you successful in planning the summit's defense?. Modify duration: Add 0 seconds and Wait
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Change Camera --------
    Camera - .Apply. gg_cam_End04 for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_End04 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_End04 for Player 10 (Light Blue) over 0 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    -------- Furion Line --------
    Cinematic - Send transmission to (All players) from Furion named Furion Stormrage: Play N07Furion30 <gen> and display Yes. Now our victory is assured.. Modify duration: Add 0 seconds and Wait
    If (VictoryCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- CANNOT CANCEL AFTER THIS POINT --------
    Trigger - Turn off Victory_Cancel <gen>
    -------- Fade Out to Victory --------
    Cinematic - Fade out over 8.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 8.00 seconds
    Sound - Stop the currently playing music theme
    Trigger - Run Next_Level_Run <gen> (checking conditions)
Victory Cancel
  Events
    Player - Neutral Hostile skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet VictoryCancel = True
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Trigger - Run Next_Level_Run <gen> (checking conditions)
Trigger Defeat Archimonde Arrives
  Events
    Unit - A unit enters DEFEAT <gen>
  Conditions
    (Entering unit) Equal to Archimonde
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Trigger_Defeat_All_Buildings_Dead <gen>
    Trigger - Turn off Trigger_Victory <gen>
    Set VariableSet GameOver = True
    Set VariableSet ArchimondeHasWon = True
    -------- PAUSE TIMERS --------
    Trigger - Run Pause_Initial_Wisp_Timer <gen> (checking conditions)
    Trigger - Run Pause_Wisp_Timers <gen> (checking conditions)
    Countdown Timer - Hide GameTimerWindow
    Quest - Display to AAPG_NightElves the Quest Failed message: |cffffcc00MAIN QUEST FAILED|rArchimonde's Ascent
    Camera - Reset camera for AAAP_NightElves to standard game-view over 0.50 seconds
    Camera - Pan camera as necessary for AAAP_NightElves to (Center of DEFEAT <gen>) over 0.5 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0.50 seconds
    Camera - Pan camera as necessary for Player 1 (Red) to (Center of DEFEAT <gen>) over 0.5 seconds
    Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 0.50 seconds
    Camera - Pan camera as necessary for Player 10 (Light Blue) to (Center of DEFEAT <gen>) over 0.5 seconds
    Wait 2 seconds
    Trigger - Add Defeat_Cinematic <gen> to the trigger queue (Checking conditions)
Trigger Defeat All Buildings Dead
  Events
    Unit - A unit owned by Player 2 (Blue).Dies
  Conditions
    (Count structures controlled by AAAP_NightElves (Include incomplete structures)) Equal to 0
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Trigger_Defeat_Archimonde_Arrives <gen>
    Trigger - Turn off Trigger_Victory <gen>
    Set VariableSet GameOver = True
    Set VariableSet ArchimondeHasWon = True
    Countdown Timer - Hide GameTimerWindow
    Quest - Display to AAPG_NightElves the Quest Failed message: |cffffcc00MAIN QUEST FAILED|rArchimonde's Ascent
    Wait 2 seconds
    Trigger - Add Defeat_Cinematic <gen> to the trigger queue (Checking conditions)
Defeat Cinematic
  Events
  Conditions
  Actions
    -------- ****** SCALE ARCHIMONDE ****** --------
    Trigger - Run Scale_Timer <gen> (checking conditions)
    Trigger - Turn off (This trigger)
    Set VariableSet InCinematic = True
    -------- Fade Out --------
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Selection - Clear selection
    Unit - Pause all units
    -------- CAN CANCEL FROM THIS POINT FORWARD --------
    Trigger - Turn on Defeat_Cancel <gen>
    Sound - Play Dark Victory.
    Unit Group - Remove all units from InvulnerableGroup.
