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Trigger Viewer

BDPmap4v0.117.w3x
Variables
Initialization
Start
Start cin
Difficulty
Danath Lock level
Kurdran Lock level
Easy Mode
Normal Mode
Insane Mode
Music Felwood INITIAL
Music Felwood trigger
Music Tanaris Trigger
Single Player
Single Player share
Blue leaves
Teal leaves
Defeat
Defeat Blue
Defeat Blue Frog
Defeat Teal
Defeat Teal Frog
Prevent Higher Level
prevent high
Kilmaat Save System
README
Edit each map
Set Variables
Set Hero Abilities
Load Hero Abilities
Don't Edit
README
Save Heroes
Load Heroes
Initialize Game
Save and End Game
Tome Count
Autocreate Variables
Swamp Opening
Swamp Opening Cin
Swamp Opening Cin Skip
Behind going through Swamp
Main quest
Tree Guardian cin
Talking tree
Talking tree cin
Talking Tree cin Skip
Kurdran Talk
Kurdran talk trigger
Kurdran talk after tree
Plant Cin Opening
Plant opening trig
Plant Opening Cin
Plant Opening Cin Skip
Plant boss Quest
Plant Cin Ending
Plant Boss dies
Guarding Plants Die cin
Guarding Plants Die cin skip
Gate Cin
Orc Door trig
Orc Door Cin
Orc Door Cin Skip
Open the Gate Quest
Troll Start Cin
Troll Hunt Trig
Troll Opening Cin
Troll Opening Cin Skip
Troll Mid
First See Tree
See werid tree trig
Kurdran talk tree
Warlord Dies
Warlord Dies
Troll end quest
Troll Return Cin
Troll Return Trig
Troll Return Cin
Troll Return Cin Skip
Inside Orc base update
Kurdran Talk Sky
Kurdran talk sky trigger
Kurdran talk sky dialogue
Skyree talk Kurdran
Goblin
Gob talk trig
Gob talk dialogue
Destroy column
Catapult and Fight
Pong Catapult prison
Create fight orc women
Enter Cave triggers
Cave Enter Danath
Cave Enter Kurdran
Spider Cin
Spider Trigger
Spider Cin
Spider Cin Skip
Kurdran scream dialogue
Racoon overlord
Leave cave trigger
Leave cave at last cin
Leave cave at last cin skip
Last boat turn
Gate Open
Gate open
Discuss Frog
Kurdran mention toad trig
Kurdran warns toad
Gnoll Warn Timmy
Gnoll Talk trig
GnollChief warns
Warning about timmy
Release Timmy
Release timmy
Release Timmy Talk
Frog Cin
Frog eat trig
Frog eat cin
Frog eat cin Skip
Destroy Tree
Destroy tree
Optional Boss
Reveal insane or not
Make Optional boss appear
Optional boss speech
Optional boss dies
Warning Close to End
Warning end trig
Warning End game
Meet Bandit Cin
Meet Bandit Trig
Meet Bandit cin
Meet bandit cin skip
Bandit Lord Speaks
Final Cin
bandit Lord dies
Ending Scene
Ending Scene Skip
Skyree Walk Water
First Skyree
Second Skyree
Third Skyree
Fourth SKyree
Fifth Skyree
Sixth Skyree
Seventh Skyree
Boat move next spot
Alternate Altar
Human
Horde Unit Spells
Shredder
Rexxar
Grom
Teron
Dentarg
Danath
Danath Spells Unexpected Charge
Cast Charge
Projectile Dash by Paladon
FadeDummyEffects System by Paladon
getFaded
callFading
Danath Spells Fury Peak
Fury Peak
Danath Spells Battle Focus
Init Copy 2
Battle Focus
Battle Focus Loop
Tagar Spells Storming Flame
DDS Main
DDS Add Unit
DDS Init
Storming Flame loop
Danath Spells Power Slam
Power Slam
Kurdan
Kurdan Spells Storm Rotation
SR Start
SR Loop
Kurdan Spells Lightning Field
Preload SF
Static Field
Lightning Fade
Kurdan Spells Surging Pulse
Surging Pulse
Kurdan Spells Energizing Presence
Kurdan Spells Voltage Overload
Turalyon
Unit Indexer System ( Bribe )
---------------------------
Unit Indexer
---------------------------
Extra
Khadgar Item Teleport
TP Actions to apply basic
TP Actions to apply FULL
Example Jaina
How to import
How it's work
TP Setup
TP Call
TP Loop
Rexxar Spells Assassin Aura
AA Preload
AA Effect
Fenris Spells Water Wave
WaterWaveCast
WaveMovement
Meteor Slash
Meteor Slash On
Meteor Slash Loop
Holy Shockwave
Details
HS init
HS cast
HS loop
HS cancel
IsDestructableTree
init Copy
system
system
init
event
prepare
Holy Cross
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
function SaveLoad_InitialSetup takes nothing returns nothing
    local integer i = 0
    local integer j = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    set m = 0

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

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

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

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

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

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

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

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

function SaveLoad_Decode takes string s returns boolean
    if udg_SaveLoad_CaseSensitive == false then
        set udg_SaveLoad_Alphabet = StringCase(udg_SaveLoad_Alphabet,true)
        set s = StringCase(s,true)
    endif
    if SaveLoad_DecodeValues(s) then
        call DisplayTextToPlayer(GetTriggerPlayer(),0,0,"Decoding sucessful")
        return true
    endif
    call DisplayTextToPlayer(GetTriggerPlayer(),0,0,"Decoding failed")
    return false
endfunction


function CreateTextFile takes string Code returns nothing
    
    local integer i = 1

loop
    exitwhen i > udg_NumHeroesToSave
    set udg_SaveText[i] = "
" + "
" + udg_HeroToSaveName[i] + "
" + udg_SaveText[i]
    set i = i + 1
endloop


    call PreloadGenClear()
    call PreloadGenStart()

