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Trigger Viewer

BDPmap6v0.081.w3x
Variables
Initialization
Initial
Prevent Higher level
prevent high
Dentarg Lock level
Teron Lock level
Difficulty trigger
Easy Mode
Normal Mode
Insane Mode
Difficulty
Music trigs
Music Duskwood INITIAL
Music Duskwood trigger
Music Sewer trigger
Music Gambler trigger
Music Ending trigger
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
Defeat
Defeat Red
Defeat Purple
Opening Cinematic
Start
Opening Cinematic
Opening Cinematic Skipped
Dirty city trig
Dentarg dirty city diag
Wall cinematic
Wall Opening Trig
Wall opening Cin
Wall opening Cin Skip
Wall Main Quest
Witch Cin
Witch opening trig
Witch opening cin
Witch opening cin skip
Witch Items
Kobold Dies
Brown Bear Dies
Witch Ending Cin
Witch ending trig
Witch ending cin
Witch ending cin skip
Dungeon Enter
Sewer enter trig
Sewer enter diag
Short Man
Shortman Trig
Shortman Dialog
Hint only red type
Hint only red type trig
Hint only red type real hint
Letters BLA
BLA letters
BLA letters reveal
Letters CKR
CKR letters
CKR letters reveal
Letters OCKAN
OCKAN letters
OCKAN letters reveal
Letters DROLLT
DROLLT letters
DROLLT letters reveal
Letters HREE
HREE letters
HREE letters reveal
Gambler Opening Cin
Gambler opening Trig
Gambler opening cin
Gambler opening cin skip
Gambler Side Quest
Gambler Rounds
Gambler Round One Yellow
Gambler Round One Orange
Gambler Round One end
Gambler Round Two Yellow
Gambler Round Two Orange
Gambler Round Two end
Gambler Round Three Yellow
Gambler Round Three Orange
Gambler Round Three end
Gambler Round Four Yellow
Gambler Round Four Orange
Gambler Round Four end
Gambler Round Five Yellow
Gambler Round Five Orange
Gambler Round Five end
Gambler Round Six Yellow
Gambler Round Six Orange
Gambler Round Six end
Gambler Round Seven Orange
Gambler Round Seven end
Gambler Ending Cin
Naga die
Ending gambler
Ending gambler skip
Reinforcements
Reinforcements trig
Reinforcements diag
Firemage
Firemage Trig
Firemag diag
Optional Boss
Rune for key
Reveal insane or not
Croc Dies
Orphan Cin
Orphan opening trig
Orphan opening cin
Orphan opening cin skip
Orphan end
Orphan ending trig
Orphan ending cin
Orphan ending cin skip
Holy Guardian
Holy Guardian Trig
Holy Gurdian diag
Ending Scene
Bishop dies
Ending scene 1
Ending Cinematic Skipped
Single Player
Single Player share
Red leaves
Purple leaves
Test
Untitled Trigger 001
Rexxar
Grom
Teron
Teron Spells Shadow Drain
Shadow Drain Cast
Shadow Drain Loop
Teron Spells Soul Tether
Soul Tether Configuration
Soul Tether Activation
Soul Tether Loop
Teron Spells Walk of Shadows
Walk of Shadows Cast
Walk of Shadows Loop
Teron Spells Knowledge of Shadows
Knowledge of Shadows
Teron Spells Love of Shadows
Love the Shadows
Teron Spells Extra System
Add Special Effect to System
SpecialEffectSystemLoop
Dentarg
Dentarg Spells Power Suction
Dentarg Spells Earth Slam
EarthSlam
Dentarg Spells Glyph of Nature
Glyph of Nature
Dentarg Spells Thorn Armour
Thorn Armor Config
Thorn Armor
Remove Dummy Leak
Thorns GDD
GDD Variable Creator
GUI Friendly Damage Detection
Dentarg Spells Psychic Onslaught
Psychic Rape
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
BLAspecial effect No
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
CKRspecial effect No
Code string No
Currant_intstances integer No
currentHerotoLoad integer No
currentHerotoSave integer No
darkstarspecialef effect No
DDS_Detect group No
Debug integervar No
Degrees_set real No
DENTARGHERO unit No
Dfficultychosen boolean No
DROLLTspecial effect 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
dungeonkey item No
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
Exclamationmark1 effect 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
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
finalcinhiddenunit 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
fountaineffect effect No
FP_Point location 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
gamblercinhiddenunit group No
Gamblerend_Cinematic_Is_On boolean No
Gambleropen_Cinematic_Is_On boolean 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
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
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
Hreespecial effect 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
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
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
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
lovedog effect No
loveman effect No
MA_Chance integer No
MA_Chance2 real No
MA_Nova integervar No
MA_Point location Yes
MA_Real real No
NumHeroAquiringTome integer No
NumHeroesToLoad integer No
NumHeroesToSave integer No
OCKANspecial effect No
Opening_Cinematic_Is_On boolean No
OrphanEnd_Cinematic_Is_On boolean No
orphanhiddenunitend group No
orphanhiddenunitstart group No
OrphanOpen_Cinematic_Is_On boolean 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
pipeexplode effect 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
QuestArakkoa quest No
QuestArakkoaRQ1 questitem No
Questbook quest No
Questbookreq1 questitem No
Questbookreq2 questitem No
QuestbookreqSURVIVE1 questitem No
Questorphan quest No
Questorphanrq1 questitem No
QuestorphanrqSURVIVE1 questitem No
Questwall quest No
Questwallreq1 questitem No
QuestwallreqSURVIVE1 questitem No
QuestwallRQ2 questitem No
QuestWeak quest No
Questweakrq1 questitem No
Reflect_Users group No
removebarrel effect No
Returning_to_normal_fly_height group No
Roundfivestart boolean No
Roundfourstart boolean No
Roundonestart boolean No
Roundsevenstart boolean No
Roundsixstart boolean No
Roundthreestart boolean No
Roundtwostart boolean 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
selectedgamblerstart1 group No
selectedgamblerstart2 group No
selectedwallstart1 group No
selectedwallstart2 group No
selectorphanend1 group No
selectorphanent2 group No
selectorphanstart1 group No
selectorphanstart2 group No
selectwitchend1 group No
selectwitchend2 group No
selectwitchstart1 group No
selectwitchstart2 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
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
strangerune item 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
TERONHERO unit No
TextFileName string No
Thorn_Dummy unit 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
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
wallcinhiddenunit group No
Wallopen_Cinematic_Is_On boolean No
WaterWaves group No
WhirlPools group No
WitchEnding_Cinematic_Is_On boolean No
witchhiddenunitend group No
witchhiddenunitstart group No
Witchopening_Cinematic_Is_On boolean 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
zzTestReal real No
Initial
  Events
    Map initialization
  Conditions
  Actions
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 700.00, z-end 3400.00, density 0.50 and color (10.00%, 30.00%, 50.00%)
    Environment - Set sky to Lordaeron Winter Sky
    -------- Alliances- LIGHT BLUE --------
    Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Ally
    Player - Make Player 4 (Purple) treat Player 10 (Light Blue) as an Ally
    Player - Make Player 7 (Green) treat Player 10 (Light Blue) as an Ally
    Player - Make Player 12 (Brown) treat Player 10 (Light Blue) as an Ally
    Player - Make Player 2 (Blue) treat Player 10 (Light Blue) as an Ally
    Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Ally
    Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Ally
    Player - Make Player 10 (Light Blue) treat Player 7 (Green) as an Ally
    Player - Make Player 10 (Light Blue) treat Player 12 (Brown) as an Ally
    Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Ally
    -------- Hero XP --------
    Hero - Make Player 1 (Red) Heroes gain 35.00% experience from future kills
    Hero - Make Player 4 (Purple) Heroes gain 35.00% experience from future kills
    Hero - Disable experience gain for Priestess of the Moon 0234 <gen>.
    Hero - Disable experience gain for Bandit Pyromancer 0200 <gen>.
    Hero - Disable experience gain for Holy Guardian 0221 <gen>.