    Unit Group - Add all units of (Units in (Playable map area)) to InvulnerableGroup
    Unit Group - Pick every unit in InvulnerableGroup and do (Make (Picked unit) Invulnerable)
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Remove All buffs from (Picked unit))
    Cinematic - Turn cinematic mode On for (All players)
    Sound - Set Combat Sounds to 70.00%
    Camera - .Apply. gg_cam_EndArchimondeGate01 for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_EndArchimondeGate02 for AAAP_NightElves over 9.00 seconds
    -------- Clean Up Units --------
    Unit Group - Pick every unit in (Units in VictoryRemoveUnits01 <gen> owned by AAAP_NightElves) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units in VictoryRemoveUnits02 <gen> owned by AAAP_NightElves) and do (Hide (Picked unit))
    -------- Establish Scene --------
    Environment - Set sky to Felwood Sky
    Unit - Unhide Archimonde
    Unit - Unpause Archimonde
    Unit - Move Archimonde instantly to (Center of End_Archimonde_Start_Defeat <gen>)
    Unit - Order Archimonde to Move To.(Center of EndArchimonde00 <gen>)
    -------- CINEMATIC STARTS --------
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    If (DefeatCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Destroy Gate --------
    Destructible - Make Demonic Gate 2420 <gen> Vulnerable
    Unit - Order Archimonde to Attack.(Random destructible in Gate <gen>)
    Wait 7.00 seconds
    If (DefeatCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Move Units and Change Camera --------
    Unit - Move Archimonde instantly to (Center of EndArchimonde00 <gen>)
    Unit - Order Archimonde to Move To.(Center of DEFEAT <gen>)
    Unit - Make Archimonde face 270.00 over 0.20 seconds
    Camera - .Apply. gg_cam_End01a for AAAP_NightElves over 0 seconds
    Camera - .Apply. gg_cam_End01a for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_End01a for Player 10 (Light Blue) over 0 seconds
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (DefeatCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Archimonde Celebrates the Destruction of THE LAST GATE IN THIS GAME --------
    Animation - Play Archimonde's Spell Slam (animationname) animation
    Animation - Queue Archimonde's stand (animationname) animation
    Sound - Attach EarthquakeRock <gen> to Archimonde
    Sound - Play EarthquakeRock <gen>
    Sound - Attach CrippleTarget1 <gen> to Archimonde
    Sound - Play CrippleTarget1 <gen>
    Camera - .Apply. gg_cam_End01b for AAAP_NightElves over (Length of N07Archimonde28 <gen>) seconds
    Camera - .Apply. gg_cam_End01b for Player 1 (Red) over (Length of N07Archimonde28 <gen>) seconds
    Camera - .Apply. gg_cam_End01b for Player 10 (Light Blue) over (Length of N07Archimonde28 <gen>) seconds
    Cinematic - Send transmission to (All players) from Archimonde named Archimonde: Play N07Archimonde28 <gen> and display At last! The way to the World Tree is clear! Witness the end, you mortals! The final hour has come!. Modify duration: Add 0 seconds and Wait
    If (DefeatCancel Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Archimonde Enters Gate --------
    Unit - Order Archimonde to Move To.(Center of EndArchimonde01 <gen>)
    -------- CANNOT CANCEL AFTER THIS POINT --------
    Trigger - Turn off Defeat_Cancel <gen>
    -------- Fade Out to Defeat --------
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Trigger - Run Defeat_Cheat <gen> (checking conditions)
Defeat Cancel
  Events
    Player - Neutral Hostile skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet DefeatCancel = True
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Trigger - Run Defeat_Cheat <gen> (checking conditions)
DEBUG Mokey
  Events
    Player - Player 2 (Blue) types a chat message containing Mokey (stringnoformat) as An exact match
  Conditions
  Actions
    Countdown Timer - Start GameTimer as a One-shot timer that will expire in 2.00 seconds
DEBUG Arch
  Events
    Player - Player 2 (Blue) types a chat message containing Arch (stringnoformat) as An exact match
  Conditions
  Actions
    Countdown Timer - Start ArchimondeTimer as a One-shot timer that will expire in 2.00 seconds
DEBUG Wisps
  Events
    Player - Player 2 (Blue) types a chat message containing Wisp (stringnoformat) as An exact match
  Conditions
  Actions
    Countdown Timer - Start WispTimer00 as a One-shot timer that will expire in 1.00 seconds