    // The line below creates the log
    call Preload(udg_SaveText[1] + udg_SaveText[2] + udg_SaveText[3] + udg_SaveText[4] + "
")   
    // The line below creates the file at the specified location
    call PreloadGenEnd(udg_TextFileName + ".txt")
endfunction
Name Type Is Array Initial Value
A_AoE real No
A_Bool boolean No
A_Damage real No
A_Duration real No
A_Int integer No
A_Real real No
A_Real2 real No
A_Speed real No
A_UType unitcode No
AA_A_Group group No
AA_Cstr_Group group No
AA_E_HP real No
AA_HPcount real No
AA_Loc location Yes
AA_Percent real Yes
AA_PreLoop integervar No
Absolaoe real No
AbsolBoolean1 boolean No
AbsolBoolean2 boolean No
AbsolBoolean3 boolean No
AbsolBoolean4 boolean No
AbsolCast unit No
AbsolCnt integer No
AbsolCol real No
AbsolDamg real No
AbsolDestroy boolean No
AbsolDummy unit No
AbsolDummy2 unit No
AbsolGroup group No
AbsolGroupTARGET group No
AbsolId integer No
AbsolINTEGER integer No
AbsolLightningId integer No
AbsolLoop integervar No
AbsolMax integer No
AbsolMaxBound integer No
AbsolPlayer player No
AbsolREAL real No
AbsolRealHeightUp real No
AbsolTrigger integer No
AbsolUnitInteger integer No
Agile_AoE real No
AgileAbility abilcode No
AgileAmount integer Yes
AgileCasters unit Yes
AgileCasterSE effect Yes
AgileDamage integer No
AgileDamageArea location No
AgileDamageEnemy group No
AgileDamagePercent real No
AgileDamageSize integer No
AgileEnemies unit No
Agileindex integer Yes
Agileindex_max_size integer No
Agileindex_size integer No
AgileInteger integer No
AgileLevel integer No
AgileLoop integervar No
AgileRAmount integer No
AgileRTime integer No
AgileSFX1 string No
AgileSFX1_AP string No
AgileSFX2 string No
AgileSFX2_AP string No
AgileSFX3 string No
AgileSFX3_Ap string No
AgileTime integer Yes
AH1 real No
AH2 real No
AH3 real No
AL lightning No
ALT lightningtype No
Amount real No
Angle_setter real No
AP location No
AP2 location No
AP3 location No
Aqua_Burst_Ability_Level integer No
Aqua_Burst_Area_of_Effect real No
Aqua_Burst_Base_Damage real No
Aqua_Burst_Caster unit No
Aqua_Burst_Damage_Group group No
Aqua_Burst_Location location No
Aqua_Burst_Total_Damage real No
AR_Point location No
AS integervar No
AS_Angle real Yes
AS_Animation real No
AS_Defense_fake integer Yes
AS_Distance real Yes
AS_Equation real Yes
AS_FLY real Yes
AS_Formula real Yes
AS_Group group Yes
AS_Hero unit Yes
AS_Max_Height real Yes
AS_Off boolean Yes
AS_Point location Yes
AS_Skip integer No
AS_Special effect Yes
AS_Speed real Yes
AS_Stable_Distance real Yes
AS_Times integer No
AS_X_Special effect Yes
ASAOE real No
ASCaster unit No
ASCasterGroup group No
ASCasterPoint location No
ASDamage real No
ASDamageGroup group No
ASExplosion unit No
ASHashtable hashtable No
ASPlayer player No
ASRandomGroup group No
ASRay unit No
ASRayFly real No
ASTarget unit No
ASTargetPoint location No
ASTime real No
BB integervar No
BB2 integervar No
BB_Angle real Yes
BB_Attacked unit No
BB_Caster unit Yes
BB_Casting unit Yes
BB_CastNumber integer No
BB_Chance integer No
BB_Damage real Yes
BB_Distance real Yes
BB_Expire integer Yes
BB_Group group No
BB_Height real Yes
BB_LEVEL integer No
BB_Loop integervar No
BB_Missile unit Yes
BB_Off boolean Yes
BB_Point location Yes
BB_Real_Damage_Spam integer Yes
BB_Skip integer No
BB_Speed real Yes
BB_Switch integer No
BB_Targ unit Yes
BB_Times integer No
BB_Up boolean Yes
Beast_Attack_Ability_Level integer No
Beast_Attack_Atribute integer No
Beast_Attack_Atribute_Damage real No
Beast_Attack_Caster unit No
Beast_Attack_Damage_Splitter integer No
Beast_Attack_Life_Damage real No
Beast_Attack_Location location No
Beast_Attack_Location2 location No
Beast_Attack_Max_Life real No
Beast_Attack_Target unit No
Beast_Attack_Total_Damage real No
BFAbility abilcode Yes
BFAura unit Yes
BFAura2 unit Yes
BFAura3 unit Yes
BFCaster unit Yes
BFCasterAbility abilcode Yes
BFCount integer No
BFGroup group Yes
BFHas boolean Yes
BFIndex integer No
BFInteger integervar No
BFLastRecycled integer No
BFMax integer No
BFRecycledList integer Yes
BFTimer real Yes
BlazeCaster unit Yes
BlazeDuration real Yes
BlazeIndexsize integer No
BlazeInteger integer Yes
BlazeLoop integervar No
BlazeMaxsize integer No
BlazePoint location No
BlazeTemp integer No
Caster unit No
CE_Ability_Level integer No
CE_Area_of_Effect real No
CE_Base_Damage real No
CE_Caster unit No
CE_Damage_Group group No
CE_Destroy_Trees boolean No
CE_Knock_Angle real No
CE_Knock_Distance real No
CE_Knock_Group group No
CE_Knock_Loc1 location No
CE_Knock_Loc2 location No
CE_Knock_Speed real No
CE_Knocktable hashtable No
CE_Location location No
CE_Location2 location No
CE_Pathing_On boolean No
CE_Special_Effect effect No
CE_Special_Effect1 effect No
CE_Total_Damage real No
Code string No
Currant_intstances integer No
currentHerotoLoad integer No
currentHerotoSave integer No
DanathHERO unit No
DDS_Detect group No
Debug integervar No
Degrees_set real No
Dfficultychosen boolean No
dfficultychosen boolean No
DSB_Ability_ID abilcode No
DSB_Ability_Level integer Yes
DSB_Angle real Yes
DSB_Animation_Speed real No
DSB_AoE real No
DSB_Caster unit Yes
DSB_Conditions boolean Yes
DSB_Current_Index integervar No
DSB_Damage real Yes
DSB_Damage_Group group No
DSB_Destroy_Tree boolean No
DSB_Destroyer unit No
DSB_Distance real No
DSB_Dummy unit Yes
DSB_Dummy2 unit Yes
DSB_Dummy2_Animation string No
DSB_Dummy2_BLUE real No
DSB_Dummy2_GREEN real No
DSB_Dummy2_Lifetime real No
DSB_Dummy2_RED real No
DSB_Dummy2_Transparency real No
DSB_Dummy_Type unitcode No
DSB_Dummy_Type2 unitcode No
DSB_Max_Index integer No
DSB_Owner player Yes
DSB_Shadow boolean No
DSB_Shdow boolean Yes
DSB_SoundEffect sound No
DSB_Special_Effect string No
DSB_Special_Effect_Location string No
DSB_Stage integer Yes
DSB_Start_Range real No
DSB_UnDamage_Group group Yes
Earth_Fury_Ability_Level integer No
Earth_Fury_AoE_Bouns real No
Earth_Fury_Base_Area_of_Effect real No
Earth_Fury_Base_Damage real No
Earth_Fury_Bonus_Damage real No
Earth_Fury_Caster unit No
Earth_Fury_Chance real No
Earth_Fury_Damage_Group group No
Earth_Fury_Dummy_Ability abilcode No
Earth_Fury_Dummy_Ability_2 abilcode No
Earth_Fury_Location location No
Earth_Fury_Owner player No
Earth_Fury_Total_Area_of_Effec real No
Earth_Fury_Total_Damage real No
Ending_Cinematic_Is_On boolean No
EP integervar No
EP_Angle real Yes
EP_Caster unit Yes
EP_CastNumber integer No
EP_ConstDistance real Yes
EP_Distance real Yes
EP_Height real Yes
EP_Integer integervar No
EP_Missile unit Yes
EP_Off boolean Yes
EP_Point location Yes
EP_Speed real Yes
EP_Switch integer No
ES_Caster unit No
ES_Group group No
ES_Integer integervar No
ES_Point location Yes
ES_Target unit No
F_Integers integer Yes
F_ReachedFading real Yes
F_Time real Yes
F_Unit unit Yes
FA_Time real No
FA_Unit unit No
Fakeskyree unit No
FB_Blast unit Yes
FB_Caster unit Yes
FB_Dummy unit Yes
FB_Explosion integervar Yes
FB_Indexsize integer No
FB_Integer integer Yes
FB_Loop integervar No
FB_Maxindexsize integer No
FB_Point location Yes
FB_Real real Yes
FB_Temp integer No
FinalCinhidden group No
Flck_Ability abilcode No
Flck_CaptureDistance real No
Flck_CaptureRadius real No
Flck_Caster unit No
Flck_CasterPoint location No
Flck_Facing real No
Flck_SpecialEffectWarpInCaster string No
Flck_SpecialEffectWarpOutCast string No
Flck_TargetPoint location No
Flck_Tempangle real No
Flck_Tempgroup group No
Flck_Temppoint location No
Flck_Temppoint2 location No
Flck_Temppoint3 location No
Flck_Victim unit No
FP_Point location No
Frog_Cinematic_Is_On boolean No
froghiddenunit group No
FSCaster unit Yes
FSCasterPoint location Yes
FSCount integer No
FSDistance real Yes
FSDummy unit Yes
FSDummyGroup group Yes
FSFace real Yes
FSFade real Yes
FSFadeC real Yes
FSHas boolean Yes
FSIndex integer No
FSInteger integervar No
FSLastRecycled integer No
FSMax integer No
FSMaxDistance real Yes
FSMove real Yes
FSRecycledList integer Yes
FSTime real No
GDD__Integers integer Yes
GDD__LeftMapGroup group No
GDD__TriggerArray trigger Yes
GDD__UnitArray unit Yes
GDD_Damage real No
GDD_DamagedUnit unit No
GDD_DamageSource unit No
GDD_Event real No
goblinincage unit No
Gravity_unit unit No
Gravity_Unit_ID handle No
Handle_Absol integer No
HashAbsol hashtable No
Hashtable hashtable No
HeroFifthAbility abilcode Yes
HeroFirstAbility abilcode Yes
HeroFourthAbility abilcode Yes
Heroloadedornew boolean No
HeroLoadedornew boolean No
HeroSecondAbility abilcode Yes
HeroThirdAbility abilcode Yes
HeroToLoad unit Yes
HeroToSave unit Yes
HeroToSaveName string Yes
HJ_Ability abilcode No
HJ_AbilityMaxLevel integer No
HJ_AttackType attacktype No
HJ_Caster unit Yes
HJ_CasterPlayer player Yes
HJ_CollisionRange real No
HJ_CustomBoolean boolean Yes
HJ_CustomInteger integervar No
HJ_CustomReal real Yes
HJ_CustomReal2 real Yes
HJ_CustomReal3 real Yes
HJ_CustomReal4 real Yes
HJ_DamageType damagetype No
HJ_DummyType unitcode No
HJ_Effect string Yes
HJ_EffectCount integer No
HJ_EnemySoulModelHandler effect Yes
HJ_EnemySoulUnit unit Yes
HJ_FriendlySoulModelHandler effect Yes
HJ_FriendlySoulUnit unit Yes
HJ_Group group No
HJ_ID integer No
HJ_JudgeDuration real Yes
HJ_JudgeDurationCounter real Yes
HJ_Level integer Yes
HJ_LevitateSpeedCalculation real Yes
HJ_LoopInterval real No
HJ_ModelHandler effect Yes
HJ_Pause boolean No
HJ_PauseAbility abilcode No
HJ_PauseEnemyEffectAttach string No
HJ_PauseEnemyEffectHandler effect Yes
HJ_PauseFriendlyEffectAttach string No
HJ_PauseFriendlyEffectHandler effect Yes
HJ_PauseOrder string No
HJ_PickedUnit unit No
HJ_Radius real Yes
HJ_RadiusEffectAngle real No
HJ_RadiusEffectCount integer Yes
HJ_ReturnHeightCalculation real Yes
HJ_SoulDamage real Yes
HJ_SoulDistance real Yes
HJ_SoulDistanceCounter real Yes
HJ_SoulEnemyExitAttach string No
HJ_SoulEnemyModelAttach string No
HJ_SoulFriendlyExitAttach string No
HJ_SoulFriendlyModelAttach string No
HJ_SoulHeal real Yes
HJ_SoulInitialHeight real Yes
HJ_SoulLevitateTime real Yes
HJ_SoulLevitateTravel boolean No
HJ_SoulLevitateTravelAngle real Yes
HJ_SoulMaxHeight real Yes
HJ_SoulMotionEffect string Yes
HJ_SoulMotionEffectAttach string Yes
HJ_SoulMotionEffectChance integer No
HJ_SoulReturnDamageAttach string No
HJ_SoulReturnHealAttach string No
HJ_SoulSize real Yes
HJ_SoulUnit unit Yes
HJ_TravelSpeedCalculation real Yes
HJ_Unit unit No
HoT_Const_AoE real No
HoT_Const_Dmg_Base real No
HoT_Const_Dmg_Bonus real No
HoT_Const_Dmg_Burn real No
HoT_Const_Dmg_Stun real No
HoT_Const_Dmg_Stun_Bonus real No
HoT_Const_Duration real No
HoT_Const_Range real No
HoT_Const_Stun_Duration real No
HoT_Group group No
HoT_Hash hashtable No
HoT_Lightning_Group group No
HoT_Slam_Group group No
HoT_Stun_Group group No
HoT_Targets group No
HoT_Up_Group group No
HS_ability abilcode No
HS_animation string No
HS_attack_type attacktype No
HS_caster unit No
HS_caster_loc location No
HS_charge_counter integer No
HS_charges integer Yes
HS_cone real No
HS_counter real No
HS_damage real Yes
HS_damageType damagetype No
HS_destroy_dest boolean No
HS_detect_area real No
HS_direction real No
HS_effect string No
HS_effect2 string No
HS_explosion_count integer No
HS_facing real No
HS_group group No
HS_hash hashtable No
HS_height real No
HS_knockup boolean No
HS_knockup_animation string No
HS_knockup_effect string No
HS_knockup_speed real No
HS_level integer No
HS_loop_speed real No
HS_speed real Yes
HS_temp_loc location No
HS_time real No
HS_trigger trigger No
HS_trigger2 trigger No
HydroJetCasters group No
HydroJetProjectiles group No
InitTrigger trigger No
insanemodeactivated boolean No
Insanemodeactivated boolean No
Intervals timer No
ISD_boolean boolean No
ISD_d destructable No
ISD_dummy unit No
ISD_loc location No
ISD_p location No
KoS_Angle real Yes
KOS_BackstabEffect string No
KurdranHERO unit No
KUS_animation string No
KUS_effect modelfile No
KUS_group group No
KUS_hash hashtable No
KUS_height real No
KUS_knockup boolean No
KUS_speed real No
KUS_target unit No
KUS_temp_loc location No
KUS_temp_speed real No
Leak_Point location No
LeaveCave_Cinematic_Is_On boolean No
LF_A_Decrease real Yes
LF_Alpha real Yes
LF_B real Yes
LF_CountInteger integer Yes
LF_Debug boolean Yes
LF_G real Yes
LF_Lightning lightning Yes
LF_R real Yes
LiquidElementals group No
littletimmy unit No
MA_Chance integer No
MA_Chance2 real No
MA_Nova integervar No
MA_Point location Yes
MA_Real real No
MeetBandit_Cinematic_Is_On boolean No
miningpick item No
NumHeroAquiringTome integer No
NumHeroesToLoad integer No
NumHeroesToSave integer No
Opening_Cinematic_Is_On boolean No
OrcDoor_Cinematic_Is_On boolean No
Orcdoorcinhidden group No
P1 player No
P2 player No
pb_angle_1 real Yes
pb_angle_2 real Yes
pb_caster unit Yes
pb_caster_loc location Yes
pb_counter real Yes
pb_distance_1 real Yes
pb_distance_2 real Yes
pb_effect_1 unit Yes
pb_effect_2 unit Yes
pb_effect_3 unit Yes
pb_index1 integer No
pb_index2 integer No
pb_index3 integervar No
pb_light_1 lightning Yes
pb_light_2 lightning Yes
pb_loopon boolean Yes
pb_segment_1 location Yes
pb_segment_2 location Yes
pb_segment_3 location Yes
pb_target_loc location Yes
PD_Angle real Yes
PD_Distances real Yes
PD_Integers integer Yes
PD_ReachedDistance real Yes
PD_RealTimer real Yes
PD_SpeedUnits real Yes
PD_TempPoint location Yes
PD_TestGroup group No
PD_TreesDestroy boolean Yes
PD_Unit unit Yes
PlanDie_Cinematic_Is_On boolean No
Plant_Cinematic_Is_On boolean No
plantcinendhidden group No
Plantcinhiddenunit group No
Power_Slam_Ability_Level integer No
Power_Slam_Base_Chance real No
Power_Slam_Caster unit No
Power_Slam_Damage real No
Power_Slam_Damage_Multiplier real No
Power_Slam_Dummy_Ability abilcode No
Power_Slam_Location location No
Power_Slam_Owner player No
Power_Slam_Strength integer No
Power_Slam_Target unit No
Power_Slam_Total_Chance real No
PR_Ability_Level integer No
PR_Atribute integer No
PR_Caster unit No
PR_Caster_Loc location No
PR_Damage real No
PR_Damage_Factor real No
PR_Dummy_Ability abilcode No
PR_Target unit No
PR_Target_Loc location No
PR_Target_Mana real No
Questgate quest No
Questgatereq1 questitem No
Questgatereq2 questitem No
Questgatereq3 questitem No
Questgatereq4 questitem No
QuestgaterqSURVIVE1 questitem No
QuestPlant quest No
Questplantreq1 questitem No
QuestSwamp quest No
Questswampreq1 questitem No
Questswampreq2 questitem No
QuestswamprqSURVIVE1 questitem No
Reflect_Users group No
Returning_to_normal_fly_height group No
RS_Angle real Yes
RS_Boolean boolean Yes
RS_Caster unit Yes
RS_CurDis real Yes
RS_Damage real Yes
RS_Index integer Yes
RS_LevelA integer Yes
RS_Loc location Yes
RS_MaxD real Yes
RS_MaxH real Yes
RS_Player player Yes
RS_Real real Yes
RS_Speed real Yes
RS_Target unit Yes
S_caster unit Yes
S_dummy unit Yes
S_dummypoint location No
S_index1 integer Yes
S_index2 integer No
S_index3 integervar No
S_index_max integer No
S_index_size integer No
S_pause boolean Yes
S_speed real Yes
S_stopduration real Yes
S_stopgroup group Yes
S_targetpoint location No
SandStorm group No
Save integer Yes
SaveCount integer No
SaveLoad_Abilities abilcode Yes
SaveLoad_Abilities_LastIndex integer No
SaveLoad_Alphabet string No
SaveLoad_CaseSensitive boolean No
SaveLoad_Compress integer Yes
SaveLoad_Heroes unitcode Yes
SaveLoad_Heroes_LastIndex integer No
SaveLoad_Initialized boolean No
SaveLoad_Items itemcode Yes
SaveLoad_Items_LastIndex integer No
SaveLoad_Uncompress integer Yes
SaveLoad_UsePlayername boolean No
SaveText string Yes
SD_Caster unit Yes
SD_Damage real Yes
SD_DamageEffect string Yes
SD_Index integer Yes
SD_LightningEffect lightning Yes
SD_MaxDistance real Yes
SD_Off boolean Yes
SD_TargetedUnit unit Yes
SD_Timer real Yes
SD_TimeToDoDamage real Yes
selectedtrollfinish1 group No
selectedtrollstart1 group No
selectedunitstree1 group No
selectedunitstree2 group No
selectspider1 group No
Selectunitorcdoor1 group No
selectunitplantbossend1 group No
selectunitsplantbossopen1 group No
Sepharic_Star_Hashtable hashtable No
Sepharic_Star_Speed integer No
SES_Index integer Yes
SES_Off boolean Yes
SES_SpecialEffect effect Yes
SES_Timer real Yes
SF integervar No
SF_AoE real No
SF_Caster unit No
SF_CastNumber integer No
SF_ChainProc integer No
SF_Hero unit Yes
SF_Integer integervar Yes
SF_Loc location Yes
SF_Loc1 location Yes
SF_Off boolean Yes
SF_Real real No
SF_Switch integer No
SF_Time real Yes
Sinister_Strike_Ability_Level integer No
Sinister_Strike_Atribute integer No
Sinister_Strike_Base_Chance real No
Sinister_Strike_Bonus_Armor integer No
Sinister_Strike_Caster unit No
Sinister_Strike_Damage_Factor real No
Sinister_Strike_Dummy_Ability abilcode No
Sinister_Strike_Dummy_Ability2 abilcode No
Sinister_Strike_Location location No
Sinister_Strike_Normal_Armor integer No
Sinister_Strike_Owner player No
Sinister_Strike_Target unit No
Sinister_Strike_Total_Chance real No
Sinister_Strike_Total_Damage real No
Spell__Ability abilcode No
Spell__Caster unit No
Spell__CasterOwner player No
Spell__CastPoint location No
Spell__Channeling boolean No
Spell__Completed boolean No
Spell__DummyOwner player No
Spell__DummyType unitcode No
Spell__Duration real No
Spell__Expired boolean No
Spell__Filter_AllowAlly boolean No
Spell__Filter_AllowDead boolean No
Spell__Filter_AllowEnemy boolean No
Spell__Filter_AllowFlying boolean No
Spell__Filter_AllowHero boolean No
Spell__Filter_AllowLiving boolean No
Spell__Filter_AllowMagicImmune boolean No
Spell__Filter_AllowMechanical boolean No
Spell__Filter_AllowNonHero boolean No
Spell__Filter_AllowStructure boolean No
Spell__Hash hashtable No
Spell__Index integer No
Spell__InRange real No
Spell__InRangeCount integer No
Spell__InRangeGroup group No
Spell__InRangePoint location No
Spell__InRangeUnits unit Yes
Spell__Interval real No
Spell__Level integer No
Spell__LevelMultiplier real No
Spell__Running boolean No
Spell__Target unit No
Spell__TargetGroup group No
Spell__TargetPoint location No
Spell__Time real No
Spell__Trigger_OnCast trigger No
Spell__Trigger_OnChannel trigger No
Spell__Trigger_OnEffect trigger No
Spell__Trigger_OnFinish trigger No
Spell__Trigger_OnLoop trigger No
Spell__UseTargetGroup boolean No
Spell__WakeTargets boolean No
Spell_i_AllowAlly boolean Yes
Spell_i_AllowDead boolean Yes
Spell_i_AllowEnemy boolean Yes
Spell_i_AllowFlying boolean Yes
Spell_i_AllowHero boolean Yes
Spell_i_AllowLiving boolean Yes
Spell_i_AllowMagicImmune boolean Yes
Spell_i_AllowMechanical boolean Yes
Spell_i_AllowNonHero boolean Yes
Spell_i_AllowStructure boolean Yes
Spell_i_Caster unit Yes
Spell_i_Channeling boolean Yes
Spell_i_Completed boolean Yes
Spell_i_Duration real Yes
Spell_i_EventType integer Yes
Spell_i_GroupN integer No
Spell_i_GroupStack group Yes
Spell_i_Head integer Yes
Spell_i_Instances integer No
Spell_i_LastTime real Yes
Spell_i_Level integer Yes
Spell_i_Linked boolean Yes
Spell_i_OnCastStack trigger Yes
Spell_i_OnChannelStack trigger Yes
Spell_i_OnEffectStack trigger Yes
Spell_i_OnFinishStack trigger Yes
Spell_i_OnLoopStack trigger Yes
Spell_i_PreloadDummy unit No
Spell_i_Recycle integer No
Spell_i_RecycleList integer Yes
Spell_i_Stack integer Yes
Spell_i_StackN integer No
Spell_i_StackRef integer Yes
Spell_i_Target unit Yes
Spell_i_TargetGroup group Yes
Spell_i_TargetX real Yes
Spell_i_TargetY real Yes
Spell_i_Time real Yes
Spell_i_Timer timer No
Spell_i_UseTG boolean Yes
SpellLevel integer No
Spider_Cinematic_Is_On boolean No
spiderboss unit No
SR_Angle real Yes
SR_Boolean boolean Yes
SR_Caster unit Yes
SR_Duration real Yes
SR_Group group Yes
SR_Index integer Yes
SR_Loc location Yes
SR_Projectile unit Yes
SR_WaitCounter real Yes
ST_Angle real No
ST_Aoe real Yes
ST_AoeBase real No
ST_AoePerLevel real No
ST_BarrierModel string No
ST_BarrierSpaceTaken real No
ST_Core unit Yes
ST_CurrentLightningEffect lightning Yes
ST_DissappearenceSFX string No
ST_DummyType unitcode No
ST_EffectScalingSpawn real No
ST_HealthPenaltyPerSecond real No
ST_Index integervar No
ST_LightningBlue real No
ST_LightningEffect string No
ST_LightningGreen real No
ST_LightningRed real No
ST_LightningZ real No
ST_MaxIndex integer No
ST_OriginalCaster unit Yes
ST_SecondaryIndex integervar No
ST_SpawnSFX string No
ST_SpecialEffect effect Yes
ST_Spell abilcode No
ST_StageID integer Yes
ST_TempGroup group No
ST_TempInteger integer No
ST_TempPoint location No
ST_TempPoint2 location No
ST_TempReal real No
ST_TempUnit unit No
ST_TempUnit2 unit No
ST_TempUnit3 unit No
ST_TempX real No
ST_TempX2 real No
ST_TempY real No
ST_TempY2 real No
ST_TempZ real No
ST_TempZ2 real No
ST_TetherDurationBase real No
ST_TetherDurationPerLevel real No
ST_TetherModel string No
ST_TriggeringHealthPercent real No
ST_UndeadDuration real Yes
ST_UndeadDurationBase real No
ST_UndeadDurationPerLevel real No
ST_UnitIDStorage unit No
ST_UnitIndex unit Yes
ST_UnitTransparency real No
Surging_Pulse_Caster_Loc location No
Surging_Pulse_Formula real No
Surging_Pulse_Location location No