    -------- Upgrades- Red --------
    Player - Set the current research level of R004 (techcode) to 2 for Player 1 (Red)
    Player - Set the current research level of R01L (techcode) to 2 for Player 1 (Red)
    Player - Set the current research level of R01K (techcode) to 2 for Player 1 (Red)
    Player - Set the current research level of R01M (techcode) to 2 for Player 1 (Red)
    Player - Set the current research level of R014 (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of R015 (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of R01D (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of R017 (techcode) to 1 for Player 1 (Red)
    -------- Upgrades Blue --------
    Player - Set the current research level of R00X (techcode) to 1 for Player 2 (Blue)
    Player - Set the current research level of R00Y (techcode) to 1 for Player 2 (Blue)
    Player - Set the current research level of R00Z (techcode) to 1 for Player 2 (Blue)
    Player - Set the current research level of R010 (techcode) to 1 for Player 2 (Blue)
    Player - Set the current research level of R00I (techcode) to 1 for Player 2 (Blue)
    -------- Upgrades Green --------
    Player - Set the current research level of R000 (techcode) to 1 for Player 7 (Green)
    Player - Set the current research level of R001 (techcode) to 1 for Player 7 (Green)
    Player - Set the current research level of R003 (techcode) to 1 for Player 7 (Green)
    Player - Set the current research level of R002 (techcode) to 1 for Player 7 (Green)
    -------- Variables --------
    Set VariableSet TERONHERO = Shadow Master 0001 <gen>
    Set VariableSet DENTARGHERO = Shadowmoon Archmage 0257 <gen>
    Set VariableSet Roundonestart = False
    Set VariableSet Roundtwostart = False
    Set VariableSet Dfficultychosen = False
    Set VariableSet HeroLoadedornew = False
    Set VariableSet Insanemodeactivated = False
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Witch 0138 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Set VariableSet Exclamationmark1 = (Last created special effect)
    -------- Quest Settings --------
    -------- Main Book --------
    Quest - Create a Required, undiscovered quest titled Book of Medivh with the description The first of the three artifacts that are required for Teron's and Ner'zhul's plan is the book of the Last Guardian, Medivh. Given the dangerous knowledge contained inside the book, it is likely being kept within the confines of the restricted section of the Stormwind Libary., using icon path ReplaceableTextures\CommandButtons\BTNTomeBrown.blp
    Set VariableSet Questbook = (Last created quest)
    Quest - Create a quest requirement for Questbook with the description Bring Teron and Dentarg to the restricted section of the Stormwind Library
    Set VariableSet Questbookreq1 = (Last created quest requirement)
    Quest - Create a quest requirement for Questbook with the description Teron and Dentarg must survive
    Set VariableSet QuestbookreqSURVIVE1 = (Last created quest requirement)
    -------- Main Wall --------
    Quest - Create a Required, undiscovered quest titled Paving the Path with the description Stormwind City has not been rebuilt in the same manner that Teron's dead host's memories painted it as. The path to the inner city, where the Library lies, has been blocked off by a wall. Find a way through., using icon path ReplaceableTextures\CommandButtons\BTNArcaniteArchitecture.blp
    Set VariableSet Questwall = (Last created quest)
    Quest - Create a quest requirement for Questwall with the description Find a way into the inner city
    Set VariableSet Questwallreq1 = (Last created quest requirement)
    Quest - Create a quest requirement for Questwall with the description Teron and Dentarg must survive
    Set VariableSet QuestwallreqSURVIVE1 = (Last created quest requirement)
    -------- Main Orphan --------
    Quest - Create a Required, undiscovered quest titled Protectors' Eradication with the description The Stormwind Library is currently guarded by the Church's elite warriors. Teron plans to use agents that would not arouse any suspicion to eliminate the guards: the orphans of Stormwind., using icon path ReplaceableTextures\CommandButtons\BTNVillagerKid.blp
    Set VariableSet Questorphan = (Last created quest)
    Quest - Create a quest requirement for Questorphan with the description Bring Teron to the pipes that bring water to the orphanage
    Set VariableSet Questorphanrq1 = (Last created quest requirement)
    Quest - Create a quest requirement for Questorphan with the description Teron and Dentarg must survive
    Set VariableSet QuestorphanrqSURVIVE1 = (Last created quest requirement)
    -------- Weakest Link --------
    Quest - Create a Optional, undiscovered quest titled The Weakest Link with the description Gambler Kassan has offered Dentarg and Teron a means to obtain an immeasurable treasure. Win his game to claim your prize!, using icon path ReplaceableTextures\CommandButtons\BTNPillage.blp
    Set VariableSet QuestWeak = (Last created quest)
    Quest - Create a quest requirement for QuestWeak with the description Win all seven rounds of Gambler Kassan's game (command is -roundXcolour)
    Set VariableSet Questweakrq1 = (Last created quest requirement)
    -------- Player Settings --------
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
    Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally
    Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally
    -------- Unit Settings --------
    Unit - Make Witch 0138 <gen> Invulnerable
    Unit - Make Gambler Kassan 0166 <gen> Invulnerable
    Unit - Make Worker 0152 <gen> Invulnerable
    Unit - Make Wisp B 0151 <gen> Invulnerable
    Unit - Make Wisp L 0170 <gen> Invulnerable
    Unit - Make Wisp A 0167 <gen> Invulnerable
    Unit - Make Wisp C 0172 <gen> Invulnerable
    Unit - Make Wisp K 0173 <gen> Invulnerable
    Unit - Make Wisp R 0180 <gen> Invulnerable
    Unit - Make Wisp O 0181 <gen> Invulnerable
    Unit - Make Wisp C 0186 <gen> Invulnerable
    Unit - Make Wisp K 0187 <gen> Invulnerable
    Unit - Make Wisp A 0188 <gen> Invulnerable
    Unit - Make Wisp N 0196 <gen> Invulnerable
    Unit - Make Wisp D 0194 <gen> Invulnerable
    Unit - Make Wisp R 0190 <gen> Invulnerable
    Unit - Make Wisp O 0191 <gen> Invulnerable
    Unit - Make Wisp L 0193 <gen> Invulnerable
    Unit - Make Wisp L 0192 <gen> Invulnerable
    Unit - Make Wisp T 0195 <gen> Invulnerable
    Unit - Make Wisp H 0220 <gen> Invulnerable
    Unit - Make Wisp R 0072 <gen> Invulnerable
    Unit - Make Wisp E 0128 <gen> Invulnerable
    Unit - Make Wisp E 0214 <gen> Invulnerable
    -------- Invulnerable building --------
    Unit - Make Manor 0096 <gen> Invulnerable
    Unit - Make Altar of Unity 0100 <gen> Invulnerable
    Unit - Make Sanctorium 0106 <gen> Invulnerable
    Unit - Make Timber Processor 0102 <gen> Invulnerable
    Unit - Make Repository 0103 <gen> Invulnerable
    Unit - Make Rune Nexus 0228 <gen> Invulnerable
    Unit - Make Garrison 0101 <gen> Invulnerable
    -------- Invulnerable --------
    Destructible - Make Barrel 0833 <gen> Invulnerable
    Destructible - Make Barrel 0834 <gen> Invulnerable
    Destructible - Make Barrel 0835 <gen> Invulnerable
    Destructible - Make Barrel 0836 <gen> Invulnerable
    Destructible - Make Barrel 0837 <gen> Invulnerable
    Destructible - Make Dungeon Gate 0838 <gen> Invulnerable
    -------- Pause Wisp --------
    Unit - Pause Wisp B 0151 <gen>
    Unit - Pause Wisp L 0170 <gen>
    Unit - Pause Wisp A 0167 <gen>
    Unit - Pause Wisp C 0172 <gen>
    Unit - Pause Wisp K 0173 <gen>
    Unit - Pause Wisp R 0180 <gen>
    Unit - Pause Wisp O 0181 <gen>
    Unit - Pause Wisp C 0186 <gen>
    Unit - Pause Wisp K 0187 <gen>
    Unit - Pause Wisp A 0188 <gen>
    Unit - Pause Wisp N 0196 <gen>
    Unit - Pause Wisp D 0194 <gen>
    Unit - Pause Wisp R 0190 <gen>
    Unit - Pause Wisp O 0191 <gen>
    Unit - Pause Wisp L 0193 <gen>
    Unit - Pause Wisp L 0192 <gen>
    Unit - Pause Wisp T 0195 <gen>
    Unit - Pause Wisp H 0220 <gen>
    Unit - Pause Wisp R 0072 <gen>
    Unit - Pause Wisp E 0128 <gen>
    Unit - Pause Wisp E 0214 <gen>
    -------- Unit HIDE --------
    Unit - Hide Wisp B 0151 <gen>
    Unit - Hide Wisp L 0170 <gen>
    Unit - Hide Wisp A 0167 <gen>
    Unit - Hide Wisp C 0172 <gen>
    Unit - Hide Wisp K 0173 <gen>
    Unit - Hide Wisp R 0180 <gen>
    Unit - Hide Wisp O 0181 <gen>
    Unit - Hide Wisp C 0186 <gen>
    Unit - Hide Wisp K 0187 <gen>
    Unit - Hide Wisp A 0188 <gen>
    Unit - Hide Wisp N 0196 <gen>
    Unit - Hide Wisp D 0194 <gen>
    Unit - Hide Wisp R 0190 <gen>
    Unit - Hide Wisp O 0191 <gen>
    Unit - Hide Wisp L 0193 <gen>
    Unit - Hide Wisp L 0192 <gen>
    Unit - Hide Wisp T 0195 <gen>
    Unit - Hide Wisp H 0220 <gen>
    Unit - Hide Wisp R 0072 <gen>
    Unit - Hide Wisp E 0128 <gen>
    Unit - Hide Wisp E 0214 <gen>
    -------- Unit HIDE GAMBLER --------
    -------- Round1 --------
    Unit - Hide Druid of the Claw 0005 <gen>
    -------- Round2 --------
    Unit - Hide Ghoul 0216 <gen>
    Unit - Hide Footman 0243 <gen>
    Unit - Hide Footman 0241 <gen>
    -------- Round3 --------
    Unit - Hide Rifleman 0002 <gen>
    Unit - Hide Shaman 0003 <gen>
    -------- Round4 --------
    Unit - Hide Frost Wyrm 0217 <gen>
    Unit - Hide Gargoyle 0218 <gen>
    Unit - Hide Gargoyle 0012 <gen>
    Unit - Hide Gargoyle 0008 <gen>
    -------- Round5 --------
    Unit - Hide Siege Engine 0224 <gen>
    Unit - Hide Nerubian Tower 0010 <gen>
    Unit - Hide Spirit Tower 0229 <gen>
    Unit - Hide Nerubian Tower 0009 <gen>
    -------- Round6 --------
    Unit - Hide Banshee 0013 <gen>
    Unit - Hide Priestess of the Moon 0234 <gen>
    -------- Round7 --------
    Unit - Hide Naga Royal Guard 0014 <gen>
    Unit - Hide Peasant 0232 <gen>
    -------- Unit HIDE orphan --------
    Unit - Hide Child 0137 <gen>
    Unit - Hide Child 0175 <gen>
    Unit - Hide Blond sick child 0215 <gen>
    Unit - Hide Brown sick child 0219 <gen>
    -------- Fountains --------
    Unit - Make Defiled Fountain 0018 <gen> Invulnerable
    Unit - Make Barracks G fountain 0019 <gen> Invulnerable
    Unit - Make Elite Gryphon Knight 0016 <gen> Invulnerable
    Unit - Make Elite Gryphon Knight 0017 <gen> Invulnerable
    Unit - Move Barracks G fountain 0019 <gen> instantly to (Center of fountain <gen>)
    -------- Hero Spell --------
    Hero - Learn skill for Holy Guardian 0221 <gen>: Holy Light
    Hero - Learn skill for Holy Guardian 0221 <gen>: Devotion Aura
    Hero - Learn skill for Bandit Pyromancer 0200 <gen>: Flame Strike
    -------- HIDE BOSS --------
    Unit - Hide Holy Guardian 0221 <gen>
    -------- Kill priests HOLD POS --------
    Unit - Order Monk NO DIE 0231 <gen> to Hold Position.