Surging_Pulse_Loop integer No
Surging_Pulse_Loop_Location location No
Surging_Pulse_Owner player No
SystemPoint location Yes
SystemUnitGroup group Yes
TA_BaseChance integer No
TA_BaseDamage real No
TA_ChanceGrowth integer No
TA_DamageGrowth real No
TA_Levels integer No
TA_SFX string No
TA_ThornEffect location No
TA_ThornSpawn location No
Target_Dummy unit No
Temp_Group group No
Temp_Group_1 group No
Temp_Group_2 group No
Temp_Lightning lightning No
Temp_Loc_1 location No
Temp_Loc_2 location No
Temp_Loc_3 location No
Temp_Point location No
Temp_Point_2 location No
Temp_Real_1 real No
Temp_Real_2 real No
Temp_Real_3 real No
Temp_Unit_1 unit No
Temp_Unit_2 unit No
Temp_Unit_3 unit No
Temp_Unit_4 unit No
TempDest destructable No
TempGroup group No
TempHandle handle No
TempInteger integer No
TempItem item No
TempItemType itemcode No
TempLoc location No
TempPoint location No
TempPoint2 location No
TempPoint3 location No
temppointnature location No
tempSESSpecialEffect effect No
tempSESTimer real No
TempUnit unit No
TempUnit2 unit No
TextFileName string No
Thorn_Dummy unit No
timmyreleased boolean No
TK_AttackType attacktype No
TK_DamageType damagetype No
TK_FlyingUnits group No
TK_FSpeed real Yes
TK_HDmgInPercIncreasement real No
TK_HDmgInPercStart real No
TK_Hero unit Yes
TK_ImpactDmgIncreasement real No
TK_ImpactDmgStart real No
TK_ImpactSFX string No
TK_Integers integer Yes
TK_Interval real Yes
TK_Level integer Yes
TK_LiftSFX string No
TK_LiftSFXTimer real No
TK_LsfxT real Yes
TK_MaxHeight real Yes
TK_MaxHeightIncreasement real No
TK_MaxHeightStart real No
TK_MinHeightIncreasement real No
TK_MinHeightStart real No
TK_Pause boolean No
TK_Speed real No
TK_SpeedVariationPerc real No
TK_SpellAoEIncreasement real No
TK_SpellAoEStart real No
TK_StartSFX string No
TK_TempPoint location Yes
TK_Unit unit Yes
TK_UnitGroup group No
TomeAgility integer Yes
TomeHealth integer Yes
TomeIntelligence integer Yes
TomeStrength integer Yes
TP_A_down_height_min real No
TP_A_infinity_longs boolean Yes
TP_A_Only_Top boolean No
TP_A_Only_Top_ex boolean Yes
TP_A_Pan_Camera boolean No
TP_A_Pan_Camera_ex boolean Yes
TP_A_Pan_Camera_Time real No
TP_A_Pan_Camera_Time_ex real Yes
TP_A_player player No
TP_A_point_create location No
TP_A_point_destination location No
TP_A_size real No
TP_A_time_before_created real No
TP_A_time_closing real No
TP_A_time_life real No
TP_A_time_opening real No
TP_A_top_height_max real No
TP_A_top_height_min real No
TP_A_two_directions boolean No
TP_accelerate real No
TP_accelerate_ex real Yes
TP_angle real No
TP_angle_ex real Yes
TP_distance real No
TP_distance_current real Yes
TP_distance_max real Yes
TP_DOWN_1_effect effect Yes
TP_DOWN_2_effect effect Yes
TP_down_height_min_ex real Yes
TP_dummy_down_model string No
TP_dummy_down_model_ex string Yes
TP_dummy_down_size real No
TP_dummy_down_size_ex real Yes
TP_dummy_top_model string No
TP_dummy_top_model_ex string Yes
TP_dummy_top_size real No
TP_dummy_top_size_ex real Yes
TP_dummy_type unitcode No
TP_E_eff_constant string No
TP_E_eff_constant_ex effect Yes
TP_E_eff_constant_ex2 effect Yes
TP_E_eff_create_finish string No
TP_E_eff_create_finish_ex string Yes
TP_E_eff_create_start string No
TP_E_eff_create_start_ex string Yes
TP_E_eff_dissapear_finish string No
TP_E_eff_dissapear_finish_ex string Yes
TP_E_eff_dissapear_start string No
TP_E_eff_dissapear_start_ex string Yes
TP_E_eff_unit_move string No
TP_E_eff_unit_move2 string No
TP_E_eff_unit_move2_ex string Yes
TP_E_eff_unit_move_ex string Yes
TP_fly_height real No
TP_fly_heights real Yes
TP_get_X real Yes
TP_get_Y real Yes
TP_Go_go_missile boolean No
TP_Go_go_missile_ex boolean Yes
TP_go_X real Yes
TP_go_Y real Yes
TP_i integer Yes
TP_i_last integer No
TP_index integer No
TP_life_timer_is_expired boolean Yes
TP_loop_interval real No
TP_Max_Size integer No
TP_missile unit Yes
TP_missile_eff effect Yes
TP_missile_gfx string No
TP_missile_gfx_ex string Yes
TP_missile_scale real No
TP_missile_scale_ex real Yes
TP_move_units_now boolean Yes
TP_move_units_now_2 boolean Yes
TP_Movement_type integer No
TP_player_ex player Yes
TP_point_temp location No
TP_point_temp2 location No
TP_portal_created_ex boolean Yes
TP_Potral_Index integer Yes
TP_Potral_Number integer Yes
TP_real real No
TP_Recently_Teleported group No
TP_Recently_Teleported_time real Yes
TP_seconds_to_reach real No
TP_size_ex real Yes
TP_slow_time_factor real No
TP_slow_time_factor_ex real Yes
TP_slow_time_finished_ex boolean Yes
TP_slow_time_place real No
TP_slow_time_place_ex real Yes
TP_slow_time_started_ex boolean Yes
TP_slow_time_width real No
TP_slow_time_width_ex real Yes
TP_speed real No
TP_speed_ex real Yes
TP_speed_up real No
TP_t_activated boolean Yes
TP_t_activated_2 boolean Yes
TP_t_down unit Yes
TP_t_down2 unit Yes
TP_t_is_busy1 boolean Yes
TP_t_is_busy2 boolean Yes
TP_t_top unit Yes
TP_t_top2 unit Yes
TP_t_unbusy1 boolean Yes
TP_t_unbusy2 boolean Yes
TP_t_unbusy_timer1 real Yes
TP_t_unbusy_timer2 real Yes
TP_teleported_unit unit Yes
TP_TEMP_LOOP integer No
TP_TEMP_POINT_0 location No
TP_TEMP_POINT_1 location No
TP_TEMP_POINT_2 location No
TP_this_is_not_portal boolean Yes
TP_time_before_create_ex real Yes
TP_time_closing_ex real Yes
TP_time_life_ex real Yes
TP_time_opening_ex real Yes
TP_time_to_move real Yes
TP_time_to_move_2 real Yes
TP_TOP_1_effect effect Yes
TP_TOP_2_effect effect Yes
TP_top_height_max_ex real Yes
TP_top_height_min_ex real Yes
TP_Transparecy_down real No
TP_Transparecy_down_ex real Yes
TP_Transparecy_top real No
TP_Transparecy_top_ex real Yes
TP_turn_on boolean Yes
TP_turn_on_2 boolean Yes
TP_two_directions_ex boolean Yes
TP_x1 real Yes
TP_x2 real Yes
TP_y1 real Yes
TP_y2 real Yes
Tree_Cinematic_Is_On boolean No
TrollEnd_Cinematic_Is_On boolean No
trollendhiddenunit group No
TrollOpen_Cinematic_Is_On boolean No
Trollstarthidden group No
UC_Counter integer Yes
UC_Groups group Yes
UC_Inv boolean Yes
UC_SETTINGS_AreaOfEffect real Yes
UC_SETTINGS_Collosion boolean No
UC_SETTINGS_DestroyTrees_Dash boolean No
UC_SETTINGS_Invulnerable boolean No
UC_SETTINGS_Speed real No
UC_Target unit No
UC_TempPoint location Yes
UDex integer No
UDexGen integer No
UDexNext integer Yes
UDexPrev integer Yes
UDexRecycle integer No
UDexUnits unit Yes
UDexWasted integer No
UnitIndexerEnabled boolean No
UnitIndexEvent real No
UnitsHidden boolean No
Validate boolean No
VL_Ability abilcode No
VL_AbilityCurse abilcode No
VL_AbilityHeal abilcode No
VL_AoE real Yes
VL_Buff buffcode No
VL_C_Amount integer No
VL_C_Even real No
VL_C_GrowRate real Yes
VL_C_GrowTime real No
VL_C_MoveRate real Yes
VL_C_SFX string No
VL_C_Speed real No
VL_CurrentAoE real Yes
VL_Debuff buffcode No
VL_Degree real No
VL_DummyCaster unit No
VL_Duration real Yes
VL_L lightning Yes
VL_L_Amount integer No
VL_L_CheckSFX boolean Yes
VL_L_Counter real Yes
VL_L_Direction real No
VL_L_Distance real No
VL_L_Duration real No
VL_L_Height real No
VL_L_ID integer No
VL_L_SFX lightningtype No
VL_L_SFX_EndPoint string No
VL_MaxLevel integer No
VL_SFX string No
VL_TempInt integervar No
VL_TempLoc location No
VL_TempReal real No
VL_TempUnit unit No
WaterWaves group No
WhirlPools group No
WoS_Angle real Yes
WoS_AttackEffect string Yes
WoS_AttackRange real Yes
WoS_AttackTimer real Yes
WoS_Caster unit Yes
WoS_Damage real Yes
WoS_Index integer Yes
WoS_MaxSpeed real Yes
WoS_Off boolean Yes
WoS_OnAttackSpeedDecrease real Yes
WoS_ShadowEffect string Yes
WoS_ShadowEffectCreatingDelay real Yes
WoS_ShadowEffectDuration real Yes
WoS_ShadowEffectTimer real Yes
WoS_Speed real Yes
WoS_SpeedIncreasement real Yes
WoS_SpellDuration real Yes
WoS_TargetedUnit unit Yes
WS integervar No
WS_Angle real Yes
WS_Caster unit Yes
WS_CastNumber integer No
WS_Chance integer No
WS_Distance real Yes
WS_Dummie unit Yes
WS_Effect1 unit Yes
WS_Effect2 unit Yes
WS_Effect3 unit Yes
WS_Off boolean Yes
WS_Point location Yes
WS_Speed real Yes
WS_Switch integer No
zzselectedunitbandit1 group No
zzselectedunitbandit2 group No
zzselectedunitfrog1 group No
zzselectedunitfrog2 group No
zzselectedunitgate1 group No
zzselectedunitgate2 group No
zzselectedunitplantend1 group No
zzselectedunitplantend2 group No
zzselectedunitplantstart1 group No
zzselectedunitplantstart2 group No
zzselectedunitspider1 group No
zzselectedunitspider2 group No
zzselectedunitstree1 group No
zzselectedunitstree2 group No
zzselectedunittrollend1 group No
zzselectedunittrollend2 group No
zzselectedunittrollstart1 group No
zzselectedunittrollstart2 group No
zzTestReal real No
Start
  Events
    Map initialization
  Conditions
  Actions
    -------- Boolean Skip --------
    Set VariableSet Opening_Cinematic_Is_On = False
    Set VariableSet Tree_Cinematic_Is_On = False
    Set VariableSet Plant_Cinematic_Is_On = False
    Set VariableSet PlanDie_Cinematic_Is_On = False
    Set VariableSet OrcDoor_Cinematic_Is_On = False
    Set VariableSet TrollOpen_Cinematic_Is_On = False
    Set VariableSet TrollEnd_Cinematic_Is_On = False
    Set VariableSet Spider_Cinematic_Is_On = False
    Set VariableSet LeaveCave_Cinematic_Is_On = False
    Set VariableSet Frog_Cinematic_Is_On = False
    Set VariableSet MeetBandit_Cinematic_Is_On = False
    Set VariableSet Ending_Cinematic_Is_On = False
    Game - Hide creep camps on the minimap.
    Set VariableSet KurdranHERO = Gryphon Rider 0000 <gen>
    Set VariableSet DanathHERO = Alliance Lieutenant 0001 <gen>
    Set VariableSet HeroLoadedornew = False
    Set VariableSet insanemodeactivated = False
    Set VariableSet Dfficultychosen = False
    Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
    Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision
    -------- starting mana heroes --------
    Unit - Set mana of KurdranHERO to 100%
    Unit - Set mana of DanathHERO to 100%
    -------- Quest Settings --------
    -------- Main --------
    Quest - Create a Required quest titled Liberation with the description Word of the arrival of the Horde must reach the Human nations. In order to get to to nearest settlement, Nethergarde Keep, Danath and Kurdran will need to traverse the Swamp of Sorrow., using icon path ReplaceableTextures\WorldEditUI\Doodad-Environment.blp
    Set VariableSet QuestSwamp = (Last created quest)
    Quest - Create a quest requirement for QuestSwamp with the description Escape from the Swamp of Sorrow
    Set VariableSet Questswampreq1 = (Last created quest requirement)
    Quest - Create a quest requirement for QuestSwamp with the description Danath and Kurdran must survive
    Set VariableSet QuestswamprqSURVIVE1 = (Last created quest requirement)
    -------- Main-Orc gate --------
    Quest - Create a Required, undiscovered quest titled Unfastening the Bolts with the description The Orcs have constructed a gate to prevent any survivors from gaining freedom. There must be a means to unlock the gate., using icon path ReplaceableTextures\CommandButtons\BTNReinforcedBurrows.blp
    Set VariableSet Questgate = (Last created quest)
    Quest - Create a quest requirement for Questgate with the description Seek aid in infiltrating the Orc base
    Set VariableSet Questgatereq1 = (Last created quest requirement)
    Quest - Create a quest requirement for Questgate with the description Danath and Kurdran must survive
    Set VariableSet QuestgaterqSURVIVE1 = (Last created quest requirement)
    -------- Plant --------
    Quest - Create a Optional, undiscovered quest titled Green Hindrance with the description The way forward is blocked by plant-like monsters. Eliminating the overmind that is controlling the nearby green growth may solve this problem., using icon path ReplaceableTextures\CommandButtons\BTNShimmerWeed.blp
    Set VariableSet QuestPlant = (Last created quest)
    Quest - Create a quest requirement for QuestPlant with the description Destroy the Fungovor
    Set VariableSet Questplantreq1 = (Last created quest requirement)
    -------- HIde units --------
    -------- frogs --------
    Unit - Hide Danath Trollbane 0125 <gen>
    Unit - Hide Kurdran Wildhammer 0190 <gen>
    Unit - Hide Sky'ree 0193 <gen>
    Unit - Hide Danath Trollbane end 0246 <gen>
    Unit - Hide Sky'ree end 0248 <gen>
    Unit - Hide Kurdran Wildhammer end 0247 <gen>
    -------- critters --------
    Unit - Hide Stag 0202 <gen>
    Unit - Hide Rabbit 0201 <gen>
    Unit - Hide Raccoon 0199 <gen>
    Unit - Hide Chicken 0198 <gen>
    Unit - Hide Pig 0203 <gen>
    -------- boats --------
    Unit - Hide Toy Boat 0118 <gen>
    -------- boss --------
    Unit - Hide Corrupted Tree Golem 0086 <gen>
    -------- Set Alliances --------
    -------- Treating Teal --------
    Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision
    Player - Make Player 10 (Light Blue) treat Player 3 (Teal) as an Ally
    Player - Make Player 7 (Green) treat Player 3 (Teal) as an Ally
    -------- Treating Blue --------
    Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
    Player - Make Player 7 (Green) treat Player 2 (Blue) as an Ally
    Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Ally
    -------- Treating Light Blue --------
    Player - Make Player 2 (Blue) treat Player 10 (Light Blue) as an Ally
    Player - Make Player 3 (Teal) treat Player 10 (Light Blue) as an Ally
    -------- Treating Red --------
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally
    -------- Green --------
    Player - Make Player 2 (Blue) treat Player 7 (Green) as an Ally
    Player - Make Player 3 (Teal) treat Player 7 (Green) as an Ally
    -------- Lightblue/Red --------
    Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Ally
    Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Ally
    -------- Lightblue/Grey --------
    Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Ally
    Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally
    -------- Invulnerable --------
    Unit - Make Shadow Hunter 0124 <gen> Invulnerable
    Unit - Make Danath Trollbane end 0246 <gen> Invulnerable
    Unit - Make Sky'ree end 0248 <gen> Invulnerable
    Unit - Make Kurdran Wildhammer end 0247 <gen> Invulnerable
    Unit - Make Strange Tree 0261 <gen> Invulnerable
    Unit - Make Mammoth Toad 0088 <gen> Invulnerable
    Unit - Make Toy Boat 0219 <gen> Invulnerable
    Unit - Make Guillotine 0120 <gen> Invulnerable
    Destructible - Make Iron Gate 0763 <gen> Invulnerable
    -------- Bridge HP (REMOVED) --------
    Destructible - Make Rolling Stone Door 2380 <gen> Invulnerable
    -------- Hero XP --------
    Hero - Make Player 2 (Blue) Heroes gain 73.00% experience from future kills
    Hero - Make Player 3 (Teal) Heroes gain 73.00% experience from future kills
    -------- AI HEROES --------
    Hero - Make Player 7 (Green) Heroes gain 0.00% experience from future kills
    Hero - Make Player 1 (Red) Heroes gain 0.00% experience from future kills
    Hero - Make Player 4 (Purple) Heroes gain 0.00% experience from future kills
    Hero - Learn skill for Bandit Lord 0085 <gen>: Sleep
    Hero - Learn skill for Bandit Lord 0085 <gen>: Healing Wave
Start cin
  Events
  Conditions
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn subtitle display override On
    Cinematic - Disable user control for (All players).
    Sound - Set Ambient Sounds to 0.00%
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Set Combat Sounds to 27.00%
    Sound - Set Fire Sounds to 0.00%
    Environment - Set sky to Felwood Sky
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 1000, z-end 7000.00, density 0 and color (50.00%, 100%, 50.00%)
    Trigger - Run Swamp_Opening_Cin <gen> (checking conditions)
Difficulty
  Events
  Conditions
  Actions
    Unit - Pause all units
    Wait 4.00 seconds
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 30.00 seconds the text: You can now select a difficulty. Type -insane, -normal, or -easy depending on your preferences.
    Game - Display to (All players) for 30.00 seconds the text:
    Game - Display to (All players) for 30.00 seconds the text: The game is designed for insane mode, that is, to be very challenging. Normal mode and easy mode are included so people do not need to cheat in order to win, but keep in mind the difficulty changes could produce unexpected bugs.
    Game - Display to (All players) for 30.00 seconds the text:
    Game - Display to (All players) for 30.00 seconds the text: Legendary items are only available on insane mode.
    Game - Display to (All players) for 30.00 seconds the text:
    Game - Display to (All players) for 30.00 seconds the text: The game is designed to be played by two players.
    Game - Display to (All players) for 30.00 seconds the text:
    Set VariableSet HeroLoadedornew = True
Danath Lock level
  Events
    Unit - A unit owned by Player 3 (Teal).Gains a level
  Conditions
    (Hero level of (Leveling Hero)) Equal to 5
    (Unit-type of (Leveling Hero)) Equal to Alliance Lieutenant
  Actions
    Hero - Disable experience gain for (Leveling Hero).
Kurdran Lock level
  Events
    Unit - A unit owned by Player 2 (Blue).Gains a level
  Conditions
    (Hero level of (Leveling Hero)) Equal to 5
    (Unit-type of (Leveling Hero)) Equal to Gryphon Rider
  Actions
    Hero - Disable experience gain for (Leveling Hero).
Easy Mode
  Events
    Player - Player 2 (Blue) types a chat message containing -Easy (stringnoformat) as An exact match
  Conditions
    HeroLoadedornew Equal to True
    Dfficultychosen Equal to False
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Player - Set Player 7 (Green) handicap to 33.00%
    Player - Set Player 8 (Pink) handicap to 33.00%
    Player - Set Player 9 (Gray) handicap to 33.00%
    Player - Set Player 11 (Dark Green) handicap to 33.00%
    Player - Set Neutral Hostile handicap to 33.00%
    Set VariableSet Dfficultychosen = True
    Trigger - Run Start_cin <gen> (checking conditions)
Normal Mode
  Events
    Player - Player 2 (Blue) types a chat message containing -Normal (stringnoformat) as An exact match
  Conditions
    HeroLoadedornew Equal to True
    Dfficultychosen Equal to False
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Player - Set Player 7 (Green) handicap to 66.00%
    Player - Set Player 8 (Pink) handicap to 66.00%
    Player - Set Player 9 (Gray) handicap to 66.00%
    Player - Set Player 11 (Dark Green) handicap to 66.00%
    Player - Set Neutral Hostile handicap to 66.00%
    Set VariableSet Dfficultychosen = True
    Trigger - Run Start_cin <gen> (checking conditions)
Insane Mode
  Events
    Player - Player 2 (Blue) types a chat message containing -Insane (stringnoformat) as An exact match
  Conditions
    HeroLoadedornew Equal to True
    Dfficultychosen Equal to False
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Set VariableSet Dfficultychosen = True
    Set VariableSet Insanemodeactivated = True
    Trigger - Run Start_cin <gen> (checking conditions)
Music Felwood INITIAL
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Sound - Play 19_Felwood <gen>
Music Felwood trigger
  Events
    Time - Every 158.00 seconds of game time
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 5.00 seconds
    Sound - Play 19_Felwood <gen>
Music Tanaris Trigger
  Events
    Time - Every 153.00 seconds of game time
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 5.00 seconds
    Sound - Play 21_Tanaris <gen>
Single Player share
  Events
    Map initialization
  Conditions
    (Player 3 (Teal) slot status) Not equal to Is playing
  Actions
    Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
Blue leaves
  Events
    Player - Player 2 (Blue) leaves the game
  Conditions
  Actions
    Game - Grant shared vision and full shared unit control of Player 2 (Blue) units with his/her allies
Teal leaves
  Events
    Player - Player 3 (Teal) leaves the game
  Conditions
  Actions
    Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
Defeat Blue
  Events
    Unit - A unit owned by Player 2 (Blue).Dies
  Conditions
    (Dying unit) Equal to KurdranHERO
  Actions
    Trigger - Turn off (This trigger)
    Unit - Pause all units
    Game - Display to (All players) for 5.00 seconds the text: |cffffcc00MAIN QUEST FAILED|r
    Sound - Play QuestFailed <gen>
    Cinematic - Fade out over 5.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 5.00 seconds
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
Defeat Blue Frog
  Events
    Unit - A unit owned by Player 2 (Blue).Dies
  Conditions
    (Dying unit) Equal to Kurdran Wildhammer 0190 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Unit - Pause all units
    Game - Display to (All players) for 5.00 seconds the text: |cffffcc00MAIN QUEST FAILED|r
    Sound - Play QuestFailed <gen>
    Cinematic - Fade out over 5.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 5.00 seconds