    Unit - Order Monk NO DIE 0233 <gen> to Hold Position.
    Unit - Order Monk NO DIE 0235 <gen> to Hold Position.
    Unit - Order Monk NO DIE 0230 <gen> to Hold Position.
    -------- Hide reinforcements --------
    Unit - Hide Fighter 0225 <gen>
    Unit - Hide Fighter 0223 <gen>
    Unit - Hide Spear Thrower 0226 <gen>
    Unit - Hide Pong Catapult 0227 <gen>
    -------- Invul lover --------
    Unit - Make Emissary 0078 <gen> Invulnerable
    -------- HIDE OPTION BOSS --------
    Unit - Hide Crocodile 0222 <gen>
    -------- MANA --------
    Unit - Set mana of TERONHERO to 100%
    Unit - Set mana of DENTARGHERO to 100%
    -------- Boolean Skip --------
    Set VariableSet Opening_Cinematic_Is_On = False
    Set VariableSet Wallopen_Cinematic_Is_On = False
    Set VariableSet Witchopening_Cinematic_Is_On = False
    Set VariableSet WitchEnding_Cinematic_Is_On = False
    Set VariableSet Gambleropen_Cinematic_Is_On = False
    Set VariableSet Gamblerend_Cinematic_Is_On = False
    Set VariableSet OrphanOpen_Cinematic_Is_On = False
    Set VariableSet OrphanEnd_Cinematic_Is_On = False
    Set VariableSet Ending_Cinematic_Is_On = False
prevent high
  Events
    Unit - A unit Gains a level
  Conditions
    (Hero level of (Leveling Hero)) Equal to 5
  Actions
    Hero - Set (Leveling Hero) Hero-level to 4, Hide level-up graphics
    Hero - Disable experience gain for (Leveling Hero).
Dentarg Lock level
  Events
    Unit - A unit owned by Player 1 (Red).Gains a level
  Conditions
    (Hero level of (Leveling Hero)) Equal to 4
    (Unit-type of (Leveling Hero)) Equal to Shadowmoon Archmage
  Actions
    Hero - Disable experience gain for (Leveling Hero).
Teron Lock level
  Events
    Unit - A unit owned by Player 4 (Purple).Gains a level
  Conditions
    (Hero level of (Leveling Hero)) Equal to 4
    (Unit-type of (Leveling Hero)) Equal to Shadow Master
  Actions
    Hero - Disable experience gain for (Leveling Hero).
Easy Mode
  Events
    Player - Player 1 (Red) 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 2 (Blue) handicap to 33.00%
    Player - Set Player 7 (Green) handicap to 33.00%
    Player - Set Player 12 (Brown) handicap to 33.00%
    Set VariableSet Dfficultychosen = True
    Trigger - Run Start <gen> (checking conditions)
Normal Mode
  Events
    Player - Player 1 (Red) 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 2 (Blue) handicap to 33.00%
    Player - Set Player 7 (Green) handicap to 33.00%
    Player - Set Player 12 (Brown) handicap to 33.00%
    Set VariableSet Dfficultychosen = True
    Trigger - Run Start <gen> (checking conditions)
Insane Mode
  Events
    Player - Player 1 (Red) 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 <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
Music Duskwood INITIAL
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Sound - Play 15_Duskwood <gen>
Music Duskwood trigger
  Events
    Time - Every 363.00 seconds of game time
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 5.00 seconds
    Sound - Play 15_Duskwood <gen>
Music Sewer trigger
  Events
    Time - Every 78.00 seconds of game time
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 5.00 seconds
    Sound - Play 25_Ruins <gen>
Music Gambler trigger
  Events
    Time - Every 75.00 seconds of game time
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 5.00 seconds
    Sound - Play 23_Tavern <gen>
Music Ending trigger
  Events
    Time - Every 69.00 seconds of game time
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 5.00 seconds
    Sound - Play 29_Graveyard <gen>
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 = BDP06
    -------- Save --------
    Set VariableSet HeroToSave[1] = TERONHERO
    Set VariableSet HeroToSave[2] = DENTARGHERO
    Set VariableSet NumHeroesToSave = 2
    -------- Load --------
    Set VariableSet HeroToLoad[1] = TERONHERO
    Set VariableSet HeroToLoad[2] = DENTARGHERO
    Set VariableSet NumHeroesToLoad = 2
    -------- Set Players --------
    Set VariableSet P1 = Player 4 (Purple)
    Set VariableSet P2 = Player 1 (Red)
Hero abilities to be saved
Set Hero Abilities
  Events
  Conditions
  Actions
    -------- Hero 1 Abilities --------
    Set VariableSet HeroFirstAbility[1] = Shadow Drain
    Set VariableSet HeroSecondAbility[1] = Walk of Shadows
    Set VariableSet HeroThirdAbility[1] = Soul Tether
    Set VariableSet HeroFourthAbility[1] = Knowledge of Shadows
    Set VariableSet HeroFifthAbility[1] = Advent of Darkness
    -------- Hero 2 Abilities --------
    Set VariableSet HeroFirstAbility[2] = Power Suction
    Set VariableSet HeroSecondAbility[2] = Earth Slam (Earth)
    Set VariableSet HeroThirdAbility[2] = Glyph Of Nature
    Set VariableSet HeroFourthAbility[2] = Runic Armour
    Set VariableSet HeroFifthAbility[2] = Psychic Onslaught
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]: Shadow Drain
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Power Suction
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Walk of Shadows
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Earth Slam (Earth)
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Soul Tether
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Glyph Of Nature
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Knowledge of Shadows
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Runic Armour
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Advent of Darkness
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Psychic Onslaught
"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
Defeat Red
  Events
    Unit - A unit owned by Player 1 (Red).Dies
  Conditions
    (Dying unit) Equal to DENTARGHERO
  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 1 (Red) with the message: Defeat!
    Game - Defeat Player 4 (Purple) with the message: Defeat!
Defeat Purple
  Events
    Unit - A unit owned by Player 4 (Purple).Dies
  Conditions
    (Dying unit) Equal to TERONHERO
  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 1 (Red) with the message: Defeat!
    Game - Defeat Player 4 (Purple) with the message: Defeat!
Start
  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 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%
    Trigger - Run Opening_Cinematic <gen> (checking conditions)
Opening Cinematic
  Events
  Conditions
  Actions
    Unit - Unpause all units
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 700.00, z-end 3400.00, density 0.50 and color (10.00%, 30.00%, 50.00%)
    Environment - Set sky to Lordaeron Winter Sky
    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 red 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: South East Sector, Stormwind City.
    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_001 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_001 for Player 4 (Purple) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_002 for Player 1 (Red) over 50.00 seconds
    Camera - .Apply. gg_cam_Camera_002 for Player 4 (Purple) over 50.00 seconds
    Cinematic - Fade in over 4.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from Recruit 0026 <gen> named Noel Newbery: Play No sound and display Did you hear the news, Benson? The crown is now claiming that city guards cannot drink while on guard duty! This job used to be all fun and no work, but now it seems the people on top have decided to make everyone's lives miserable.. Modify duration: Set to 26.00 seconds and Don't wait
    Wait 26.00 seconds
    Unit - Order Recruit 0026 <gen> to Move To.(Center of bery_run_to <gen>)
    Cinematic - Send transmission to (All players) from Recruit 0026 <gen> named Noel Newbery: Play No sound and display With the Horde defeated, there is no-one left who would dare attack Stormwind city. These new regulations are just another attempt by our superiors to crush our spirits.. Modify duration: Set to 21.00 seconds and Don't wait
    Wait 21.00 seconds
    Camera - .Apply. gg_cam_Camera_003 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_003 for Player 4 (Purple) over 0.00 seconds
    Cinematic - Send transmission to (All players) from Recruit 0026 <gen> named Noel Newbery: Play No sound and display It is times like this that I feel those groups trying to overthrow the Crown might not be so.... Modify duration: Set to 14.00 seconds and Don't wait
    Wait 10.00 seconds
    Unit - Make Recruit 0026 <gen> face (Center of turn_look_at_comrade <gen>) over 3.00 seconds
    Wait 4.00 seconds
    Cinematic - Send transmission to (All players) from Recruit 0026 <gen> named Noel Newbery: Play No sound and display Benson! There is something wrong with your shadow.... Modify duration: Set to 9.00 seconds and Don't wait
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Camera_004 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_004 for Player 4 (Purple) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_005 for Player 1 (Red) over 3.00 seconds
    Camera - .Apply. gg_cam_Camera_005 for Player 4 (Purple) over 3.00 seconds
    Wait 3.00 seconds
    Unit - Remove Recruit no shadow 0025 <gen> from the game
    Unit - Move TERONHERO instantly to (Center of turn_look_at_comrade <gen>), facing (Center of bery_run_to <gen>)
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Camera_004 for Player 1 (Red) over 3.00 seconds
    Camera - .Apply. gg_cam_Camera_004 for Player 4 (Purple) over 3.00 seconds
    Wait 4.00 seconds
    Cinematic - Send transmission to (All players) from Recruit 0026 <gen> named Noel Newbery: Play No sound and display No!. Modify duration: Set to 3.00 seconds and Don't wait
    Wait 2.00 seconds
    Camera - .Apply. gg_cam_Camera_006 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_006 for Player 4 (Purple) over 0.00 seconds
    Unit - Set life of Recruit 0026 <gen> to 1.00
    Unit - Order TERONHERO to Attack.Recruit 0026 <gen>
    Wait 4.00 seconds
    Unit - Order TERONHERO to Move To.(Center of lever_open_draw_bridge <gen>)
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Camera_007 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_007 for Player 4 (Purple) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_008 for Player 1 (Red) over 3.50 seconds
    Camera - .Apply. gg_cam_Camera_008 for Player 4 (Purple) over 3.50 seconds
    Wait 4.50 seconds
    Animation - Play TERONHERO's attack (animationname) animation
    Wait 1.00 seconds
    Animation - Play Lever 0269 <gen>'s death (animationname) animation
    Wait 1.00 seconds
    Animation - Reset TERONHERO's animation
    Wait 4.00 seconds
    Cinematic - Fade out over 0.50 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    Camera - .Apply. gg_cam_Camera_009 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_009 for Player 4 (Purple) over 0.00 seconds
    Cinematic - Fade in over 0.50 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Animation - Play Fury Peak: Buff 0018 <gen>'s death (animationname) animation
    Wait 3.00 seconds
    Destructible - Open City Entrance 0019 <gen>
    Wait 4.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
    Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Enemy
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
    Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Enemy
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 1 (Red) to (Position of DENTARGHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of TERONHERO) over 0 seconds
    Cinematic - Enable user control for (All players).
    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%
    Game - Turn the day/night cycle On
    Selection - Select DENTARGHERO for Player 1 (Red)
    Selection - Select TERONHERO for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 4.00 seconds
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rBook of Medivh - Bring Teron and Dentarg to the restricted section of the Stormwind Library - Teron and Dentarg must survive
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of vision_end_main_quest <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Center of vision_end_main_quest <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of vision_end_main_quest <gen>) for 7.00 seconds
    Quest - Mark Questbook as Discovered
    Quest - Flash the quest dialog button
    Wait 12.00 game-time seconds
    Quest - Display to (All players) the New Unit Acquired message: |cff32ceebNEW UNIT ACQUIRED|rSpear Thrower - Spear Throwers are versatile ranged warriors, effective against air units. Can learn Poisoned Spears and Calculated Volley.
    Cinematic - Ping minimap for (All players) at (Position of Spear Thrower 0054 <gen>) for 4.00 seconds
Opening Cinematic Skipped
  Events
    Player - Player 1 (Red) 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 - Move Recruit 0026 <gen> instantly to (Center of bery_run_to <gen>), facing (Center of turn_look_at_comrade <gen>)
    Unit - Kill Recruit 0026 <gen>
    Unit - Remove Recruit no shadow 0025 <gen> from the game
    Unit - Move TERONHERO instantly to (Center of lever_open_draw_bridge <gen>), facing (Center of teron_look_lever <gen>)
    Animation - Play Lever 0269 <gen>'s death (animationname) animation
    Animation - Play Fury Peak: Buff 0018 <gen>'s death (animationname) animation
    Destructible - Open City Entrance 0019 <gen>
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
    Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Enemy
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
    Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Enemy
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 1 (Red) to (Position of DENTARGHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of TERONHERO) over 0 seconds
    Cinematic - Enable user control for (All players).
    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%
    Selection - Select DENTARGHERO for Player 1 (Red)
    Selection - Select TERONHERO for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 4.00 seconds
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rBook of Medivh - Bring Teron and Dentarg to the restricted section of the Stormwind Library - Teron and Dentarg must survive
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of vision_end_main_quest <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Center of vision_end_main_quest <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of vision_end_main_quest <gen>) for 7.00 seconds
    Quest - Mark Questbook as Discovered
    Quest - Flash the quest dialog button
    Wait 12.00 game-time seconds
    Quest - Display to (All players) the New Unit Acquired message: |cff32ceebNEW UNIT ACQUIRED|rSpear Thrower - Spear Throwers are versatile ranged warriors, effective against air units. Can learn Poisoned Spears and Calculated Volley.
    Cinematic - Ping minimap for (All players) at (Position of Spear Thrower 0054 <gen>) for 4.00 seconds
Dirty city trig
  Events
    Unit - A unit enters dirty_city_dialogue <gen>
  Conditions
    ((Entering unit) Equal to TERONHERO) or ((Entering unit) Equal to DENTARGHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Dentarg_dirty_city_diag <gen> to the trigger queue (Checking conditions)
Dentarg dirty city diag
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Position of DENTARGHERO) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from DENTARGHERO named Dentarg: Play No sound and display Is this city not one of the jewels of human civilization? Why is it in such a state of decay?. Modify duration: Set to 13.00 seconds and Don't wait
    Wait 13.00 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display Stormwind was completely obliterated during the War. Even though so much time has passed since then, it will still take many more years to restore the city to its former glory.. Modify duration: Set to 21.00 seconds and Don't wait
    Wait 21.00 seconds
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Wall Opening Trig
  Events
    Unit - A unit enters trigger_wall_cinematic <gen>
  Conditions
    ((Entering unit) Equal to DENTARGHERO) or ((Entering unit) Equal to TERONHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Wall_opening_Cin <gen> to the trigger queue (Checking conditions)
Wall opening Cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make DENTARGHERO Invulnerable
    Unit - Make TERONHERO 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 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%
    Set VariableSet selectedwallstart1 = (Units currently selected by Player 1 (Red))
    Set VariableSet selectedwallstart2 = (Units currently selected by Player 4 (Purple))
    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 red 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 Wallopen_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Wallopen_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Wallopen_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Unpause DENTARGHERO
    Unit - Unpause TERONHERO
    Unit Group - Add all units of (Units owned by Player 1 (Red) matching (((Matching unit) is hidden) Equal to False).) to wallcinhiddenunit
    Unit Group - Add all units of (Units owned by Player 2 (Blue) matching (((Matching unit) is hidden) Equal to False).) to wallcinhiddenunit
    Unit Group - Pick every unit in wallcinhiddenunit and do (Hide (Picked unit))
    Unit - Unhide DENTARGHERO
    Unit - Move DENTARGHERO instantly to (Center of dentarg_start_wall <gen>), facing (Center of dentarg_run_wall <gen>)
    Unit - Move TERONHERO instantly to (Center of teron_start_wall <gen>), facing (Center of teron_run_wall <gen>)
    Unit - Order DENTARGHERO to Move To.(Center of dentarg_run_wall <gen>)
    Unit - Order TERONHERO to Move To.(Center of teron_run_wall <gen>)
    Camera - .Apply. gg_cam_Camera_010 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_010 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_011 for Player 1 (Red) over 11.00 seconds
    Camera - .Apply. gg_cam_Camera_011 for Player 4 (Purple) over 11.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 5.00 seconds
    Unit - Make DENTARGHERO face (Center of teron_run_wall <gen>) over 2.00 seconds
    Cinematic - Send transmission to (All players) from DENTARGHERO named Dentarg: Play No sound and display Teron? Is something wrong?. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Camera - .Apply. gg_cam_Camera_012 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_012 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_013 for Player 1 (Red) over 25.00 seconds
    Camera - .Apply. gg_cam_Camera_013 for Player 4 (Purple) over 25.00 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display I based our infiltration plan on the memories of the dead human whose body I inhabit. I failed to consider the possibility that Stormwind would not be rebuilt as an exact replica of its state before the War.. Modify duration: Set to 25.00 seconds and Don't wait
    Wait 25.00 seconds
    Camera - .Apply. gg_cam_Camera_014 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_014 for Player 4 (Purple) over 0 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display This wall now stands where the path to the Stormwind library once lay. We will need to find another way into the inner city.. Modify duration: Set to 17.00 seconds and Don't wait
    Unit - Make DENTARGHERO face (Center of dentarg_look_back_at_wall <gen>) over 2.00 seconds
    Wait 17.00 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 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 1 (Red) to (Position of DENTARGHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of TERONHERO) 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 wallcinhiddenunit and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select selectedwallstart1 for Player 1 (Red)
    Selection - Select selectedwallstart2 for Player 4 (Purple)
    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 DENTARGHERO Vulnerable
    Unit - Make TERONHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 4.00 seconds
    Trigger - Add Wall_Main_Quest <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Wall opening Cin Skip