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
Defeat Teal
  Events
    Unit - A unit owned by Player 3 (Teal).Dies
  Conditions
    (Dying unit) Equal to DanathHERO
  Actions
    Trigger - Turn off (This trigger)
    Unit - Pause all units
    Game - Display to (All players) for 5.00 seconds the text: |cffffcc00MAIN QUEST FAILED|r
    Sound - Play QuestFailed <gen>
    Cinematic - Fade out over 5.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 5.00 seconds
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
Defeat Teal Frog
  Events
    Unit - A unit owned by Player 3 (Teal).Dies
  Conditions
    (Dying unit) Equal to Danath Trollbane 0125 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Unit - Pause all units
    Game - Display to (All players) for 5.00 seconds the text: |cffffcc00MAIN QUEST FAILED|r
    Sound - Play QuestFailed <gen>
    Cinematic - Fade out over 5.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 5.00 seconds
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
prevent high
  Events
    Unit - A unit Gains a level
  Conditions
    (Hero level of (Leveling Hero)) Equal to 6
  Actions
    Hero - Set (Leveling Hero) Hero-level to 5, Hide level-up graphics
    Hero - Disable experience gain for (Leveling Hero).
Copy and Paste Custom Script Code into each map in order for the triggers to work (click on the map name up the top and copy/paste)
Set Variables
  Events
  Conditions
  Actions
    Set VariableSet InitTrigger = Difficulty <gen>
    Set VariableSet TextFileName = BDP04
    -------- Save --------
    Set VariableSet HeroToSave[1] = DanathHERO
    Set VariableSet HeroToSave[2] = KurdranHERO
    Set VariableSet NumHeroesToSave = 2
    -------- Load --------
    Set VariableSet HeroToLoad[1] = DanathHERO
    Set VariableSet HeroToLoad[2] = KurdranHERO
    Set VariableSet NumHeroesToLoad = 2
    -------- Set Players --------
    Set VariableSet P1 = Player 3 (Teal)
    Set VariableSet P2 = Player 2 (Blue)
Hero abilities to be saved
Set Hero Abilities
  Events
  Conditions
  Actions
    -------- Hero 1 Abilities --------
    Set VariableSet HeroFirstAbility[1] = Unexpected Charge
    Set VariableSet HeroSecondAbility[1] = Fury Peak
    Set VariableSet HeroThirdAbility[1] = Battle Focus
    Set VariableSet HeroFourthAbility[1] = Storming Flame (Fire)
    Set VariableSet HeroFifthAbility[1] = Power Slam
    -------- Hero 2 Abilities --------
    Set VariableSet HeroFirstAbility[2] = Storm Rotation
    Set VariableSet HeroSecondAbility[2] = Lightning Field
    Set VariableSet HeroThirdAbility[2] = Surging Pulse
    Set VariableSet HeroFourthAbility[2] = Energizing Presence
    Set VariableSet HeroFifthAbility[2] = Voltage Overload
This may cause problems if two heroes have the same ability
Load Hero Abilities
  Events
  Conditions
  Actions
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Unexpected Charge
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Storm Rotation
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Fury Peak
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Lightning Field
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Battle Focus
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Surging Pulse
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Storming Flame (Fire)
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Energizing Presence
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Power Slam
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Voltage Overload
"Save and End Game" is to be run when map is won
Save Heroes
  Events
  Conditions
  Actions
    Set VariableSet currentHerotoSave = (currentHerotoSave + 1)
    -------- Generate Password --------
    Set VariableSet SaveCount = 1
    Unit Group - Pick every unit in (Units of type (Unit-type of HeroToSave[currentHerotoSave])) and do (Actions)
      Loop - Actions
        -------- Hero Level --------
        Set VariableSet Save[SaveCount] = (Hero level of HeroToSave[currentHerotoSave])
        -------- How many items does he carry --------
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = (Number of items carried by (Picked unit))
        -------- Add all items --------
        For each (Integer A) from 1 to 6, do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Item carried by (Picked unit) in slot (Integer A)) is owned) Equal to True
              Then - Actions
                -------- The actual item --------
                Set VariableSet SaveCount = (SaveCount + 1)
                Set VariableSet TempItem = (Item carried by (Picked unit) in slot (Integer A))
                Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
              Else - Actions
        -------- Hero Stats (Tome Count) --------
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = TomeStrength[currentHerotoSave]
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = TomeAgility[currentHerotoSave]
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = TomeIntelligence[currentHerotoSave]
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = TomeHealth[currentHerotoSave]
        -------- Hero Abilities --------
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = (Level of HeroFirstAbility[currentHerotoSave] for HeroToSave[currentHerotoSave])
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = (Level of HeroSecondAbility[currentHerotoSave] for HeroToSave[currentHerotoSave])
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = (Level of HeroThirdAbility[currentHerotoSave] for HeroToSave[currentHerotoSave])
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = (Level of HeroFourthAbility[currentHerotoSave] for HeroToSave[currentHerotoSave])
    -------- Turn values into code --------
    Custom script: set udg_Code = SaveLoad_Encode()
    Set VariableSet SaveText[currentHerotoSave] = (-load + Code)
    -------- Save Hero Code to Text File --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        currentHerotoSave Equal to NumHeroesToSave
      Then - Actions
        Custom script: call CreateTextFile(udg_Code)
      Else - Actions
Load Heroes
  Events
    Player - Player 1 (Red) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 9 (Gray) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 10 (Light Blue) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 11 (Dark Green) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 12 (Brown) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 1 (Red) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -new (stringnoformat) as An exact match
  Conditions
  Actions
    -------- NEW HERO --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entered chat string) Equal to -new
      Then - Actions
        Trigger - Turn off (This trigger)
        Wait 0.10 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            currentHerotoLoad Less than NumHeroesToLoad
          Then - Actions
            Set VariableSet currentHerotoLoad = (currentHerotoLoad + 1)
            Quest - Display to (All players) the Hint message: (Type -load CODE to load + ((Proper name of HeroToLoad[currentHerotoLoad]) + , or -new if you don't have a code))
            Trigger - Turn on (This trigger)
            Skip remaining actions
          Else - Actions
            Trigger - Turn off (This trigger)
            Wait 3.00 seconds
            Unit - Unpause all units
            Trigger - Run InitTrigger (checking conditions)
            Skip remaining actions
      Else - Actions
    -------- VALIDATE CODE --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
        (Length of (Entered chat string)) Greater than 6
      Then - Actions
        -------- Try to decode what was typed --------
        Set VariableSet Code = (Substring((Entered chat string), 7, (Length of (Entered chat string))))
        Custom script: set udg_Validate = SaveLoad_Decode( udg_Code )
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Validate Equal to False
          Then - Actions
            -------- Invalid code --------
            Game - Display to (All players) the text: Code INVALID
            Skip remaining actions
          Else - Actions
      Else - Actions
        Game - Display to (All players) the text: Code INVALID
        Skip remaining actions
    -------- LOAD HERO --------
    Trigger - Turn off (This trigger)
    Unit - Unpause all units
    Set VariableSet TempUnit = HeroToLoad[currentHerotoLoad]
    -------- Hero Level --------
    Set VariableSet SaveCount = 1
    Quest - Display to (All players) the Quest Update message: (String(Save[SaveCount]))
    Hero - Set HeroToLoad[currentHerotoLoad] Hero-level to Save[SaveCount], Hide level-up graphics
    Set VariableSet SaveCount = (SaveCount + 1)
    -------- ----------------- --------
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Set VariableSet SaveCount = (SaveCount + 1)
        Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
        Hero - Create TempItemType and give it to HeroToLoad[currentHerotoLoad]
    -------- Hero Stats (Tome Count) --------
    -------- Tome of Strength --------
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Create Tome of Strength and give it to HeroToLoad[currentHerotoLoad]
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of HeroToLoad[currentHerotoLoad]) Equal to (Unit-type of HeroToSave[currentHerotoLoad])
      Then - Actions
        Set VariableSet TomeStrength[currentHerotoLoad] = Save[SaveCount]
      Else - Actions
    -------- Tome of Agility --------
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Create Tome of Agility and give it to HeroToLoad[currentHerotoLoad]
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of HeroToLoad[currentHerotoLoad]) Equal to (Unit-type of HeroToSave[currentHerotoLoad])
      Then - Actions
        Set VariableSet TomeAgility[currentHerotoLoad] = Save[SaveCount]
      Else - Actions
    -------- Tome of Intelligence --------
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Create Tome of Intelligence and give it to HeroToLoad[currentHerotoLoad]
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of HeroToLoad[currentHerotoLoad]) Equal to (Unit-type of HeroToSave[currentHerotoLoad])
      Then - Actions
        Set VariableSet TomeIntelligence[currentHerotoLoad] = Save[SaveCount]
      Else - Actions
    -------- Manual of Health --------
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Create Manual of Health and give it to HeroToLoad[currentHerotoLoad]
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of HeroToLoad[currentHerotoLoad]) Equal to (Unit-type of HeroToSave[currentHerotoLoad])
      Then - Actions
        Set VariableSet TomeHealth[currentHerotoLoad] = Save[SaveCount]
      Else - Actions
    -------- ------- --------
    -------- ------- --------
    -------- Load Hero Abilities --------
    -------- ------- --------
    -------- ------- --------
    Trigger - Run Load_Hero_Abilities <gen> (checking conditions)
    Wait 0.10 seconds
    -------- ------------------ --------
    -------- ------- --------
    -------- ------- --------
    -------- ------- --------
    -------- ------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        currentHerotoLoad Less than NumHeroesToLoad
      Then - Actions
        Unit - Pause all units
        Wait 0.10 seconds
        Set VariableSet currentHerotoLoad = (currentHerotoLoad + 1)
        Quest - Display to (All players) the Hint message: (Type -load CODE to load + ((Proper name of HeroToLoad[currentHerotoLoad]) + , or -new if you don't have a code))
        Trigger - Turn on (This trigger)
      Else - Actions
        Trigger - Run InitTrigger (checking conditions)
Initialize Game
  Events
    Map initialization
  Conditions
  Actions
    Trigger - Run Set_Variables <gen> (checking conditions)
    Trigger - Run Set_Hero_Abilities <gen> (checking conditions)
    -------- Init Variables --------
    Set VariableSet HeroToSaveName[1] = (Proper name of HeroToSave[1])
    Set VariableSet HeroToSaveName[2] = (Proper name of HeroToSave[2])
    Set VariableSet HeroToSaveName[3] = (Proper name of HeroToSave[3])
    Set VariableSet HeroToSaveName[4] = (Proper name of HeroToSave[4])
    -------- --------------------------- --------
    -------- SAVE/LOAD INITIALISATION --------
    -------- --------------------------- --------
    Set VariableSet SaveLoad_Alphabet = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789abcdefghijklmnopqrstuvwxyz!@#$%^&*
    Set VariableSet SaveLoad_CaseSensitive = True
    Set VariableSet SaveLoad_UsePlayername = False
    -------- Auto start game if there are no heroes to load (eg. first mission in a campaign) --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        NumHeroesToLoad Equal to 0
      Then - Actions
        Trigger - Turn off _Load_Heroes <gen>
        Trigger - Run InitTrigger (checking conditions)
      Else - Actions
        Unit - Pause all units
        Set VariableSet currentHerotoLoad = 1
        Quest - Display to (All players) the Hint message: (Type -load CODE to load + ((Proper name of HeroToLoad[currentHerotoLoad]) + , or -new if you don't have a code))
        Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
Save and End Game
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        UnitsHidden Equal to False
      Then - Actions
        Cinematic - Turn cinematic mode Off for (All players)
        Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
          Loop - Actions
            Unit - Hide (Picked unit)
        Set VariableSet UnitsHidden = True
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        NumHeroesToSave Greater than 0
      Then - Actions
        Trigger - Run _Save_Heroes <gen> (checking conditions)
        Wait 0.10 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            currentHerotoSave Less than NumHeroesToSave
          Then - Actions
            Trigger - Run (This trigger) (checking conditions)
            Skip remaining actions
          Else - Actions
            Game - Victory P1 (Show dialogs, Skip scores)
            Game - Victory P2 (Show dialogs, Skip scores)
      Else - Actions
        Game - Victory P1 (Show dialogs, Skip scores)
        Game - Victory P2 (Show dialogs, Skip scores)
Up to 4 heroes
Tome Count
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-class of (Item being manipulated)) Equal to Powerup
  Actions
    -------- Determine which hero is aquiring item --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Hero manipulating item) Equal to HeroToSave[1]
      Then - Actions
        Set VariableSet NumHeroAquiringTome = 1
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Hero manipulating item) Equal to HeroToSave[2]
          Then - Actions
            Set VariableSet NumHeroAquiringTome = 2
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Hero manipulating item) Equal to HeroToSave[3]
              Then - Actions
                Set VariableSet NumHeroAquiringTome = 3
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Hero manipulating item) Equal to HeroToSave[4]
                  Then - Actions
                    Set VariableSet NumHeroAquiringTome = 4
                  Else - Actions
    -------- Manual of Health --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Manual of Health
      Then - Actions
        Set VariableSet TomeHealth[NumHeroAquiringTome] = (TomeHealth[NumHeroAquiringTome] + 1)
      Else - Actions
    -------- Tome of Knowledge --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Knowledge
      Then - Actions
        Set VariableSet TomeStrength[NumHeroAquiringTome] = (TomeStrength[NumHeroAquiringTome] + 1)
        Set VariableSet TomeAgility[NumHeroAquiringTome] = (TomeAgility[NumHeroAquiringTome] + 1)
        Set VariableSet TomeIntelligence[NumHeroAquiringTome] = (TomeIntelligence[NumHeroAquiringTome] + 1)
      Else - Actions
    -------- Tome of Strength --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Strength
      Then - Actions
        Set VariableSet TomeStrength[NumHeroAquiringTome] = (TomeStrength[NumHeroAquiringTome] + 1)
      Else - Actions
    -------- Tome of Strength +2 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Strength +2
      Then - Actions
        Set VariableSet TomeStrength[NumHeroAquiringTome] = (TomeStrength[NumHeroAquiringTome] + 2)
      Else - Actions
    -------- Tome of Agility --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Agility
      Then - Actions
        Set VariableSet TomeAgility[NumHeroAquiringTome] = (TomeAgility[NumHeroAquiringTome] + 1)
      Else - Actions
    -------- Tome of Agility +2 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Agility +2
      Then - Actions
        Set VariableSet TomeAgility[NumHeroAquiringTome] = (TomeAgility[NumHeroAquiringTome] + 2)
      Else - Actions
    -------- Tome of Intelligence --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Intelligence
      Then - Actions
        Set VariableSet TomeIntelligence[NumHeroAquiringTome] = (TomeIntelligence[NumHeroAquiringTome] + 1)
      Else - Actions
    -------- Tome of Intelligence +2 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Intelligence +2
      Then - Actions
        Set VariableSet TomeIntelligence[NumHeroAquiringTome] = (TomeIntelligence[NumHeroAquiringTome] + 2)
      Else - Actions
Autocreate Variables
  Events
  Conditions
  Actions
    -------- Leave as is. Used to autocreate variables when copy & pasting to a new map --------
    Set VariableSet SaveLoad_Initialized = False
    Set VariableSet currentHerotoSave = 0
    Set VariableSet currentHerotoLoad = 0
    Set VariableSet SaveText[0] = Hero Codes:
    Set VariableSet UnitsHidden = False
    Set VariableSet Code = Code
    Set VariableSet Save[1] = 0
    Set VariableSet SaveCount = 1
    Set VariableSet Validate = False
    Set VariableSet SaveLoad_Compress[1] = 0
    Set VariableSet SaveLoad_Uncompress[1] = 0
    Set VariableSet SaveLoad_Heroes[1] = Paladin
    Set VariableSet SaveLoad_Abilities[1] = Banish
    Set VariableSet SaveLoad_Items[1] = Claws of Attack +15
    Set VariableSet SaveLoad_Items_LastIndex = 0
    Set VariableSet SaveLoad_Heroes_LastIndex = 0
    Set VariableSet SaveLoad_Abilities_LastIndex = 0
Swamp Opening Cin
  Events
  Conditions
  Actions
    Unit - Unpause all units
    Selection - Clear selection
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet Opening_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Opening_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Opening_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 9.00 seconds the text: Swamp of Sorrow, Southern Azeroth.
    Game - Display to (All players) for 9.00 seconds the text:
    Game - Display to (All players) for 9.00 seconds the text:
    Game - Display to (All players) for 9.00 seconds the text:
    Game - Display to (All players) for 9.00 seconds the text:
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Camera_003 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_003 for Player 3 (Teal) over 0 seconds
    Cinematic - Fade in over 4.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from KurdranHERO named Kurdran Wildhammer: Play No sound and display Do you truly expect me to just accept the situation as it is, human?. Modify duration: Set to 11.00 seconds and Don't wait
    Wait 2.00 seconds
    Sound - Set position of FrogWhat1 <gen> to (Center of Frog_jump <gen>) with Z offset 0
    Sound - Play FrogWhat1 <gen> at 100% volume, located at (Center of Frog_jump <gen>) with Z offset 0
    Wait 4.00 seconds
    Sound - Play FrogWhat1 <gen> at 100% volume, located at (Center of Frog_jump <gen>) with Z offset 0
    Wait 5.00 seconds
    Camera - .Apply. gg_cam_Camera_001 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_001 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_002 for Player 2 (Blue) over 27.00 seconds
    Camera - .Apply. gg_cam_Camera_002 for Player 3 (Teal) over 27.00 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display We have no time for this, you fool! We were supposed to lead the Alliance forces to the site where the Dark Portal formerly stood and secure the area until Khadgar's Dalaran unit arrived. Instead, I had to order the men to go on ahead while I stood here and argued with you.. Modify duration: Set to 27.00 seconds and Don't wait
    Wait 27.00 seconds
    Camera - .Apply. gg_cam_Camera_004 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_004 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_005 for Player 2 (Blue) over 62.00 seconds
    Camera - .Apply. gg_cam_Camera_005 for Player 3 (Teal) over 62.00 seconds