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
    Wallopen_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Wallopen_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Move DENTARGHERO instantly to (Center of dentarg_run_wall <gen>), facing (Center of dentarg_look_back_at_wall <gen>)
    Unit - Move TERONHERO instantly to (Center of teron_run_wall <gen>), facing (Center of teron_look_wall_cin_skip <gen>)
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 1 (Red) to (Position of DENTARGHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of TERONHERO) 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 wallcinhiddenunit and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select selectedwallstart1 for Player 1 (Red)
    Selection - Select selectedwallstart2 for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DENTARGHERO Vulnerable
    Unit - Make TERONHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 4.00 seconds
    Trigger - Add Wall_Main_Quest <gen> to the trigger queue (Checking conditions)
    Trigger - Remove Wall_opening_Cin <gen> from the trigger queue
Wall Main Quest
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rPaving the Path - Find a way into the inner city - Teron and Dentarg must survive
    Quest - Mark Questwall as Discovered
    Quest - Flash the quest dialog button
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of teorn_run_witch <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Center of teorn_run_witch <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of teorn_run_witch <gen>) for 7.00 seconds
    Wait Campaign quest delay game-time seconds
    Trigger - Remove (This trigger) from the trigger queue
Witch opening trig
  Events
    Unit - A unit enters see_witch <gen>
  Conditions
    ((Entering unit) Equal to TERONHERO) or ((Entering unit) Equal to DENTARGHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Witch_opening_cin <gen> to the trigger queue (Checking conditions)
Witch opening cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make DENTARGHERO Invulnerable
    Unit - Make TERONHERO 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 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%
    Set VariableSet selectwitchstart1 = (Units currently selected by Player 1 (Red))
    Set VariableSet selectwitchstart2 = (Units currently selected by Player 4 (Purple))
    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 red 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 Witchopening_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Witchopening_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Witchopening_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Unpause DENTARGHERO
    Unit - Unpause TERONHERO
    Unit Group - Add all units of (Units owned by Player 1 (Red) matching (((Matching unit) is hidden) Equal to False).) to witchhiddenunitstart
    Unit Group - Add all units of (Units owned by Player 2 (Blue) matching (((Matching unit) is hidden) Equal to False).) to witchhiddenunitstart
    Unit Group - Pick every unit in witchhiddenunitstart and do (Hide (Picked unit))
    Unit - Unhide DENTARGHERO
    Unit - Move DENTARGHERO instantly to (Center of dentarg_start_witch <gen>), facing (Center of dentarg_run_witch <gen>)
    Unit - Order DENTARGHERO to Move To.(Center of dentarg_run_witch <gen>)
    Unit - Move TERONHERO instantly to (Center of Teron_start_witch <gen>), facing (Center of teorn_run_witch <gen>)
    Unit - Order TERONHERO to Move To.(Center of teorn_run_witch <gen>)
    Camera - .Apply. gg_cam_Camera_015 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_015 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_016 for Player 1 (Red) over 42.00 seconds
    Camera - .Apply. gg_cam_Camera_016 for Player 4 (Purple) over 42.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Special Effect - Destroy Exclamationmark1
    Cinematic - Send transmission to (All players) from Witch 0138 <gen> named Evanora: Play No sound and display Just when I thought I would never be able to extract myself from my predicament, two knights in shining white armour arrive to banish my sorrowful state of mind!. Modify duration: Set to 20.00 seconds and Don't wait
    Wait 20.00 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display Most people would have started screaming at the sight of a Death Knight and an Ogre Mage storming through their city. And yet, you almost seem relieved to see us.. Modify duration: Set to 20.00 seconds and Don't wait
    Wait 20.00 seconds
    Camera - .Apply. gg_cam_Camera_017 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_017 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_018 for Player 1 (Red) over 42.00 seconds
    Camera - .Apply. gg_cam_Camera_018 for Player 4 (Purple) over 42.00 seconds
    Cinematic - Send transmission to (All players) from Witch 0138 <gen> named Evanora: Play No sound and display I am a witch, my dear Death Knight; beings of darkness are no strangers to me, and I learned long ago to disregard the views the Alliance takes towards those who do not conform to their holy light.. Modify duration: Set to 29.00 seconds and Don't wait
    Wait 29.00 seconds
    Cinematic - Send transmission to (All players) from Witch 0138 <gen> named Evanora: Play No sound and display Besides, now that you are here, you can help me with an issue that I need help resolving.. Modify duration: Set to 13.00 seconds and Don't wait
    Wait 13.00 seconds
    Camera - .Apply. gg_cam_Camera_019 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_019 for Player 4 (Purple) over 0 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display Nothing comes without a price, witch.. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Cinematic - Send transmission to (All players) from Witch 0138 <gen> named Evanora: Play No sound and display That is a fact I am well aware of, Death Knight. I am assuming, of course, that high-ranking individuals such as yourselves would only be sneaking into Stormwind for something important, and given how the inner city, which is where anything of importance is kept, is almost impregnable unless you are planning on killing every single guard in the city, you wish to sneak into the inner recesses undetected.. Modify duration: Set to 36.00 seconds and Don't wait
    Wait 36.00 seconds
    Camera - .Apply. gg_cam_Camera_020 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_020 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_021 for Player 1 (Red) over 20.00 seconds
    Camera - .Apply. gg_cam_Camera_021 for Player 4 (Purple) over 20.00 seconds
    Cinematic - Send transmission to (All players) from Witch 0138 <gen> named Evanora: Play No sound and display I happen to have access to the only sewer entrance on this side of the city. I could remove the barriers protecting it---barriers that would send out a magical alarm should they be removed by anyone but myself---in return for a favour.. Modify duration: Set to 27.00 seconds and Don't wait
    Wait 20.00 seconds
    Camera - .Apply. gg_cam_Camera_051 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_051 for Player 4 (Purple) over 0 seconds
    Wait 7.00 seconds
    Camera - .Apply. gg_cam_Camera_020 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_020 for Player 4 (Purple) over 0 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display ...we are listening.. Modify duration: Set to 5.00 seconds and Don't wait
    Wait 5.00 seconds
    Cinematic - Send transmission to (All players) from Witch 0138 <gen> named Evanora: Play No sound and display You see, my lover, Baddon Cut, was recently stolen from me by a cunning vixen by the name of Tullia Joyful. My heart demands that I exact vengence, Death Knight. I have concocted a potion that will make Baddon fall in love with the first person he sees, with the hope that Tullia will experience unimaginable pain when this happens.. Modify duration: Set to 33.00 seconds and Don't wait
    Wait 5.00 seconds
    -------- WHY UNHIDE THIS UNIT, HE WAS NOT HIDDEN --------
    Unit - Unhide Emissary 0078 <gen>
    Camera - .Apply. gg_cam_Camera_022 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_022 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_023 for Player 1 (Red) over 28.00 seconds
    Camera - .Apply. gg_cam_Camera_023 for Player 4 (Purple) over 28.00 seconds
    Wait 28.00 seconds
    Cinematic - Send transmission to (All players) from Witch 0138 <gen> named Evanora: Play No sound and display While I have already slipped Baddon his part of the potion, I have yet to afflict my intended object of Baddon's affection with the other half of the potion. Since I wish Tullia to feel true pain, the target must be someone very close to her. I think the best choice is her sister, Glenda. She is currently walking Tullia's dog in the swamp region in the outer forest. . Modify duration: Set to 34.00 seconds and Don't wait
    Camera - .Apply. gg_cam_Camera_024 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_024 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_025 for Player 1 (Red) over 24.00 seconds
    Camera - .Apply. gg_cam_Camera_025 for Player 4 (Purple) over 24.00 seconds
    Wait 23.00 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 - .Apply. gg_cam_Camera_027 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_027 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_028 for Player 1 (Red) over 10.00 seconds
    Camera - .Apply. gg_cam_Camera_028 for Player 4 (Purple) over 10.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 4.00 seconds
    Unit - Unpause Dog 0132 <gen>
    Unit - Order Dog 0132 <gen> to Move To.(Center of dog_run_to_cin <gen>)
    Wait 5.00 seconds
    Unit - Pause Dog 0132 <gen>
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Camera_026 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_026 for Player 4 (Purple) over 0 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Send transmission to (All players) from Witch 0138 <gen> named Evanora: Play No sound and display First, however, you will need to collect the two necessary herbs for the potion. I believe you will be able to find them in the nearby wilderness. Once you have acquired them, go afflict Glenda with the potion. As soon as the magic begins to take effect, she will be magically compelled to walk back to Baddon--you need not worry about her seeing you and falling in love with you, ha ha ha.. Modify duration: Set to 35.00 seconds and Don't wait
    Wait 10.00 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 - .Apply. gg_cam_Camera_029 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_029 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_030 for Player 1 (Red) over 12.00 seconds
    Camera - .Apply. gg_cam_Camera_030 for Player 4 (Purple) over 12.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 12.00 seconds
    Camera - .Apply. gg_cam_Camera_031 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_031 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_032 for Player 1 (Red) over 12.00 seconds
    Camera - .Apply. gg_cam_Camera_032 for Player 4 (Purple) over 12.00 seconds
    Wait 10.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 1 (Red) to (Position of DENTARGHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of TERONHERO) 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 witchhiddenunitstart and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select selectwitchstart1 for Player 1 (Red)
    Selection - Select selectwitchstart2 for Player 4 (Purple)
    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 DENTARGHERO Vulnerable
    Unit - Make TERONHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of kobolds <gen>) to a radius of 500.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Center of kobolds <gen>) to a radius of 500.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of kobolds <gen>) for 7.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of bears <gen>) to a radius of 500.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Center of bears <gen>) to a radius of 500.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of bears <gen>) for 7.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of dentargr_squish <gen>) to a radius of 800.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Center of dentargr_squish <gen>) to a radius of 800.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of dentargr_squish <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Update message: |cffffcc00MAIN QUEST UPDATE|rPaving the Path - |cff808080Find a way into the inner city (Completed)|r - Collect the two herbs and then afflict Glenda with the spell - Teron and Dentarg must survive
    Quest - Mark Questwallreq1 as Completed
    Quest - Create a quest requirement for Questwall with the description Collect the two herbs and then afflict Glenda with the spell
    Set VariableSet QuestwallRQ2 = (Last created quest requirement)
    Quest - Change the description of QuestwallreqSURVIVE1 to Collect the two herbs and then afflict Glenda with the spell
    Quest - Change the description of QuestwallRQ2 to Teron and Dentarg must survive
    Wait Campaign quest delay seconds
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Collect the two ingredients and then walk onto the circle of power (the hero entering the circle must have both items).