    Cinematic - Send transmission to (All players) from KurdranHERO named Kurdran Wildhammer: Play No sound and display Your dismissal of this issue belies your inner prejudice. If you believe that ignoring the problem will make it magically disappear, I think you need to reassess your mode of thought, "Lieutenant".. Modify duration: Set to 23.00 seconds and Don't wait
    Wait 23.00 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display I have not dismissed your claims; I am merely prioritizing our mission over your personal issues. . Modify duration: Set to 14.00 seconds and Don't wait
    Wait 14.00 seconds
    Cinematic - Send transmission to (All players) from KurdranHERO named Kurdran Wildhammer: Play No sound and display There will always be some pressing matter that you could construe as something that should take precedence over all other concerns. The only way this controversy will be solved is by acknowledging it and facing it directly.. Modify duration: Set to 25.00 seconds and Don't wait
    Wait 25.00 seconds
    Camera - .Apply. gg_cam_Camera_004 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_004 for Player 3 (Teal) over 0 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display I will not hear another word from you about this topic, Kurdran. By letting the Alliance regiment march without a commander, I am betraying the trust Turalyon placed in me. When we have secured the site, I will consider your complaint.. Modify duration: Set to 25.00 seconds and Don't wait
    Wait 25.00 seconds
    Camera - .Apply. gg_cam_Camera_007 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_007 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_008 for Player 2 (Blue) over 4.00 seconds
    Camera - .Apply. gg_cam_Camera_008 for Player 3 (Teal) over 4.00 seconds
    Unit - Order DanathHERO to Move To.(Center of Turalyon_Run_leave_Kurdran <gen>)
    Unit - Make KurdranHERO face (Center of Turalyon_Run_leave_Kurdran <gen>) over 4.00 seconds
    Wait 3.00 seconds
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Camera_009 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_009 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_010 for Player 2 (Blue) over 5.00 seconds
    Camera - .Apply. gg_cam_Camera_010 for Player 3 (Teal) over 5.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Move DanathHERO instantly to (Center of danath_start_run_slaughter <gen>), facing (Center of danath_run_to_watch_slaught <gen>)
    Unit - Order DanathHERO to Move To.(Center of danath_run_to_watch_slaught <gen>)
    Cinematic - Send transmission to (All players) from Recruit no decay 0016 <gen> named Recruit: Play No sound and display Hold the lines!. Modify duration: Set to 5.00 seconds and Don't wait
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
    Wait 5.00 seconds
    Camera - .Apply. gg_cam_Camera_011 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_011 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_012 for Player 2 (Blue) over 8.00 seconds
    Camera - .Apply. gg_cam_Camera_012 for Player 3 (Teal) over 8.00 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display No... No... this cannot be!. Modify duration: Set to 8.00 seconds and Don't wait
    Wait 7.50 seconds
    Cinematic - Fade out over 0.50 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    Camera - .Apply. gg_cam_Camera_013 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_013 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_014 for Player 2 (Blue) over 7.00 seconds
    Camera - .Apply. gg_cam_Camera_014 for Player 3 (Teal) over 7.00 seconds
    Cinematic - Fade in over 0.50 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display The portal was destroyed! There is no possible way the Horde could be in Azeroth in such great number. The Orcs that were trapped on Azeroth went into hiding years ago and have not been seen since.. Modify duration: Set to 23.00 seconds and Don't wait
    Wait 6.50 seconds
    Camera - .Apply. gg_cam_Camera_015 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_015 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_016 for Player 2 (Blue) over 7.00 seconds
    Camera - .Apply. gg_cam_Camera_016 for Player 3 (Teal) over 7.00 seconds
    Wait 7.00 seconds
    Camera - .Apply. gg_cam_Camera_017 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_017 for Player 3 (Teal) over 0 seconds
    Wait 9.00 seconds
    Cinematic - Fade out over 0.50 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    Unit - Order Recruit no decay 0016 <gen> to Move To.(Center of recruit_run_to_danath <gen>)
    Camera - .Apply. gg_cam_Camera_018 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_018 for Player 3 (Teal) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    Cinematic - Send transmission to (All players) from Recruit no decay 0016 <gen> named Recruit: Play No sound and display Lieutenant!. Modify duration: Set to 3.00 seconds and Don't wait
    Wait 3.50 seconds
    Camera - .Apply. gg_cam_Camera_019 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_019 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_020 for Player 2 (Blue) over 25.00 seconds
    Camera - .Apply. gg_cam_Camera_020 for Player 3 (Teal) over 25.00 seconds
    Cinematic - Send transmission to (All players) from Recruit no decay 0016 <gen> named Recruit: Play No sound and display The Orcs were upon us before we even realized we were under attack. The entire main body of our troops was annihilated almost instantly. The few that survived the initial ambush scattered into the swamp. We.... Modify duration: Set to 25.00 seconds and Don't wait
    Wait 25.00 seconds
    Camera - .Apply. gg_cam_Camera_021 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_021 for Player 3 (Teal) over 0 seconds
    Unit - Make Recruit no decay 0016 <gen> face (Center of captain_look_ahead <gen>) over 2.00 seconds
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from Recruit no decay 0016 <gen> named Recruit: Play No sound and display Oh no... they are here.. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Unit - Order Blademaster 0006 <gen> to Move To.(Center of Grom_run <gen>)
    Unit - Order Mok'Nathal Warrior 0007 <gen> to Move To.(Center of Rex_run <gen>)
    Unit - Order Pong Catapult 0060 <gen> to Move To.(Center of left_cata_run <gen>)
    Unit - Order Pong Catapult 0061 <gen> to Move To.(Center of right_cata_run <gen>)
    Unit - Order Fighter fake 0036 <gen> to Move To.(Center of Grun_left_run <gen>)
    Unit - Order Fighter fake 0012 <gen> to Move To.(Center of Grun_left_run <gen>)
    Unit - Order Fighter fake 0013 <gen> to Move To.(Center of Grun_left_run <gen>)
    Unit - Order Fighter fake 0020 <gen> to Move To.(Center of Grun_left_run <gen>)
    Unit - Order Fighter fake 0035 <gen> to Move To.(Center of Grun_right_run <gen>)
    Unit - Order Fighter fake 0011 <gen> to Move To.(Center of Grun_right_run <gen>)
    Unit - Order Fighter fake 0010 <gen> to Move To.(Center of Grun_right_run <gen>)
    Unit - Order Fighter fake 0009 <gen> to Move To.(Center of Grun_right_run <gen>)
    Camera - .Apply. gg_cam_Camera_022 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_022 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_023 for Player 2 (Blue) over 3.00 seconds
    Camera - .Apply. gg_cam_Camera_023 for Player 3 (Teal) over 3.00 seconds
    Cinematic - Send transmission to (All players) from Blademaster 0006 <gen> named Grom Hellscream: Play No sound and display Let none survive! The Humans must not be alerted to our presence.. Modify duration: Set to 12.00 seconds and Don't wait
    Wait 3.00 seconds
    Camera - .Apply. gg_cam_Camera_024 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_024 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_025 for Player 2 (Blue) over 9.00 seconds
    Camera - .Apply. gg_cam_Camera_025 for Player 3 (Teal) over 9.00 seconds
    Wait 9.00 seconds
    Camera - .Apply. gg_cam_Camera_021 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_021 for Player 3 (Teal) over 0 seconds
    Unit - Make Recruit no decay 0016 <gen> face (Center of danath_run_to_watch_slaught <gen>) over 1.00 seconds
    Wait 1.00 seconds
    Cinematic - Send transmission to (All players) from Recruit no decay 0016 <gen> named Recruit: Play No sound and display Lieutenant, the regiment is lost. All that matters is getting a message to the Nations that the Horde has returned.. Modify duration: Set to 17.00 seconds and Don't wait
    Wait 17.00 seconds
    Camera - .Apply. gg_cam_Camera_026 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_026 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_027 for Player 2 (Blue) over 39.00 seconds
    Camera - .Apply. gg_cam_Camera_027 for Player 3 (Teal) over 39.00 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display A fight is only lost when the last man falls. Rally the troops, we will.... Modify duration: Set to 12.00 seconds and Don't wait
    Wait 12.00 seconds
    Cinematic - Send transmission to (All players) from Recruit no decay 0016 <gen> named Recruit: Play No sound and display No! You have not seen what I have seen lieutenant. Those two leaders alone cut through half our regiment like we were made of butter. Not only that, I caught sight of an unending stream of Orcs coming from the south. We cannot hold here. Someone needs to get the message to the Nations, or we risk losing far more than just our battalion.. Modify duration: Set to 27.00 seconds and Don't wait
    Wait 27.00 seconds
    Camera - .Apply. gg_cam_Camera_028 for Player 1 (Red) over 0 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display I will not leave the men I command to die without their leader by their side. I will take your place on the battlefield, soldier. Flee as fast as you can north, and you will eventually reach Nethergarde Keep. The garrison there will be able to help you.. Modify duration: Set to 25.00 seconds and Don't wait
    Wait 25.00 seconds
    Cinematic - Send transmission to (All players) from Recruit no decay 0016 <gen> named Recruit: Play No sound and display Lieutenant Trollbane, it has been an honour serving under you for this brief journey. I only wish that my final act was not disobeying your orders. Of everyone here, you stand the best chance of surviving the swamp and escaping north.. Modify duration: Set to 25.00 seconds and Don't wait
    Wait 25.00 seconds
    Camera - .Apply. gg_cam_Camera_029 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_029 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_030 for Player 2 (Blue) over 33.00 seconds
    Camera - .Apply. gg_cam_Camera_030 for Player 3 (Teal) over 33.00 seconds
    Unit - Order Recruit no decay 0016 <gen> to Move To.(Center of captain_run_back <gen>)
    Cinematic - Send transmission to (All players) from Recruit no decay 0016 <gen> named Recruit: Play No sound and display Hold the line, men! We need to delay the Orcs as long as possible!. Modify duration: Set to 11.00 seconds and Don't wait
    Wait 11.00 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display To hell with alerting the Human nations! I will not tarnish my honour by abandoning those men who placed their trust in me to die in this forsaken place.. Modify duration: Set to 22.00 seconds and Don't wait
    Wait 22.00 seconds
    Unit - Move KurdranHERO instantly to (Center of kurdran_tp_to_danath <gen>), facing (Center of kurdran_run_face_danath <gen>)
    Unit - Order KurdranHERO to Move To.(Center of kurdran_run_face_danath <gen>)
    Camera - .Apply. gg_cam_Camera_031 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_031 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_032 for Player 2 (Blue) over 12.00 seconds
    Camera - .Apply. gg_cam_Camera_032 for Player 3 (Teal) over 12.00 seconds
    Unit - Order DanathHERO to Move To.(Center of recruit_run_to_danath <gen>)
    Cinematic - Send transmission to (All players) from KurdranHERO named Kurdran Wildhammer: Play No sound and display Fool! I have only just arrived and even I know this battle is lost. More troops are arriving as we speak. We need to move quickly if we wish to avoid detection.. Modify duration: Set to 22.00 seconds and Don't wait
    Wait 2.00 seconds
    Unit - Make DanathHERO face (Center of kurdran_tp_to_danath <gen>) over 2.00 seconds
    Wait 10.00 seconds
    Camera - .Apply. gg_cam_Camera_033 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_033 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_034 for Player 2 (Blue) over 10.00 seconds
    Camera - .Apply. gg_cam_Camera_034 for Player 3 (Teal) over 10.00 seconds
    Wait 10.00 seconds
    Camera - .Apply. gg_cam_Camera_035 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_035 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_036 for Player 2 (Blue) over 41.00 seconds
    Camera - .Apply. gg_cam_Camera_036 for Player 3 (Teal) over 41.00 seconds
    Cinematic - Send transmission to (All players) from KurdranHERO named Kurdran Wildhammer: Play No sound and display Your intentions are pure, but you would only be dishonouring the soldiers who are delaying the Orcs' advance to buy us time to escape by letting their sacrifice be in vain.. Modify duration: Set to 23.00 seconds and Don't wait
    Wait 23.00 seconds
    Cinematic - Send transmission to (All players) from KurdranHERO named Kurdran Wildhammer: Play No sound and display We will make the Orcs pay, but not now. Come, the Orcs will move quickly to ensure none live to tell the tale of their return.. Modify duration: Set to 18.00 seconds and Don't wait
    Wait 18.00 seconds
    Camera - .Apply. gg_cam_Camera_037 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_037 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_038 for Player 2 (Blue) over 39.00 seconds
    Camera - .Apply. gg_cam_Camera_038 for Player 3 (Teal) over 39.00 seconds
    Unit - Order KurdranHERO to Move To.(Center of kurdran_danath_leave <gen>)
    Wait 2.00 seconds
    Unit - Make DanathHERO face (Center of captain_run_back <gen>) over 3.00 seconds
    Wait 4.00 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display Your logic is sound Kurdran, but that does not mean that my heart does not howl in pain at the thought of running from this fight.... Modify duration: Set to 18.00 seconds and Don't wait
    Wait 18.00 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display Men... forgive me, and know that your deaths will not go unavenged.. Modify duration: Set to 11.00 seconds and Don't wait
    Wait 11.00 seconds
    Unit - Order DanathHERO to Move To.(Center of kurdran_danath_leave <gen>)
    Wait 2.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Remove Recruit no decay 0016 <gen> from the game
    Unit - Remove Recruit no decay 0031 <gen> from the game
    Unit - Remove Recruit no decay 0027 <gen> from the game
    Unit - Remove Recruit no decay 0029 <gen> from the game
    Unit - Remove Recruit no decay 0028 <gen> from the game
    Unit - Remove Recruit no decay 0030 <gen> from the game
    -------- Middle --------
    Unit - Remove Recruit no decay 0017 <gen> from the game
    Unit - Remove Recruit no decay 0032 <gen> from the game
    Unit - Remove Recruit no decay 0038 <gen> from the game
    Unit - Remove Recruit no decay 0033 <gen> from the game
    Unit - Remove Recruit no decay 0018 <gen> from the game
    Unit - Remove Recruit no decay 0023 <gen> from the game
    Unit - Remove Recruit no decay 0034 <gen> from the game
    Unit - Remove Recruit no decay 0025 <gen> from the game
    Unit - Remove Recruit no decay 0039 <gen> from the game
    Unit - Remove Recruit no decay 0024 <gen> from the game
    Unit - Remove Recruit no decay 0026 <gen> from the game
    Unit - Remove Recruit no decay 0008 <gen> from the game
    -------- left --------
    Unit - Remove Recruit no decay 0015 <gen> from the game
    Unit - Remove Recruit no decay 0014 <gen> from the game
    Unit - Remove Recruit no decay 0003 <gen> from the game
    Unit - Remove Recruit no decay 0005 <gen> from the game
    Unit - Remove Recruit no decay 0022 <gen> from the game
    Unit - Remove Recruit no decay 0021 <gen> from the game
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
    Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally
    Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally
    Trigger - Turn off Music_Felwood_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Game - Turn the day/night cycle On
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Trigger - Run Behind_going_through_Swamp <gen> (checking conditions)
Swamp Opening Cin Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    Opening_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Opening_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Wait 0.50 seconds
    Unit - Remove Recruit no decay 0016 <gen> from the game
    Unit - Remove Recruit no decay 0031 <gen> from the game
    Unit - Remove Recruit no decay 0027 <gen> from the game
    Unit - Remove Recruit no decay 0029 <gen> from the game
    Unit - Remove Recruit no decay 0028 <gen> from the game
    Unit - Remove Recruit no decay 0030 <gen> from the game
    -------- Middle --------
    Unit - Remove Recruit no decay 0017 <gen> from the game
    Unit - Remove Recruit no decay 0032 <gen> from the game
    Unit - Remove Recruit no decay 0038 <gen> from the game
    Unit - Remove Recruit no decay 0033 <gen> from the game
    Unit - Remove Recruit no decay 0018 <gen> from the game
    Unit - Remove Recruit no decay 0023 <gen> from the game
    Unit - Remove Recruit no decay 0034 <gen> from the game
    Unit - Remove Recruit no decay 0025 <gen> from the game
    Unit - Remove Recruit no decay 0039 <gen> from the game
    Unit - Remove Recruit no decay 0024 <gen> from the game
    Unit - Remove Recruit no decay 0026 <gen> from the game
    Unit - Remove Recruit no decay 0008 <gen> from the game
    -------- left --------
    Unit - Remove Recruit no decay 0015 <gen> from the game
    Unit - Remove Recruit no decay 0014 <gen> from the game
    Unit - Remove Recruit no decay 0003 <gen> from the game
    Unit - Remove Recruit no decay 0005 <gen> from the game
    Unit - Remove Recruit no decay 0022 <gen> from the game
    Unit - Remove Recruit no decay 0021 <gen> from the game
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
    Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally
    Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally
    Trigger - Turn off Music_Felwood_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Trigger - Run Behind_going_through_Swamp <gen> (checking conditions)
Behind going through Swamp
  Events
  Conditions
  Actions
    Unit - Move KurdranHERO instantly to (Center of Danath_start_trek_swamp <gen>), facing 90.00 degrees
    Unit - Move DanathHERO instantly to (Center of Kurdran_start_trek_swamp <gen>), facing 90.00 degrees
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of vision_opening_kurd_dan <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of vision_opening_kurd_dan <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of vision_opening_battle <gen>) to a radius of 1700.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of vision_opening_battle <gen>) to a radius of 1700.00.
    Visibility - Destroy (Last created visibility modifier)
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KurdranHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DanathHERO) over 0 seconds
    Cinematic - Enable user control for (All players).
    Cinematic - Fade in over 3.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Trigger - Add Main_quest <gen> to the trigger queue (Checking conditions)
Main quest
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rLiberation - Escape from the Swamp of Sorrow - Danath and Kurdran must survive
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of ending_zone <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of ending_zone <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of ending_zone <gen>) for 7.00 seconds
    Quest - Mark QuestSwamp as Discovered
    Quest - Flash the quest dialog button
    Wait Campaign quest delay game-time seconds
    Destructible - Remove Pathing Blocker (Ground) (Large) 0467 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 0468 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 0469 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 0470 <gen>
    Trigger - Remove (This trigger) from the trigger queue
Talking tree
  Events
    Unit - A unit enters trigger_tree_cin <gen>
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Talking_tree_cin <gen> to the trigger queue (Checking conditions)
Talking tree cin
  Events
  Conditions
  Actions
    Trigger - Turn off Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Cinematic - Disable user control for (All players).
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn subtitle display override On
    Sound - Set Ambient Sounds to 0.00%
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Set Combat Sounds to 0.00%
    Sound - Set Fire Sounds to 0.00%
    Set VariableSet zzselectedunitstree1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet zzselectedunitstree2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet Tree_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Tree_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Tree_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Unpause DanathHERO
    Unit - Unpause KurdranHERO
    Unit - Move DanathHERO instantly to (Center of danath_meet_tree <gen>), facing (Center of danath_walk_to_tree <gen>)
    Unit - Move KurdranHERO instantly to (Center of kurdran_meet_tree <gen>), facing (Center of kurdran_wallk_to_tree <gen>)
    Unit - Order DanathHERO to Move To.(Center of danath_walk_to_tree <gen>)
    Unit - Order KurdranHERO to Move To.(Center of kurdran_wallk_to_tree <gen>)
    Camera - .Apply. gg_cam_Camera_039 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_039 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_040 for Player 2 (Blue) over 5.00 seconds
    Camera - .Apply. gg_cam_Camera_040 for Player 3 (Teal) over 5.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.50 seconds
    Animation - Play Tauren angry tree 0048 <gen>'s death (animationname) animation
    Wait 1.50 seconds
    Animation - Play Tauren angry tree 0048 <gen>'s birth (animationname) animation
    Sound - Play 19_Felwood <gen>
    Wait 0.50 seconds
    Animation - Play Tauren angry tree 0048 <gen>'s stand (animationname) animation
    Unit - Make DanathHERO face (Center of trees_location <gen>) over 1.00 seconds
    Unit - Make KurdranHERO face (Center of trees_location <gen>) over 1.00 seconds
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Camera_041 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_041 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_042 for Player 2 (Blue) over 38.00 seconds
    Camera - .Apply. gg_cam_Camera_042 for Player 3 (Teal) over 38.00 seconds
    Cinematic - Send transmission to (All players) from Tauren angry tree 0048 <gen> named Swamp Spirit: Play No sound and display Turn back, outsiders. The inner recesses of the swamp are sacred grounds for the denizens of this region. We do not take kindly to intruders.. Modify duration: Set to 19.00 seconds and Don't wait
    Wait 19.00 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display You must mistake us for cowards scared of our own shadows if you think you can deter us from our mission by threatening our lives, tree spirit.. Modify duration: Set to 19.00 seconds and Don't wait
    Wait 19.00 seconds
    Camera - .Apply. gg_cam_Camera_043 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_043 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_044 for Player 2 (Blue) over 19.00 seconds
    Camera - .Apply. gg_cam_Camera_044 for Player 3 (Teal) over 19.00 seconds
    Cinematic - Send transmission to (All players) from Tauren angry tree 0048 <gen> named Swamp Spirit: Play No sound and display Whether or not you will meet your deaths here, I cannot say. What I am certain of is you will find only sorrow in this swamp.. Modify duration: Set to 18.50 seconds and Don't wait
    Wait 19.00 seconds
    Camera - .Apply. gg_cam_Camera_045 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_045 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_046 for Player 2 (Blue) over 43.00 seconds
    Camera - .Apply. gg_cam_Camera_046 for Player 3 (Teal) over 43.00 seconds
    Unit - Make DanathHERO face (Center of kurdran_wallk_to_tree <gen>) over 1.00 seconds
    Unit - Make KurdranHERO face (Center of danath_walk_to_tree <gen>) over 1.00 seconds
    Wait 1.00 seconds
    Cinematic - Send transmission to (All players) from KurdranHERO named Kurdran Wildhammer: Play No sound and display I have heard of guardians warning off unwanted guests from their territory before, but this... there is something very disturbing about what he said.. Modify duration: Set to 19.00 seconds and Don't wait
    Wait 19.00 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display Nothing he can say will dissuade us from our mission, Kurdran. Though, perhaps we can use this opportunity to question him about what dangers may lie ahead.... Modify duration: Set to 23.00 seconds and Don't wait
    Wait 19.00 seconds
    Unit - Make DanathHERO face (Center of trees_location <gen>) over 4.00 seconds
    Unit - Make KurdranHERO face (Center of trees_location <gen>) over 4.00 seconds
    Wait 4.00 seconds
    Unit - Move Tauren angry tree 0048 <gen> instantly to (Center of tree_tp_to <gen>)
    Camera - .Apply. gg_cam_Camera_047 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Camera_047 for Player 3 (Teal) over 0 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display It is gone.... Modify duration: Set to 4.00 seconds and Don't wait
    Wait 6.00 seconds
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 2.00 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KurdranHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DanathHERO) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Unpause all units
    Game - Turn the day/night cycle On
    Selection - Select zzselectedunitstree1 for Player 2 (Blue)
    Selection - Select zzselectedunitstree2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Trigger - Remove (This trigger) from the trigger queue
Talking Tree cin Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    Tree_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Tree_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Move Tauren angry tree 0048 <gen> instantly to (Center of tree_tp_to <gen>)
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 2.00 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KurdranHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DanathHERO) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Unpause all units
    Unit - Move DanathHERO instantly to (Center of danath_walk_to_tree <gen>), facing (Center of trees_location <gen>)
    Unit - Move KurdranHERO instantly to (Center of kurdran_wallk_to_tree <gen>), facing (Center of trees_location <gen>)
    Selection - Select zzselectedunitstree1 for Player 2 (Blue)
    Selection - Select zzselectedunitstree2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Trigger - Remove Talking_tree_cin <gen> from the trigger queue
Kurdran talk trigger
  Events
    Unit - A unit enters Kurdran_speaks <gen>
  Conditions
    (Entering unit) Equal to KurdranHERO
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Kurdran_talk_after_tree <gen> to the trigger queue (Checking conditions)
Kurdran talk after tree
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Position of KurdranHERO) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from KurdranHERO named Kurdran: Play No sound and display I have a bad feeling about this.... Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Plant opening trig
  Events
    Unit - A unit enters see_plants <gen>
  Conditions
    ((Entering unit) Equal to DanathHERO) or ((Entering unit) Equal to KurdranHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Plant_Opening_Cin <gen> to the trigger queue (Checking conditions)
Plant Opening Cin
  Events
  Conditions
  Actions
    Trigger - Turn off Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Cinematic - Disable user control for (All players).
    Unit - Make DanathHERO Invulnerable
    Unit - Make KurdranHERO Invulnerable
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn subtitle display override On
    Sound - Set Ambient Sounds to 0.00%
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Set Combat Sounds to 0.00%
    Sound - Set Fire Sounds to 0.00%
    Set VariableSet zzselectedunitplantstart1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet zzselectedunitplantstart2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet Plant_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Plant_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Plant_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Unpause DanathHERO
    Unit - Unpause KurdranHERO
    Unit Group - Add all units of (Units owned by Player 11 (Dark Green) matching (((Matching unit) is hidden) Equal to False).) to Plantcinhiddenunit
    Unit Group - Pick every unit in Plantcinhiddenunit and do (Hide (Picked unit))
    Unit - Unhide Fungovor 0069 <gen>
    Unit - Unhide Enhanced Venolia 0067 <gen>
    Unit - Unhide Enhanced Venolia 0068 <gen>
    Unit - Unhide Enhanced Venolia 0096 <gen>
    Unit - Unhide Enhanced Venolia 0095 <gen>
    Unit - Unhide Enhanced Venolia 0097 <gen>
    Unit - Unhide Enhanced Venolia 0098 <gen>
    Unit - Move DanathHERO instantly to (Center of danath_planttp <gen>), facing (Center of danath_plant_walk <gen>)
    Unit - Move KurdranHERO instantly to (Center of kurdran_plant_tp <gen>), facing (Center of kurdran_plant_walk <gen>)
    Unit - Order DanathHERO to Move To.(Center of danath_plant_walk <gen>)
    Unit - Order KurdranHERO to Move To.(Center of kurdran_plant_walk <gen>)
    Camera - .Apply. gg_cam_Camera_048 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_048 for Player 3 (Teal) over 0.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Unit - Make DanathHERO face (Center of strong_plants <gen>) over 0 seconds
    Unit - Make KurdranHERO face (Center of strong_plants <gen>) over 0 seconds
    Camera - .Apply. gg_cam_Camera_049 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_049 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_050 for Player 2 (Blue) over 16.00 seconds
    Camera - .Apply. gg_cam_Camera_050 for Player 3 (Teal) over 16.00 seconds
    Wait 1.00 seconds
    Sound - Play 19_Felwood <gen>
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display Something about those plants is ringing alarm bells in my head.. Modify duration: Set to 10.00 seconds and Don't wait
    Wait 10.00 seconds
    Unit - Make DanathHERO face (Center of kurdran_plant_walk <gen>) over 0 seconds
    Unit - Make KurdranHERO face (Center of danath_plant_walk <gen>) over 0 seconds
    Cinematic - Send transmission to (All players) from KurdranHERO named Kurdran Wildhammer: Play No sound and display Your instincts are not off, Human. I sense a strong magical aura emanating from their stems. While I do not think we have the strength to overpower them, we could perhaps ascertain the location of the hive mind controlling those six plant creatures. If I am not mistaken, such entities cannot maintain control over their minions over great distances, so the one we are after should be somewhere nearby.. Modify duration: Set to 40.00 seconds and Don't wait
    Wait 5.00 seconds
    Camera - .Apply. gg_cam_Camera_051 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_051 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_052 for Player 2 (Blue) over 16.00 seconds
    Camera - .Apply. gg_cam_Camera_052 for Player 3 (Teal) over 16.00 seconds
    Wait 16.00 seconds
    Camera - .Apply. gg_cam_Camera_053 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_053 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_054 for Player 2 (Blue) over 17.00 seconds
    Camera - .Apply. gg_cam_Camera_054 for Player 3 (Teal) over 17.00 seconds
    Wait 16.00 seconds
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 1.00 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KurdranHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DanathHERO) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit Group - Pick every unit in Plantcinhiddenunit and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select zzselectedunitplantstart1 for Player 2 (Blue)
    Selection - Select zzselectedunitplantstart2 for Player 3 (Teal)
    Game - Turn the day/night cycle On
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DanathHERO Vulnerable
    Unit - Make KurdranHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Trigger - Add Plant_boss_Quest <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Plant Opening Cin Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    Plant_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Plant_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 1.00 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KurdranHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DanathHERO) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Unpause all units
    Unit - Move DanathHERO instantly to (Center of danath_plant_walk <gen>), facing (Center of kurdran_plant_walk <gen>)
    Unit - Move KurdranHERO instantly to (Center of kurdran_plant_walk <gen>), facing (Center of danath_plant_walk <gen>)
    Selection - Select zzselectedunitplantstart1 for Player 2 (Blue)
    Selection - Select zzselectedunitplantstart2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DanathHERO Vulnerable
    Unit - Make KurdranHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Trigger - Add Plant_boss_Quest <gen> to the trigger queue (Checking conditions)
    Trigger - Remove Plant_Opening_Cin <gen> from the trigger queue
Plant boss Quest
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00OPTIONAL QUEST|rGreen Hindrance - Destroy the Fungovor
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of plant_boss <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of plant_boss <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of plant_boss <gen>) for 7.00 seconds
    Quest - Mark QuestPlant as Discovered
    Quest - Flash the quest dialog button
    Wait Campaign quest delay game-time seconds
    Trigger - Remove (This trigger) from the trigger queue
Plant Boss dies
  Events
    Unit - Fungovor 0069 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait Campaign quest delay seconds
    Quest - Mark QuestPlant as Completed
    Quest - Mark Questplantreq1 as Completed
    Quest - Display to (All players) the Quest Completed message: |cffffcc00OPTIONAL QUEST COMPLETED|r Green Hindrance
    Wait 4.50 seconds
    Trigger - Add Guarding_Plants_Die_cin <gen> to the trigger queue (Checking conditions)
Guarding Plants Die cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make DanathHERO Invulnerable
    Unit - Make KurdranHERO Invulnerable
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn subtitle display override On
    Set VariableSet zzselectedunitplantend1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet zzselectedunitplantend2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet PlanDie_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (PlanDie_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet PlanDie_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Unpause DanathHERO
    Unit - Unpause KurdranHERO
    Unit Group - Add all units of (Units owned by Player 11 (Dark Green) matching (((Matching unit) is hidden) Equal to False).) to plantcinendhidden
    Unit Group - Pick every unit in plantcinendhidden and do (Hide (Picked unit))
    Unit - Unhide Enhanced Venolia 0067 <gen>
    Unit - Unhide Enhanced Venolia 0068 <gen>
    Unit - Unhide Enhanced Venolia 0096 <gen>
    Unit - Unhide Enhanced Venolia 0095 <gen>
    Unit - Unhide Enhanced Venolia 0097 <gen>
    Unit - Unhide Enhanced Venolia 0098 <gen>
    Camera - .Apply. gg_cam_Camera_055 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_055 for Player 3 (Teal) over 0.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Unit - Kill Enhanced Venolia 0068 <gen>
    Unit - Kill Enhanced Venolia 0067 <gen>
    Unit - Kill Enhanced Venolia 0095 <gen>
    Unit - Kill Enhanced Venolia 0096 <gen>
    Unit - Kill Enhanced Venolia 0098 <gen>
    Unit - Kill Enhanced Venolia 0097 <gen>
    Wait 5.00 seconds
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KurdranHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DanathHERO) over 0 seconds
    Unit Group - Pick every unit in plantcinendhidden and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select zzselectedunitplantend1 for Player 2 (Blue)
    Selection - Select zzselectedunitplantend2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DanathHERO Vulnerable
    Unit - Make KurdranHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Game - Turn the day/night cycle On
    Wait 3.00 seconds
    Trigger - Remove (This trigger) from the trigger queue
Guarding Plants Die cin skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    PlanDie_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet PlanDie_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Kill Enhanced Venolia 0068 <gen>
    Unit - Kill Enhanced Venolia 0067 <gen>
    Unit - Kill Enhanced Venolia 0095 <gen>
    Unit - Kill Enhanced Venolia 0096 <gen>
    Unit - Kill Enhanced Venolia 0098 <gen>
    Unit - Kill Enhanced Venolia 0097 <gen>
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KurdranHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DanathHERO) over 0 seconds
    Unit Group - Pick every unit in plantcinendhidden and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select zzselectedunitplantend1 for Player 2 (Blue)
    Selection - Select zzselectedunitplantend2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DanathHERO Vulnerable
    Unit - Make KurdranHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Game - Turn the day/night cycle On
    Wait 3.00 seconds
    Trigger - Remove Guarding_Plants_Die_cin <gen> from the trigger queue
Orc Door trig
  Events
    Unit - A unit enters See_orc_gate <gen>
  Conditions
    ((Entering unit) Equal to DanathHERO) or ((Entering unit) Equal to KurdranHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Orc_Door_Cin <gen> to the trigger queue (Checking conditions)
Orc Door Cin
  Events
  Conditions
  Actions
    Trigger - Turn off Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Cinematic - Disable user control for (All players).
    Unit - Make DanathHERO Invulnerable
    Unit - Make KurdranHERO Invulnerable
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn subtitle display override On
    Sound - Set Ambient Sounds to 0.00%
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Set Combat Sounds to 0.00%
    Sound - Set Fire Sounds to 0.00%
    Set VariableSet zzselectedunitgate1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet zzselectedunitgate2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet OrcDoor_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (OrcDoor_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet OrcDoor_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Unpause DanathHERO
    Unit - Unpause KurdranHERO
    Unit Group - Add all units of (Units owned by Player 11 (Dark Green) matching (((Matching unit) is hidden) Equal to False).) to Orcdoorcinhidden
    Unit Group - Add all units of (Units owned by Player 9 (Gray) matching (((Matching unit) is hidden) Equal to False).) to Orcdoorcinhidden
    Unit Group - Pick every unit in Orcdoorcinhidden and do (Hide (Picked unit))
    Unit - Move DanathHERO instantly to (Center of Danath_look_door <gen>), facing (Center of door_location <gen>)
    Unit - Move KurdranHERO instantly to (Center of Kurdran_look_door <gen>), facing (Center of door_location <gen>)
    Camera - .Apply. gg_cam_Camera_056 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_056 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_057 for Player 2 (Blue) over 15.00 seconds
    Camera - .Apply. gg_cam_Camera_057 for Player 3 (Teal) over 15.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Sound - Play 19_Felwood <gen>
    Cinematic - Send transmission to (All players) from KurdranHERO named Kurdran Wildhammer: Play No sound and display The Orcs must have cordoned off the path leading out of the swamp. Damn!. Modify duration: Set to 12.00 seconds and Don't wait
    Wait 12.00 seconds
    Camera - .Apply. gg_cam_Camera_058 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_058 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_059 for Player 2 (Blue) over 16.00 seconds
    Camera - .Apply. gg_cam_Camera_059 for Player 3 (Teal) over 16.00 seconds
    Unit - Order DanathHERO to Move To.(Center of Region_039 <gen>)
    Wait 3.00 seconds
    Unit - Make DanathHERO face (Center of danath_look_base <gen>) over 1.00 seconds