    Wait 2 seconds
    Trigger - Remove (This trigger) from the trigger queue
Witch opening cin skip
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
    Witchopening_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Witchopening_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Move DENTARGHERO instantly to (Center of dentarg_run_witch <gen>), facing (Center of look_at_witch <gen>)
    Unit - Move TERONHERO instantly to (Center of dentarg_run_witch <gen>), facing (Center of look_at_witch <gen>)
    Special Effect - Destroy Exclamationmark1
    -------- WHY UNHIDE THIS UNIT, HE WAS NOT HIDDEN --------
    Unit - Unhide Emissary 0078 <gen>
    Unit - Move Dog 0132 <gen> instantly to (Center of dog_run_to_cin <gen>), facing (Center of dog_face_cin_skip <gen>)
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 1 (Red) to (Position of DENTARGHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of TERONHERO) 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
    Selection - Select selectwitchstart1 for Player 1 (Red)
    Selection - Select selectwitchstart2 for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DENTARGHERO Vulnerable
    Unit - Make TERONHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of kobolds <gen>) to a radius of 500.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Center of kobolds <gen>) to a radius of 500.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of kobolds <gen>) for 7.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of bears <gen>) to a radius of 500.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Center of bears <gen>) to a radius of 500.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of bears <gen>) for 7.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of dentargr_squish <gen>) to a radius of 800.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Center of dentargr_squish <gen>) to a radius of 800.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of dentargr_squish <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Update message: |cffffcc00MAIN QUEST UPDATE|rPaving the Path - |cff808080Find a way into the inner city (Completed)|r - Collect the two herbs and then afflict Glenda with the spell - Teron and Dentarg must survive
    Quest - Mark Questwallreq1 as Completed
    Quest - Create a quest requirement for Questwall with the description Collect the two herbs and then afflict Glenda with the spell
    Set VariableSet QuestwallRQ2 = (Last created quest requirement)
    Quest - Change the description of QuestwallreqSURVIVE1 to Collect the two herbs and then afflict Glenda with the spell
    Quest - Change the description of QuestwallRQ2 to Teron and Dentarg must survive
    Wait Campaign quest delay seconds
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Collect the two ingredients and then walk onto the circle of power (the hero entering the circle must have both items).
    Wait 2 seconds
    Trigger - Remove Witch_opening_cin <gen> from the trigger queue
Kobold Dies
  Events
    Unit - Kobold Taskmaster 0089 <gen> Dies
  Conditions
  Actions
    Item - Create Shiverbloom Bulb at (Position of (Dying unit))
Brown Bear Dies
  Events
    Unit - Alpha Brown Bear 0076 <gen> Dies
  Conditions
  Actions
    Item - Create Moon Stalk at (Position of (Dying unit))
Witch ending trig
  Events
    Unit - A unit enters witch_end <gen>
  Conditions
    ((Entering unit) Equal to TERONHERO) or ((Entering unit) Equal to DENTARGHERO)
    ((Entering unit) has an item of type Moon Stalk) Equal to True
    ((Entering unit) has an item of type Shiverbloom Bulb) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Item - Remove (Item carried by (Entering unit) of type Moon Stalk)
    Item - Remove (Item carried by (Entering unit) of type Shiverbloom Bulb)
    Trigger - Add Witch_ending_cin <gen> to the trigger queue (Checking conditions)
Witch ending cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make DENTARGHERO Invulnerable
    Unit - Make TERONHERO 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 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%
    Set VariableSet selectwitchend1 = (Units currently selected by Player 1 (Red))
    Set VariableSet selectwitchend2 = (Units currently selected by Player 4 (Purple))
    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 red 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 WitchEnding_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (WitchEnding_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet WitchEnding_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Unpause DENTARGHERO
    Unit - Unpause TERONHERO
    Unit - Unpause High Elf 0131 <gen>
    Unit - Unpause TERONHERO
    Unit Group - Add all units of (Units owned by Player 1 (Red) matching (((Matching unit) is hidden) Equal to False).) to witchhiddenunitend
    Unit Group - Add all units of (Units owned by Player 2 (Blue) matching (((Matching unit) is hidden) Equal to False).) to witchhiddenunitend
    Unit Group - Pick every unit in witchhiddenunitend and do (Hide (Picked unit))
    Unit - Unhide DENTARGHERO
    Unit - Move High Elf 0131 <gen> instantly to (Center of elf_hide <gen>), facing (Center of elf_run <gen>)
    Unit - Move DENTARGHERO instantly to (Center of detarg_tp_sis <gen>), facing (Center of dentarg_run_sis <gen>)
    Unit - Order DENTARGHERO to Move To.(Center of dentarg_run_sis <gen>)
    Unit - Move TERONHERO instantly to (Center of teron_tp_sis <gen>), facing (Center of dentarg_tp_sis <gen>)
    Unit - Order TERONHERO to Move To.(Center of dentarg_tp_sis <gen>)
    Camera - .Apply. gg_cam_Camera_033 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_033 for Player 4 (Purple) over 0 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 5.00 seconds
    Camera - .Apply. gg_cam_Camera_034 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_034 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_035 for Player 1 (Red) over 10.00 seconds
    Camera - .Apply. gg_cam_Camera_035 for Player 4 (Purple) over 10.00 seconds
    Cinematic - Send transmission to (All players) from DENTARGHERO named Dentarg: Play No sound and display Where is she?. Modify duration: Set to 5.00 seconds and Don't wait
    Wait 10.00 seconds
    Camera - .Apply. gg_cam_Camera_036 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_036 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_037 for Player 1 (Red) over 5.00 seconds
    Camera - .Apply. gg_cam_Camera_037 for Player 4 (Purple) over 5.00 seconds
    Unit - Order DENTARGHERO to Move To.(Center of dentargr_squish <gen>)
    Wait 3.00 seconds
    Camera - .Apply. gg_cam_Camera_038 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_038 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_039 for Player 1 (Red) over 5.00 seconds
    Camera - .Apply. gg_cam_Camera_039 for Player 4 (Purple) over 5.00 seconds
    Unit - Order High Elf 0131 <gen> to Move To.(Center of elf_run <gen>)
    Wait 0.65 seconds
    Unit - Kill High Elf 0131 <gen>
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display Fool! What have you done!. Modify duration: Set to 6.00 seconds and Don't wait
    Unit - Order TERONHERO to Move To.(Center of teron_run_to_acuse <gen>)
    Wait 2.00 seconds
    Unit - Make DENTARGHERO face (Center of dentarg_look <gen>) over 2.00 seconds
    Wait 4.00 seconds
    Camera - .Apply. gg_cam_Camera_040 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_040 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_041 for Player 1 (Red) over 38.00 seconds
    Camera - .Apply. gg_cam_Camera_041 for Player 4 (Purple) over 38.00 seconds
    Cinematic - Send transmission to (All players) from DENTARGHERO named Dentarg: Play No sound and display It is not my fault! She suddenly appeared in front of me, and I just stepped on her.... Modify duration: Set to 12.00 seconds and Don't wait
    Wait 12.00 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display How could you be so careless! You do understand that the witch demanded Tullia Joyful suffer a pain that only Baddon being stolen by someone close to her could bring about! If not the sister, then who else can fit such a role!. Modify duration: Set to 26.00 seconds and Don't wait
    Wait 26.00 seconds
    Camera - .Apply. gg_cam_Camera_042 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_042 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_043 for Player 1 (Red) over 15.00 seconds
    Camera - .Apply. gg_cam_Camera_043 for Player 4 (Purple) over 15.00 seconds
    Unit - Make DENTARGHERO face (Center of dog_run_to_cin <gen>) over 3.00 seconds
    Cinematic - Send transmission to (All players) from DENTARGHERO named Dentarg: Play No sound and display Well... there is still someone.... Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display .... Modify duration: Set to 3.00 seconds and Don't wait
    Unit - Make TERONHERO face (Center of dog_run_to_cin <gen>) over 3.00 seconds
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display Our last hope.... Modify duration: Set to 6.00 seconds and Don't wait
    Wait 4.00 seconds
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Move Dog 0132 <gen> instantly to (Center of tp_dog <gen>), facing (Center of tp_dog_face <gen>)
    Unit - Hide Emissary 0078 <gen>
    Camera - .Apply. gg_cam_Camera_044 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_044 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_045 for Player 1 (Red) over 12.00 seconds
    Camera - .Apply. gg_cam_Camera_045 for Player 4 (Purple) over 12.00 seconds
    Cinematic - Fade in over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Sound - Set position of LargeCityGateOpen1 <gen> to (Center of man_stand <gen>) with Z offset 0
    Sound - Play LargeCityGateOpen1 <gen> at 100% volume, located at (Center of man_stand <gen>) with Z offset 0
    Unit - Unhide Emissary 0078 <gen>
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from Emissary 0078 <gen> named Baddon Cut: Play No sound and display Is someone there? I though I heard a sound.... Modify duration: Set to 8.00 seconds and Don't wait
    Wait 8.00 seconds
    Camera - .Apply. gg_cam_Camera_046 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_046 for Player 4 (Purple) over 0 seconds
    Unit - Make Emissary 0078 <gen> face (Center of dogs_world <gen>) over 2.00 seconds
    Wait 3.00 seconds
    Unit - Move Dog in Love 0134 <gen> instantly to (Center of dogs_world <gen>), facing (Center of man_stand <gen>)
    Camera - .Apply. gg_cam_Camera_047 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_047 for Player 4 (Purple) over 0 seconds
    Cinematic - Send transmission to (All players) from Dog 0132 <gen> named Tullia's Dog: Play No sound and display .... Modify duration: Set to 4.00 seconds and Don't wait
    Wait 4.00 seconds
    Camera - .Apply. gg_cam_Camera_046 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_046 for Player 4 (Purple) over 0 seconds