    Unit - Make KurdranHERO face (Center of danath_look_base <gen>) over 1.00 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display The banner in front of the gate matches the banner marking this nearby Orc base. Assuming those Orcs are in possession of the key that unlocks the gate, we need to find some way to infiltrate the encampment and spirit the key away without any Orcs noticing.. Modify duration: Set to 27.00 seconds and Don't wait
    Wait 13.00 seconds
    Camera - .Apply. gg_cam_Camera_060 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_060 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_061 for Player 2 (Blue) over 15.00 seconds
    Camera - .Apply. gg_cam_Camera_061 for Player 3 (Teal) over 15.00 seconds
    Wait 13.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 2.00 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KurdranHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DanathHERO) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit Group - Pick every unit in Orcdoorcinhidden and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select zzselectedunitgate1 for Player 2 (Blue)
    Selection - Select zzselectedunitgate2 for Player 3 (Teal)
    Game - Turn the day/night cycle On
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DanathHERO Vulnerable
    Unit - Make KurdranHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Trigger - Add Open_the_Gate_Quest <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Orc Door Cin Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    OrcDoor_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet OrcDoor_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 2.00 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KurdranHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DanathHERO) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Unpause all units
    Unit - Move DanathHERO instantly to (Center of Region_039 <gen>), facing (Center of danath_look_base <gen>)
    Unit - Move KurdranHERO instantly to (Center of Kurdran_look_door <gen>), facing (Center of danath_look_base <gen>)
    Selection - Select zzselectedunitgate1 for Player 2 (Blue)
    Selection - Select zzselectedunitgate2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DanathHERO Vulnerable
    Unit - Make KurdranHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Trigger - Add Open_the_Gate_Quest <gen> to the trigger queue (Checking conditions)
    Trigger - Remove Orc_Door_Cin <gen> from the trigger queue
Open the Gate Quest
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rUnfastening the Bolts - Seek aid in infiltrating the Orc base - Danath and Kurdran must survive
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of door_location <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of door_location <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of door_location <gen>) for 7.00 seconds
    Quest - Mark Questgate as Discovered
    Quest - Flash the quest dialog button
    Wait Campaign quest delay game-time seconds
    Destructible - Remove Pathing Blocker (Ground) (Large) 0974 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 0975 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 0976 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 0977 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 0978 <gen>
    Trigger - Remove (This trigger) from the trigger queue
Troll Hunt Trig
  Events
    Unit - A unit enters troll_cin <gen>
  Conditions
    ((Entering unit) Equal to DanathHERO) or ((Entering unit) Equal to KurdranHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Troll_Opening_Cin <gen> to the trigger queue (Checking conditions)
Troll Opening Cin
  Events
  Conditions
  Actions
    Trigger - Turn off Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Cinematic - Disable user control for (All players).
    Unit - Make DanathHERO Invulnerable
    Unit - Make KurdranHERO Invulnerable
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn subtitle display override On
    Sound - Set Ambient Sounds to 0.00%
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Set Combat Sounds to 0.00%
    Sound - Set Fire Sounds to 0.00%
    Set VariableSet zzselectedunittrollstart1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet zzselectedunittrollstart2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet TrollOpen_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (TrollOpen_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet TrollOpen_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Unpause DanathHERO
    Unit - Unpause KurdranHERO
    Unit Group - Add all units of (Units owned by Player 11 (Dark Green) matching (((Matching unit) is hidden) Equal to False).) to Trollstarthidden
    Unit Group - Add all units of (Units owned by Player 9 (Gray) matching (((Matching unit) is hidden) Equal to False).) to Trollstarthidden
    Unit Group - Pick every unit in Trollstarthidden and do (Hide (Picked unit))
    Unit - Unhide Krag'zin 0189 <gen>
    Unit - Move DanathHERO instantly to (Center of Danath_tp_Troll <gen>), facing (Center of Danath_troll_walk <gen>)
    Unit - Move KurdranHERO instantly to (Center of Kurdran_tp_troll <gen>), facing (Center of Kurdran_troll_walk <gen>)
    Unit - Order DanathHERO to Move To.(Center of Danath_troll_walk <gen>)
    Unit - Order KurdranHERO to Move To.(Center of Kurdran_troll_walk <gen>)
    Camera - .Apply. gg_cam_Camera_062 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_062 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_063 for Player 2 (Blue) over 35.00 seconds
    Camera - .Apply. gg_cam_Camera_063 for Player 3 (Teal) over 35.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Sound - Play 19_Felwood <gen>
    Cinematic - Send transmission to (All players) from Shadow Hunter 0124 <gen> named Jo Jo Headshrinker: Play No sound and display I noticed you two eyeing that metal gate, strangers. While my magic cannot open the gate for you, it can disguise you in such a way that you could obtain the key necessary to unlock it.. Modify duration: Set to 24.00 seconds and Don't wait
    Wait 24.00 seconds
    Cinematic - Send transmission to (All players) from KurdranHERO named Kurdran Wildhammer: Play No sound and display You could get us into the Orc base unnoticed?. Modify duration: Set to 8.00 seconds and Don't wait
    Wait 8.00 seconds
    Camera - .Apply. gg_cam_Camera_064 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_064 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_065 for Player 2 (Blue) over 29.00 seconds
    Camera - .Apply. gg_cam_Camera_065 for Player 3 (Teal) over 29.00 seconds
    Cinematic - Send transmission to (All players) from Shadow Hunter 0124 <gen> named Jo Jo Headshrinker: Play No sound and display For a price, yes. You see, one of the local troll warlords by the name of Krag'zin has contructed several dams in the region. In doing so, he now controls where the water in the Swamp flows to, and has been abusing this power by denying water to those who resist his rule. Slay him, and I will help devise a means for you to sneak into the Orc encampment undetected.. Modify duration: Set to 40.00 seconds and Don't wait
    Wait 29.00 seconds
    Camera - .Apply. gg_cam_Camera_066 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_066 for Player 3 (Teal) over 0.00 seconds
    Wait 11.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 2.00 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KurdranHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DanathHERO) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit Group - Pick every unit in Trollstarthidden and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select zzselectedunittrollstart1 for Player 2 (Blue)
    Selection - Select zzselectedunittrollstart2 for Player 3 (Teal)
    Game - Turn the day/night cycle On
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DanathHERO Vulnerable
    Unit - Make KurdranHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Trigger - Add Troll_Mid <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Troll Opening Cin Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    TrollOpen_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet TrollOpen_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 2.00 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KurdranHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DanathHERO) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Unpause all units
    Unit - Move DanathHERO instantly to (Center of Danath_tp_Troll <gen>), facing (Center of Jojo_vision <gen>)
    Unit - Move KurdranHERO instantly to (Center of Kurdran_tp_troll <gen>), facing (Center of Jojo_vision <gen>)
    Selection - Select zzselectedunittrollstart1 for Player 2 (Blue)
    Selection - Select zzselectedunittrollstart2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DanathHERO Vulnerable
    Unit - Make KurdranHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Trigger - Add Troll_Mid <gen> to the trigger queue (Checking conditions)
    Trigger - Remove Troll_Opening_Cin <gen> from the trigger queue
Troll Mid
  Events
  Conditions
  Actions
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of troll_warlord <gen>) to a radius of 400.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of troll_warlord <gen>) to a radius of 400.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of troll_warlord <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Update message: |cffffcc00MAIN QUEST UPDATE|rUnfastening the Bolts - |cff808080Seek aid in infiltrating the Orc base (Completed)|r - Slay Krag'zjin - Danath and Kurdran must survive
    Quest - Mark Questgatereq1 as Completed
    Quest - Create a quest requirement for Questgate with the description Slay Krag'zjin
    Set VariableSet Questgatereq2 = (Last created quest requirement)
    Quest - Change the description of QuestgaterqSURVIVE1 to Slay Krag'zjin
    Quest - Change the description of Questgatereq2 to Danath and Kurdran must survive
    Destructible - Remove Pathing Blocker (Ground) (Large) 2542 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 2535 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 2536 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 2537 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 2538 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 2539 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 2540 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 2541 <gen>
    Trigger - Remove (This trigger) from the trigger queue
See werid tree trig
  Events
    Unit - A unit enters notice_tree_kurdran <gen>
  Conditions
    (Entering unit) Equal to KurdranHERO
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Kurdran_talk_tree <gen> to the trigger queue (Checking conditions)
Kurdran talk tree
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Position of KurdranHERO) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from KurdranHERO named Kurdran: Play No sound and display That is an unusual tree.... Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Warlord Dies
  Events
    Unit - Krag'zin 0189 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Move Shadow Hunter 0124 <gen> instantly to (Center of jojo_tp <gen>)
    Trigger - Add Troll_end_quest <gen> to the trigger queue (Checking conditions)
Troll end quest
  Events
  Conditions
  Actions
    Wait Campaign quest delay seconds
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of Jojo_vision <gen>) to a radius of 400.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of Jojo_vision <gen>) to a radius of 400.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of Jojo_vision <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Update message: |cffffcc00MAIN QUEST UPDATE|rUnfastening the Bolts - |cff808080Seek aid in infiltrating the Orc base (Completed)|r - |cff808080Slay Krag'zin (Completed)|r - Return to Jo Jo Headshrinker - Danath and Kurdran must survive
    Quest - Mark QuestgaterqSURVIVE1 as Completed
    Quest - Create a quest requirement for Questgate with the description Return to Jo Jo Headshrinker
    Set VariableSet Questgatereq3 = (Last created quest requirement)
    Quest - Change the description of Questgatereq2 to Return to Jo Jo Headshrinker
    Quest - Change the description of Questgatereq3 to Danath and Kurdran must survive
    Trigger - Remove (This trigger) from the trigger queue
Troll Return Trig
  Events
    Unit - A unit enters troll_cin <gen>
  Conditions
    ((Entering unit) Equal to DanathHERO) or ((Entering unit) Equal to KurdranHERO)
    (Krag'zin 0189 <gen> is dead) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Troll_Return_Cin <gen> to the trigger queue (Checking conditions)
Troll Return Cin
  Events
  Conditions
  Actions
    Trigger - Turn off Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Cinematic - Disable user control for (All players).
    Unit - Make DanathHERO Invulnerable
    Unit - Make KurdranHERO Invulnerable
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn subtitle display override On
    Sound - Set Ambient Sounds to 0.00%
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Set Combat Sounds to 0.00%
    Sound - Set Fire Sounds to 0.00%
    Set VariableSet zzselectedunittrollend1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet zzselectedunittrollend2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet TrollEnd_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (TrollEnd_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet TrollEnd_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Unpause DanathHERO
    Unit - Unpause KurdranHERO
    Unit - Unpause Sky'ree 0193 <gen>
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally
    Unit Group - Add all units of (Units owned by Player 11 (Dark Green) matching (((Matching unit) is hidden) Equal to False).) to trollendhiddenunit
    Unit Group - Add all units of (Units owned by Player 9 (Gray) matching (((Matching unit) is hidden) Equal to False).) to trollendhiddenunit
    Unit Group - Pick every unit in trollendhiddenunit and do (Hide (Picked unit))
    Unit - Move DanathHERO instantly to (Center of Danath_tp_Troll <gen>), facing (Center of Danath_troll_walk <gen>)
    Unit - Move KurdranHERO instantly to (Center of Kurdran_tp_troll <gen>), facing (Center of Kurdran_troll_walk <gen>)
    Unit - Order DanathHERO to Move To.(Center of Danath_troll_walk <gen>)
    Unit - Order KurdranHERO to Move To.(Center of Kurdran_troll_walk <gen>)
    Camera - .Apply. gg_cam_Camera_062 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_062 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_063 for Player 2 (Blue) over 44.00 seconds
    Camera - .Apply. gg_cam_Camera_063 for Player 3 (Teal) over 44.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Sound - Play 19_Felwood <gen>
    Cinematic - Send transmission to (All players) from Shadow Hunter 0124 <gen> named Jo Jo Headshrinker: Play No sound and display Well done, outsiders. You have completed your side of the bargain, and now I will complete my side of the bargain.. Modify duration: Set to 18.00 seconds and Don't wait
    Wait 18.00 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display Jo Jo Headshrinker? Where are you?. Modify duration: Set to 8.00 seconds and Don't wait
    Wait 8.00 seconds
    Cinematic - Send transmission to (All players) from Shadow Hunter 0124 <gen> named Jo Jo Headshrinker: Play No sound and display Remember, when you have what you need, exit the premises of the Orc encampment to return to your normal form.. Modify duration: Set to 18.00 seconds and Don't wait
    Wait 18.00 seconds
    Camera - .Apply. gg_cam_Camera_067 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_067 for Player 3 (Teal) over 0.00 seconds
    Cinematic - Send transmission to (All players) from DanathHERO named Danath Trollbane: Play No sound and display Headshrinker! Where... Why do I feel so strange.... Modify duration: Set to 10.00 seconds and Don't wait
    Wait 5.00 seconds
    Cinematic - Fade out over 5.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 5.00 seconds
    Unit - Change ownership of DanathHERO to Player 10 (Light Blue) and Change color
    Unit - Change ownership of KurdranHERO to Player 10 (Light Blue) and Change color
    Unit - Make DanathHERO Invulnerable
    Unit - Make KurdranHERO Invulnerable
    Unit - Unhide Danath Trollbane 0125 <gen>
    Unit - Unhide Kurdran Wildhammer 0190 <gen>
    Unit - Unhide Sky'ree 0193 <gen>
    Wait 4.00 seconds
    Camera - .Apply. gg_cam_Camera_068 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_068 for Player 3 (Teal) over 0.00 seconds
    Cinematic - Fade in over 3.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 4.00 seconds
    Cinematic - Send transmission to (All players) from Danath Trollbane 0125 <gen> named Danath Trollbane: Play No sound and display This pounding sensation in my head... what happened?. Modify duration: Set to 9.00 seconds and Don't wait
    Wait 9.00 seconds
    Camera - .Apply. gg_cam_Camera_069 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_069 for Player 3 (Teal) over 0.00 seconds
    Cinematic - Send transmission to (All players) from Danath Trollbane 0125 <gen> named Danath Trollbane: Play No sound and display By the light, I am a frog!. Modify duration: Set to 7.00 seconds and Don't wait
    Wait 7.00 seconds
    Camera - .Apply. gg_cam_Camera_070 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_070 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_071 for Player 2 (Blue) over 18.00 seconds
    Camera - .Apply. gg_cam_Camera_071 for Player 3 (Teal) over 18.00 seconds
    Unit - Order Kurdran Wildhammer 0190 <gen> to Move To.(Center of frog_kurdran_run_to <gen>)
    Cinematic - Send transmission to (All players) from Kurdran Wildhammer 0190 <gen> named Kurdran Wildhammer: Play No sound and display Well aren't you just the genius.. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Cinematic - Send transmission to (All players) from Danath Trollbane 0125 <gen> named Danath Trollbane: Play No sound and display I was just making an observation. There is no need to be snide, Dwarf.. Modify duration: Set to 11.00 seconds and Don't wait
    Wait 11.00 seconds
    Camera - .Apply. gg_cam_Camera_072 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_072 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_073 for Player 2 (Blue) over 18.00 seconds
    Camera - .Apply. gg_cam_Camera_073 for Player 3 (Teal) over 18.00 seconds
    Cinematic - Send transmission to (All players) from Sky'ree 0193 <gen> named Sky'ree: Play No sound and display Prrrrrrrrrrrreeeeeeeeeeeee!. Modify duration: Set to 5.00 seconds and Don't wait
    Unit - Order Sky'ree 0193 <gen> to Move To.(Center of skyree <gen>)
    Wait 1.00 seconds
    Unit - Make Danath Trollbane 0125 <gen> face (Center of skyree <gen>) over 1.00 seconds
    Unit - Make Kurdran Wildhammer 0190 <gen> face (Center of skyree <gen>) over 1.00 seconds
    Wait 4.00 seconds
    Cinematic - Send transmission to (All players) from Danath Trollbane 0125 <gen> named Danath Trollbane: Play No sound and display Interesting, even your Gryphon was transformed.. Modify duration: Set to 8.00 seconds and Don't wait
    Wait 8.00 seconds
    Camera - .Apply. gg_cam_Camera_074 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_074 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_075 for Player 2 (Blue) over 17.00 seconds
    Camera - .Apply. gg_cam_Camera_075 for Player 3 (Teal) over 17.00 seconds
    Cinematic - Send transmission to (All players) from Danath Trollbane 0125 <gen> named Danath Trollbane: Play No sound and display Ok, so Jo Jo transformed us into frogs. I doubt any Orc will give us a second glance, so let us begin searching for the key. Based on my experiences with the Orcs during the First War, I believe they often keep their valuable items hidden in caves. Unfortunately, despite how good these disguises are, they also limit us in that we cannot do things that frogs would not do. Since amphibious creatures hate dark, dry places, if we try to hop into the place where the key is located, the Orcs will become suspicious. Any orc guard will need to be distracted before we try to enter any cave in this encampment.. Modify duration: Set to 52.00 seconds and Don't wait
    Wait 17.00 seconds
    Camera - .Apply. gg_cam_Camera_076 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_076 for Player 3 (Teal) over 0.00 seconds
    Wait 17.00 seconds
    Camera - .Apply. gg_cam_Camera_077 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_077 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_078 for Player 2 (Blue) over 18.00 seconds
    Camera - .Apply. gg_cam_Camera_078 for Player 3 (Teal) over 18.00 seconds
    Wait 16.00 seconds