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 400.00, z-end 900.00, density 0 and color (91.20%, 36.00%, 68.00%)
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Emissary 0078 <gen> using war3mapImported\Fallinlove.mdx
    Set VariableSet loveman = (Last created special effect)
    Wait 4.00 seconds
    Camera - .Apply. gg_cam_Camera_047 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_047 for Player 4 (Purple) over 0 seconds
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Dog in Love 0134 <gen> using war3mapImported\Fallinlove.mdx
    Set VariableSet lovedog = (Last created special effect)
    Wait 4.00 seconds
    Camera - .Apply. gg_cam_Camera_048 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_048 for Player 4 (Purple) over 0 seconds
    Unit - Unpause Emissary 0078 <gen>
    Unit - Unpause Dog in Love 0134 <gen>
    Unit - Order Emissary 0078 <gen> to Move To.(Center of run_towards_lovers <gen>)
    Unit - Order Dog in Love 0134 <gen> to Move To.(Center of run_towards_lovers <gen>)
    Wait 4.00 seconds
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 700.00, z-end 3400.00, density 0.50 and color (10.00%, 30.00%, 50.00%)
    Unit - Move Villager 0135 <gen> instantly to (Center of woman_come_out <gen>), facing (Center of run_towards_lovers <gen>)
    Sound - Set position of LargeCityGateOpen1 <gen> to (Center of woman_come_out <gen>) with Z offset 0
    Sound - Play LargeCityGateOpen1 <gen> at 100% volume, located at (Center of woman_come_out <gen>) with Z offset 0
    Unit - Order Emissary 0078 <gen> to Stop.
    Unit - Order Dog in Love 0134 <gen> to Stop.
    Wait 1.00 seconds
    Cinematic - Send transmission to (All players) from Villager 0135 <gen> named Tullia Joyful: Play No sound and display AHHHH!. Modify duration: Set to 5.00 seconds and Don't wait
    Sound - Set position of BansheeDeath <gen> to (Center of woman_come_out <gen>) with Z offset 0
    Sound - Play BansheeDeath <gen> at 100% volume, located at (Center of woman_come_out <gen>) with Z offset 0
    Wait 3.00 seconds
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Special Effect - Destroy lovedog
    Special Effect - Destroy loveman
    Camera - .Apply. gg_cam_Camera_049 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_049 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_050 for Player 1 (Red) over 39.00 seconds
    Camera - .Apply. gg_cam_Camera_050 for Player 4 (Purple) over 39.00 seconds
    Unit - Move DENTARGHERO instantly to (Center of dentarg_run_witch <gen>), facing (Center of look_at_witch <gen>)
    Unit - Move TERONHERO instantly to (Center of teorn_run_witch <gen>), facing (Center of look_at_witch <gen>)
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Send transmission to (All players) from Witch 0138 <gen> named Evanora: Play No sound and display You two have done well. I did not even need to go check on the situation myself; the agony-filled scream I heard from here told me everything.. Modify duration: Set to 19.00 seconds and Don't wait
    Wait 19.00 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display ...everything went as planned.. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Cinematic - Send transmission to (All players) from Witch 0138 <gen> named Evanora: Play No sound and display That is good to hear. I wish you two luck with whatever you are seeking in the inner city.. Modify duration: Set to 14.00 seconds and Don't wait
    Wait 14.00 seconds
    Camera - .Apply. gg_cam_Camera_051 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_051 for Player 4 (Purple) over 0 seconds
    Destructible - Make Barrel 0833 <gen> Vulnerable
    Destructible - Make Barrel 0834 <gen> Vulnerable
    Destructible - Make Barrel 0835 <gen> Vulnerable
    Destructible - Make Barrel 0836 <gen> Vulnerable
    Destructible - Make Barrel 0837 <gen> Vulnerable
    Wait 2 seconds
    Destructible - Kill Barrel 0833 <gen>
    Destructible - Kill Barrel 0834 <gen>
    Destructible - Kill Barrel 0835 <gen>
    Destructible - Kill Barrel 0836 <gen>
    Destructible - Kill Barrel 0837 <gen>
    Special Effect - Create a special effect at (Center of remove_boxes <gen>) using Abilities\Spells\Orc\Disenchant\DisenchantSpecialArt.mdl
    Set VariableSet removebarrel = (Last created special effect)
    Wait 2 seconds
    Special Effect - Destroy removebarrel
    Wait 1.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 1 (Red) to (Position of DENTARGHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of TERONHERO) 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 witchhiddenunitend and do (Unhide (Picked unit))
    Unit - Unpause all units
    Game - Turn the day/night cycle On
    Selection - Select selectwitchend1 for Player 1 (Red)
    Selection - Select selectwitchend2 for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of vision_lovers <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Center of vision_lovers <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Unit - Make DENTARGHERO Vulnerable
    Unit - Make TERONHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Wait Campaign quest delay seconds
    Quest - Mark Questwall as Completed
    Quest - Mark QuestwallRQ2 as Completed
    Quest - Mark QuestwallreqSURVIVE1 as Completed
    Quest - Display to (All players) the Quest Completed message: |cffffcc00MAIN QUEST COMPLETED|r Paving the Path
    Trigger - Remove (This trigger) from the trigger queue
Witch ending cin skip
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
    WitchEnding_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet WitchEnding_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Kill High Elf 0131 <gen>
    Unit - Move Dog 0132 <gen> instantly to (Center of tp_dog <gen>), facing (Center of tp_dog_face <gen>)
    Unit - Move Villager 0135 <gen> instantly to (Center of woman_come_out <gen>), facing (Center of run_towards_lovers <gen>)
    Unit - Move Emissary 0078 <gen> instantly to (Center of man_in_love_skip_cin <gen>), facing (Center of run_towards_lovers <gen>)
    Unit - Move Dog in Love 0134 <gen> instantly to (Center of doginlove_skip_cin <gen>), facing (Center of run_towards_lovers <gen>)
    Unit - Move DENTARGHERO instantly to (Center of dentarg_run_witch <gen>), facing (Center of look_at_witch <gen>)
    Unit - Move TERONHERO instantly to (Center of teorn_run_witch <gen>), facing (Center of look_at_witch <gen>)
    Destructible - Make Barrel 0833 <gen> Vulnerable
    Destructible - Make Barrel 0834 <gen> Vulnerable
    Destructible - Make Barrel 0835 <gen> Vulnerable
    Destructible - Make Barrel 0836 <gen> Vulnerable
    Destructible - Make Barrel 0837 <gen> Vulnerable
    Destructible - Kill Barrel 0833 <gen>
    Destructible - Kill Barrel 0834 <gen>
    Destructible - Kill Barrel 0835 <gen>
    Destructible - Kill Barrel 0836 <gen>
    Destructible - Kill Barrel 0837 <gen>
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 1 (Red) to (Position of DENTARGHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of TERONHERO) 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
    Selection - Select selectwitchend1 for Player 1 (Red)
    Selection - Select selectwitchend2 for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of vision_lovers <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Center of vision_lovers <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Unit - Make DENTARGHERO Vulnerable
    Unit - Make TERONHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Wait Campaign quest delay seconds
    Quest - Mark Questwall as Completed
    Quest - Mark QuestwallRQ2 as Completed
    Quest - Mark QuestwallreqSURVIVE1 as Completed
    Quest - Display to (All players) the Quest Completed message: |cffffcc00MAIN QUEST COMPLETED|r Paving the Path
    Trigger - Remove Witch_ending_cin <gen> from the trigger queue
Sewer enter trig
  Events
    Unit - A unit enters sewers_dialogue <gen>
  Conditions
    ((Entering unit) Equal to TERONHERO) or ((Entering unit) Equal to DENTARGHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Sewer_enter_diag <gen> to the trigger queue (Checking conditions)
Sewer enter diag
  Events
  Conditions
  Actions
    Trigger - Turn off Music_Duskwood_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Cinematic - Ping minimap for (All players) at (Position of Swindler 0140 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Swindler 0140 <gen> named Swindler: Play No sound and display Intruders! Kill them!. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display It seems these sewers are the home of Stormwind's underworld.. Modify duration: Set to 10.00 seconds and Don't wait
    Wait 10.00 seconds
    Cinematic - Send transmission to (All players) from DENTARGHERO named Dentarg: Play No sound and display If the humans are so fragmented, how did the Horde lose the Second War?. Modify duration: Set to 12.00 seconds and Don't wait
    Wait 12.00 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display There is more to their race than meets the eye. We will not make the same mistake Doomhammer made by underestimating them.. Modify duration: Set to 18.00 seconds and Don't wait
    Wait 18.00 seconds
    Sound - Reset all volume channels to 100%
    Sound - Play 25_Ruins <gen>
    Trigger - Turn on Music_Sewer_trigger <gen>
    Trigger - Remove (This trigger) from the trigger queue
Shortman Trig
  Events
    Unit - A unit enters shortman <gen>
  Conditions
    ((Entering unit) Equal to TERONHERO) or ((Entering unit) Equal to DENTARGHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Shortman_Dialog <gen> to the trigger queue (Checking conditions)
Shortman Dialog
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Position of Worker 0152 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Worker 0152 <gen> named Short Man: Play No sound and display They say during the First War, while sieging Stormwind City, some clever orcs released a reptile into Stormwind's sewers, with the hope that the creature would cause dissension among Stormwind's defenders. They say to this day, the creature still lurks in the deeps, waiting for unsuspecting prey.... Modify duration: Set to 30.00 seconds and Don't wait
    Wait 30.00 seconds
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Hint only red type trig
  Events
    Unit - A unit enters hint_only_red_vote <gen>
  Conditions
    ((Entering unit) Equal to TERONHERO) or ((Entering unit) Equal to DENTARGHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Hint_only_red_type_real_hint <gen> to the trigger queue (Checking conditions)
Hint only red type real hint
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - In the gambling minigame, only red can vote for the winner of each round. Throughout the campaign, you will find that all the written commands are controlled by the main player (red/blue).