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of Kurdran Wildhammer 0190 <gen>) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of Danath Trollbane 0125 <gen>) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Make Danath Trollbane 0125 <gen> Invulnerable
    Unit - Make Kurdran Wildhammer 0190 <gen> Invulnerable
    Unit Group - Pick every unit in trollendhiddenunit and do (Unhide (Picked unit))
    Unit - Unpause all units
    Unit - Change ownership of Kurdran Wildhammer 0190 <gen> to Player 2 (Blue) and Change color
    Unit - Change ownership of Danath Trollbane 0125 <gen> to Player 3 (Teal) and Change color
    Selection - Select Kurdran Wildhammer 0190 <gen> for Player 2 (Blue)
    Selection - Select Danath Trollbane 0125 <gen> for Player 3 (Teal)
    Game - Turn the day/night cycle On
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Trigger - Add Inside_Orc_base_update <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Troll Return Cin Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    TrollEnd_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet TrollEnd_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally
    Unit - Change ownership of DanathHERO to Player 10 (Light Blue) and Change color
    Unit - Change ownership of KurdranHERO to Player 10 (Light Blue) and Change color
    Unit - Make DanathHERO Invulnerable
    Unit - Make KurdranHERO Invulnerable
    Unit - Unhide Danath Trollbane 0125 <gen>
    Unit - Unhide Kurdran Wildhammer 0190 <gen>
    Unit - Unhide Sky'ree 0193 <gen>
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of Kurdran Wildhammer 0190 <gen>) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of Danath Trollbane 0125 <gen>) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Make Danath Trollbane 0125 <gen> Invulnerable
    Unit - Make Kurdran Wildhammer 0190 <gen> Invulnerable
    Unit - Unpause all units
    Unit - Change ownership of Kurdran Wildhammer 0190 <gen> to Player 2 (Blue) and Change color
    Unit - Change ownership of Danath Trollbane 0125 <gen> to Player 3 (Teal) and Change color
    Selection - Select Kurdran Wildhammer 0190 <gen> for Player 2 (Blue)
    Selection - Select Danath Trollbane 0125 <gen> for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Trigger - Add Inside_Orc_base_update <gen> to the trigger queue (Checking conditions)
    Trigger - Remove Troll_Return_Cin <gen> from the trigger queue
Inside Orc base update
  Events
  Conditions
  Actions
    Wait Campaign quest delay seconds
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of cave_vision <gen>) to a radius of 400.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of cave_vision <gen>) to a radius of 400.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of cave_vision <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Update message: |cffffcc00MAIN QUEST UPDATE|rUnfastening the Bolts - |cff808080Seek aid in infiltrating the Orc base (Completed)|r - |cff808080Slay Krag'zin (Completed)|r - |cff808080Return to Jo Jo Headshrinker (Completed)|r - Find a way into the cave and retrieve the gate key - Danath and Kurdran must survive
    Quest - Mark Questgatereq2 as Completed
    Quest - Create a quest requirement for Questgate with the description Find a way into the cave and retrieve the gate key
    Set VariableSet Questgatereq4 = (Last created quest requirement)
    Quest - Change the description of Questgatereq3 to Find a way into the cave and retrieve the gate key
    Quest - Change the description of Questgatereq4 to Danath and Kurdran must survive
    Trigger - Remove (This trigger) from the trigger queue
Kurdran talk sky trigger
  Events
    Unit - A unit enters Bye_Sky <gen>
  Conditions
    ((Entering unit) Equal to Danath Trollbane 0125 <gen>) or ((Entering unit) Equal to Kurdran Wildhammer 0190 <gen>)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Kurdran_talk_sky_dialogue <gen> to the trigger queue (Checking conditions)
Kurdran talk sky dialogue
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Position of Kurdran Wildhammer 0190 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Kurdran Wildhammer 0190 <gen> named Kurdran Wildhammer: Play No sound and display Sky'ree, you stay here. I promise we will come back for you.. Modify duration: Set to 10.00 seconds and Don't wait
    Wait 10.00 seconds
    Sound - Reset all volume channels to 100%
    Trigger - Add Skyree_talk_Kurdran <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Skyree talk Kurdran
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Center of skyree <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Sky'ree 0193 <gen> named Sky'ree: Play No sound and display Prrrrrrrrrrrreeeeeeeeeeeee!. Modify duration: Set to 5.00 seconds and Don't wait
    Wait 5.00 seconds
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Gob talk trig
  Events
    Unit - A unit enters save_gob <gen>
  Conditions
    ((Entering unit) Equal to Danath Trollbane 0125 <gen>) or ((Entering unit) Equal to Kurdran Wildhammer 0190 <gen>)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Gob_talk_dialogue <gen> to the trigger queue (Checking conditions)
Gob talk dialogue
  Events
  Conditions
  Actions
    Destructible - Kill Cage 1234 <gen>
    Unit - Create 1 Tinker for Player 10 (Light Blue) at (Center of gob_appear <gen>) facing (Center of save_gob <gen>)
    Set VariableSet goblinincage = (Last created unit)
    Cinematic - Ping minimap for (All players) at (Center of gob_appear <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from goblinincage named Plug Rattletrap: Play No sound and display Thank you for freeing me, little frog! Here, this item can destroy support columns in seconds! Perhaps it will come in use.. Modify duration: Set to 18.00 seconds and Don't wait
    Wait 18.00 seconds
    Sound - Reset all volume channels to 100%
    Item - Create Mining Pick at (Center of wrench_drop <gen>)
    Set VariableSet miningpick = (Last created item)
    Unit - Order Goblin Zeppelin 0154 <gen> to Move To.(Center of gob_appear <gen>)
    Wait 4.00 seconds
    Sound - Set position of Loading <gen> to (Center of save_gob <gen>) with Z offset 0
    Sound - Play Loading <gen> at 100% volume, located at (Center of save_gob <gen>) with Z offset 0
    Unit - Move goblinincage instantly to (Center of bye_bye_zeplin <gen>)
    Wait 1.00 seconds
    Unit - Order Goblin Zeppelin 0154 <gen> to Move To.(Center of zepplin_leave <gen>)
    Trigger - Remove (This trigger) from the trigger queue
Destroy column
  Events
    Unit - A unit enters support_column <gen>
  Conditions
    (Entering unit) Equal to Danath Trollbane 0125 <gen>
    ((Entering unit) has an item of type Mining Pick) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Kill Support Column 1406 <gen>
    Item - Remove miningpick
    Destructible - Remove Pathing Blocker (Ground) 2532 <gen>
    Destructible - Remove Pathing Blocker (Ground) 2533 <gen>
Pong Catapult prison
  Events
    Unit - A unit enters pong_cata_prison <gen>
  Conditions
    (Entering unit) Equal to Danath Trollbane 0125 <gen>
    ((Entering unit) has an item of type Pong Catapult Manual) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Item - Remove gg_item_I00B_0175
    Unit - Make Pong Catapult 0155 <gen> face (Center of pong_face <gen>) over 3.00 seconds
    Cinematic - Ping minimap for (All players) at (Position of Pong Catapult 0155 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Pong Catapult 0155 <gen> named Pong Catapult Operator: Play No sound and display What is happening!!. Modify duration: Set to 4.00 seconds and Don't wait
    Wait 4.00 seconds
    Sound - Reset all volume channels to 100%
    Destructible - Set life of Magical Pen 0858 <gen> to 1.00
    Unit - Order Pong Catapult 0155 <gen> to Attack.Magical Pen 0858 <gen>
    Wait 2.00 seconds
    Destructible - Remove Pathing Blocker (Ground) 2529 <gen>
    Destructible - Remove Pathing Blocker (Ground) 2528 <gen>
    Destructible - Remove Pathing Blocker (Ground) 2527 <gen>
    Destructible - Remove Pathing Blocker (Ground) 2526 <gen>
    Destructible - Remove Pathing Blocker (Ground) 2459 <gen>
    Destructible - Remove Pathing Blocker (Ground) 2525 <gen>
    Destructible - Remove Pathing Blocker (Ground) 2531 <gen>
    Destructible - Remove Pathing Blocker (Ground) 2530 <gen>
Create fight orc women
  Events
    Unit - A unit enters plant_lunch <gen>
  Conditions
    (Entering unit) Equal to Danath Trollbane 0125 <gen>
    ((Entering unit) has an item of type Lokka's Lunch) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Item - Remove gg_item_I00A_0179
    Unit - Order Lokka 0184 <gen> to Move To.(Center of lokka_run_to <gen>)
    Cinematic - Ping minimap for (All players) at (Position of Lokka 0184 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Lokka 0184 <gen> named Lokka: Play No sound and display Mak'thara, you dare steal my lunch?. Modify duration: Set to 8.00 seconds and Don't wait
    Wait 2.00 seconds
    Unit - Make Mak'thara 0183 <gen> face (Center of lokka_run_to <gen>) over 0 seconds
    Wait 6.00 seconds
    Cinematic - Send transmission to (All players) from Lokka 0184 <gen> named Lokka: Play No sound and display Die!. Modify duration: Set to 3.00 seconds and Don't wait
    Wait 3.00 seconds
    Sound - Reset all volume channels to 100%
    Unit - Order Lokka 0184 <gen> to Attack.Mak'thara 0183 <gen>
    Unit - Order Mak'thara 0183 <gen> to Attack.Lokka 0184 <gen>
    Wait 2.00 seconds
    Unit - Order Fighter 0157 <gen> to Move To.(Center of top_grunt_run <gen>)
    Unit - Order Fighter 0162 <gen> to Move To.(Center of bottom_grunt_run <gen>)
    Cinematic - Send transmission to (All players) from Fighter 0157 <gen> named Fighter: Play No sound and display Hey! Break it up you two.. Modify duration: Set to 7.00 seconds and Don't wait
    Wait 7.00 seconds
    Sound - Reset all volume channels to 100%
    Trigger - Turn on Cave_Enter_Danath <gen>
    Trigger - Turn on Cave_Enter_Kurdran <gen>
Cave Enter Danath
  Events
    Unit - A unit enters cave_enter <gen>
  Conditions
    (Entering unit) Equal to Danath Trollbane 0125 <gen>
  Actions
    Unit - Move (Entering unit) instantly to (Center of danath_cave_tp <gen>), facing (Center of danath_cave_look <gen>)
Cave Enter Kurdran
  Events
    Unit - A unit enters cave_enter <gen>
  Conditions
    (Entering unit) Equal to Kurdran Wildhammer 0190 <gen>
  Actions
    Unit - Move (Entering unit) instantly to (Center of kurdran_cave_tp <gen>), facing (Center of kurdran_cave_look <gen>)
Spider Trigger
  Events
    Unit - Danath Trollbane 0125 <gen> Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Orc Blood Key
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Spider_Cin <gen> to the trigger queue (Checking conditions)
Spider Cin
  Events
  Conditions
  Actions
    Trigger - Turn off Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Cinematic - Disable user control for (All players).
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn subtitle display override On
    Sound - Set Ambient Sounds to 0.00%
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Set Combat Sounds to 0.00%
    Sound - Set Fire Sounds to 0.00%
    Set VariableSet zzselectedunitspider1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet zzselectedunitspider2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet Spider_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Spider_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Spider_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Move Danath Trollbane 0125 <gen> instantly to (Center of danath_spidercave <gen>), facing (Center of kurdran_spider_cave <gen>)
    Unit - Move Kurdran Wildhammer 0190 <gen> instantly to (Center of kurdran_spider_cave <gen>), facing (Center of danath_spidercave <gen>)
    Camera - .Apply. gg_cam_Camera_079 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_079 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_080 for Player 2 (Blue) over 23.00 seconds
    Camera - .Apply. gg_cam_Camera_080 for Player 3 (Teal) over 23.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Sound - Play 19_Felwood <gen>
    Cinematic - Send transmission to (All players) from Danath Trollbane 0125 <gen> named Danath Trollbane: Play No sound and display Well, that was not so hard.. Modify duration: Set to 7.00 seconds and Don't wait
    Wait 7.00 seconds
    Cinematic - Send transmission to (All players) from Kurdran Wildhammer 0190 <gen> named Kurdran Wildhammer: Play No sound and display Now that we have the key, let's get out of here. I am sure Sky'ree is anxiously waiting for us outside.. Modify duration: Set to 14.00 seconds and Don't wait
    Wait 14.00 seconds
    Sound - Set position of SpiderWhat2 <gen> to (Center of kurdran_spider_cave <gen>) with Z offset 0
    Sound - Play SpiderWhat2 <gen> at 100% volume, located at (Center of kurdran_spider_cave <gen>) with Z offset 0
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Camera_081 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_081 for Player 3 (Teal) over 0.00 seconds
    Cinematic - Send transmission to (All players) from Danath Trollbane 0125 <gen> named Danath Trollbane: Play No sound and display Did you hear that?. Modify duration: Set to 5.00 seconds and Don't wait
    Wait 5.00 seconds
    Cinematic - Send transmission to (All players) from Kurdran Wildhammer 0190 <gen> named Kurdran Wildhammer: Play No sound and display I think you are just imagining things.... Modify duration: Set to 8.00 seconds and Don't wait
    Wait 8.00 seconds
    Sound - Set position of SpiderYesAttack1 <gen> to (Center of danath_spidercave <gen>) with Z offset 0
    Sound - Play SpiderYesAttack1 <gen> at 100% volume, located at (Center of danath_spidercave <gen>) with Z offset 0
    Wait 1.00 seconds
    Unit - Create 1 Brood Mother for Player 8 (Pink) at (Center of Region_073 <gen>) facing (Center of spiderlook <gen>)
    Set VariableSet spiderboss = (Last created unit)
    Camera - .Apply. gg_cam_Camera_082 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_082 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_083 for Player 2 (Blue) over 9.00 seconds
    Camera - .Apply. gg_cam_Camera_083 for Player 3 (Teal) over 9.00 seconds
    Cinematic - Send transmission to (All players) from Danath Trollbane 0125 <gen> named Danath Trollbane: Play No sound and display I knew this was a bad idea.... Modify duration: Set to 7.00 seconds and Don't wait
    Unit - Make Danath Trollbane 0125 <gen> face (Center of Region_073 <gen>) over 2.00 seconds
    Unit - Make Kurdran Wildhammer 0190 <gen> face (Center of Region_073 <gen>) over 2.00 seconds
    Wait 7.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 2.00 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of Kurdran Wildhammer 0190 <gen>) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of Danath Trollbane 0125 <gen>) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Make Danath Trollbane 0125 <gen> Vulnerable
    Unit - Make Kurdran Wildhammer 0190 <gen> Vulnerable
    Item - Create Rune of Speed at (Center of speedrune1 <gen>)
    Item - Create Rune of Speed at (Center of speed_rune_2 <gen>)
    Item - Create Rune of Speed at (Center of speed_rune_3 <gen>)
    Item - Create Rune of Speed at (Center of speed_rune_4 <gen>)
    Item - Create Rune of Speed at (Center of speed_rune_5 <gen>)
    Selection - Select zzselectedunitspider1 for Player 2 (Blue)
    Selection - Select zzselectedunitspider2 for Player 3 (Teal)
    Game - Turn the day/night cycle On
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Enable user control for (All players).
    Unit - Grant shared vision of spiderboss to Player 2 (Blue)
    Unit - Grant shared vision of spiderboss to Player 3 (Teal)
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Unit - Order spiderboss to Attack-Move To.(Center of leave_cave <gen>)
    Trigger - Turn on Leave_cave_trigger <gen>
    Trigger - Add Kurdran_scream_dialogue <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Spider Cin Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    Spider_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Spider_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Move Danath Trollbane 0125 <gen> instantly to (Center of danath_spidercave <gen>), facing (Center of kurdran_spider_cave <gen>)
    Unit - Move Kurdran Wildhammer 0190 <gen> instantly to (Center of kurdran_spider_cave <gen>), facing (Center of danath_spidercave <gen>)
    Unit - Create 1 Brood Mother for Player 8 (Pink) at (Center of Region_073 <gen>) facing (Center of spiderlook <gen>)
    Set VariableSet spiderboss = (Last created unit)
    Trigger - Turn on Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 2.00 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of Kurdran Wildhammer 0190 <gen>) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of Danath Trollbane 0125 <gen>) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Make Danath Trollbane 0125 <gen> Vulnerable
    Unit - Make Kurdran Wildhammer 0190 <gen> Vulnerable
    Item - Create Rune of Speed at (Center of speedrune1 <gen>)
    Item - Create Rune of Speed at (Center of speed_rune_2 <gen>)
    Item - Create Rune of Speed at (Center of speed_rune_3 <gen>)
    Item - Create Rune of Speed at (Center of speed_rune_4 <gen>)
    Item - Create Rune of Speed at (Center of speed_rune_5 <gen>)
    Selection - Select Kurdran Wildhammer 0190 <gen> for Player 2 (Blue)
    Selection - Select Danath Trollbane 0125 <gen> for Player 3 (Teal)
    Game - Turn the day/night cycle On
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Enable user control for (All players).
    Unit - Grant shared vision of spiderboss to Player 2 (Blue)
    Unit - Grant shared vision of spiderboss to Player 3 (Teal)
    Wait 3.00 seconds
    Sound - Play 21_Tanaris <gen>
    Unit - Order spiderboss to Attack-Move To.(Center of leave_cave <gen>)
    Trigger - Turn on Leave_cave_trigger <gen>
    Trigger - Add Kurdran_scream_dialogue <gen> to the trigger queue (Checking conditions)
    Trigger - Remove Spider_Cin <gen> from the trigger queue
Kurdran scream dialogue
  Events
  Conditions
  Actions
    Wait 3.00 seconds
    Cinematic - Ping minimap for (All players) at (Position of Kurdran Wildhammer 0190 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Kurdran Wildhammer 0190 <gen> named Kurdran Wildhammer: Play No sound and display Run!. Modify duration: Set to 4.00 seconds and Don't wait
    Wait 4.00 seconds
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Leave cave trigger
  Events
    Unit - A unit enters leave_cave <gen>
  Conditions
    ((Danath Trollbane 0125 <gen> is alive) Equal to True) and ((Kurdran Wildhammer 0190 <gen> is alive) Equal to True)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Danath Trollbane 0125 <gen> Invulnerable
    Unit - Make Kurdran Wildhammer 0190 <gen> Invulnerable
    Trigger - Add Leave_cave_at_last_cin <gen> to the trigger queue (Checking conditions)
Leave cave at last cin
  Events
  Conditions
  Actions
    Trigger - Turn off Music_Tanaris_Trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Cinematic - Disable user control for (All players).
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn subtitle display override On
    Sound - Set Ambient Sounds to 0.00%
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Set Combat Sounds to 0.00%
    Sound - Set Fire Sounds to 0.00%
    Unit - Deny shared vision of spiderboss to Player 2 (Blue)
    Unit - Deny shared vision of spiderboss to Player 3 (Teal)
    Selection - Clear selection
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet LeaveCave_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (LeaveCave_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet LeaveCave_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Move Danath Trollbane 0125 <gen> instantly to (Center of Danath_outside_cave <gen>), facing (Center of Kurdran_outside_cave <gen>)
    Unit - Move Kurdran Wildhammer 0190 <gen> instantly to (Center of Kurdran_outside_cave <gen>), facing (Center of Danath_outside_cave <gen>)
    -------- critters --------
    Unit - Unhide Stag 0202 <gen>
    Unit - Unhide Rabbit 0201 <gen>
    Unit - Unhide Raccoon 0199 <gen>
    Unit - Unhide Chicken 0198 <gen>
    Unit - Unhide Pig 0203 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 2446 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 2447 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 2448 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 2450 <gen>
    Destructible - Remove Pathing Blocker (Ground) (Large) 2449 <gen>
    Camera - .Apply. gg_cam_Camera_08