    Wait 2 seconds
    Trigger - Remove (This trigger) from the trigger queue
BLA letters
  Events
    Unit - A unit enters BLA_reveal <gen>
  Conditions
    ((Entering unit) Equal to TERONHERO) or ((Entering unit) Equal to DENTARGHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add BLA_letters_reveal <gen> to the trigger queue (Checking conditions)
BLA letters reveal
  Events
  Conditions
  Actions
    Unit - Unhide Wisp B 0151 <gen>
    Unit - Unhide Wisp L 0170 <gen>
    Unit - Unhide Wisp A 0167 <gen>
    Special Effect - Create a special effect at (Center of BLA_effect <gen>) using Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl
    Set VariableSet BLAspecial = (Last created special effect)
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Writing down the letters in this mission in the order you encounter them "might" help you unlock the bonus orc mission (Deathwing/Katrana Prestor). There are five groups of these letters (including this group) that can be found on this mission.
    Wait 2 seconds
    Special Effect - Destroy BLAspecial
    Trigger - Remove (This trigger) from the trigger queue
CKR letters
  Events
    Unit - A unit enters ckr_reveal <gen>
  Conditions
    ((Entering unit) Equal to TERONHERO) or ((Entering unit) Equal to DENTARGHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add CKR_letters_reveal <gen> to the trigger queue (Checking conditions)
CKR letters reveal
  Events
  Conditions
  Actions
    Unit - Unhide Wisp C 0172 <gen>
    Unit - Unhide Wisp K 0173 <gen>
    Unit - Unhide Wisp R 0180 <gen>
    Special Effect - Create a special effect at (Center of ckr_special <gen>) using Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl
    Set VariableSet CKRspecial = (Last created special effect)
    Wait 2 seconds
    Special Effect - Destroy CKRspecial
    Trigger - Remove (This trigger) from the trigger queue
OCKAN letters
  Events
    Unit - A unit enters OCKAN <gen>
  Conditions
    ((Entering unit) Equal to TERONHERO) or ((Entering unit) Equal to DENTARGHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add OCKAN_letters_reveal <gen> to the trigger queue (Checking conditions)
OCKAN letters reveal
  Events
  Conditions
  Actions
    Unit - Unhide Wisp O 0181 <gen>
    Unit - Unhide Wisp C 0186 <gen>
    Unit - Unhide Wisp K 0187 <gen>
    Unit - Unhide Wisp A 0188 <gen>
    Unit - Unhide Wisp N 0196 <gen>
    Special Effect - Create a special effect at (Center of OCKAN_special <gen>) using Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl
    Set VariableSet OCKANspecial = (Last created special effect)
    Wait 2 seconds
    Special Effect - Destroy OCKANspecial
    Trigger - Remove (This trigger) from the trigger queue
DROLLT letters
  Events
    Unit - A unit enters DROLLT <gen>
  Conditions
    ((Entering unit) Equal to TERONHERO) or ((Entering unit) Equal to DENTARGHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add DROLLT_letters_reveal <gen> to the trigger queue (Checking conditions)
DROLLT letters reveal
  Events
  Conditions
  Actions
    Unit - Unhide Wisp D 0194 <gen>
    Unit - Unhide Wisp R 0190 <gen>
    Unit - Unhide Wisp O 0191 <gen>
    Unit - Unhide Wisp L 0193 <gen>
    Unit - Unhide Wisp L 0192 <gen>
    Unit - Unhide Wisp T 0195 <gen>
    Special Effect - Create a special effect at (Center of drollt_special <gen>) using Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl
    Set VariableSet DROLLTspecial = (Last created special effect)
    Wait 2 seconds
    Special Effect - Destroy DROLLTspecial
    Trigger - Remove (This trigger) from the trigger queue
HREE letters
  Events
    Unit - A unit enters hree_runes <gen>
  Conditions
    ((Entering unit) Equal to TERONHERO) or ((Entering unit) Equal to DENTARGHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add HREE_letters_reveal <gen> to the trigger queue (Checking conditions)
HREE letters reveal
  Events
  Conditions
  Actions
    Unit - Unhide Wisp H 0220 <gen>
    Unit - Unhide Wisp R 0072 <gen>
    Unit - Unhide Wisp E 0128 <gen>
    Unit - Unhide Wisp E 0214 <gen>
    Special Effect - Create a special effect at (Center of hree_special <gen>) using Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl
    Set VariableSet Hreespecial = (Last created special effect)
    Wait 2 seconds
    Special Effect - Destroy Hreespecial
    Trigger - Remove (This trigger) from the trigger queue
Gambler opening Trig
  Events
    Unit - A unit enters gambler_side_quest <gen>
  Conditions
    ((Entering unit) Equal to DENTARGHERO) or ((Entering unit) Equal to TERONHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Music_Sewer_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Trigger - Add Gambler_opening_cin <gen> to the trigger queue (Checking conditions)
Gambler opening cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make DENTARGHERO Invulnerable
    Unit - Make TERONHERO 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 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%
    Set VariableSet selectedgamblerstart1 = (Units currently selected by Player 1 (Red))
    Set VariableSet selectedgamblerstart2 = (Units currently selected by Player 4 (Purple))
    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 red 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 Gambleropen_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Gambleropen_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Gambleropen_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Unpause DENTARGHERO
    Unit - Unpause TERONHERO
    Unit Group - Add all units of (Units owned by Player 1 (Red) matching (((Matching unit) is hidden) Equal to False).) to gamblercinhiddenunit
    Unit Group - Add all units of (Units owned by Player 7 (Green) matching (((Matching unit) is hidden) Equal to False).) to gamblercinhiddenunit
    Unit Group - Pick every unit in gamblercinhiddenunit and do (Hide (Picked unit))
    Unit - Unhide DENTARGHERO
    Unit - Move DENTARGHERO instantly to (Center of dentarg_gambler <gen>), facing (Center of kassan <gen>)
    Unit - Move TERONHERO instantly to (Center of teron_gambler <gen>), facing (Center of kassan <gen>)
    Camera - .Apply. gg_cam_Camera_052 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_052 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_053 for Player 1 (Red) over 51.00 seconds
    Camera - .Apply. gg_cam_Camera_053 for Player 4 (Purple) over 51.00 seconds
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Sound - Play 23_Tavern <gen>
    Trigger - Turn on Music_Gambler_trigger <gen>
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Welcome strangers... to the Weakest Link!. Modify duration: Set to 7.00 seconds and Don't wait
    Wait 7.00 seconds
    Cinematic - Send transmission to (All players) from DENTARGHERO named Dentarg: Play No sound and display Teron! I have heard of this game from the other ogres who joined Doomhammer's Horde. They told me the prize for winning this game is an item of immeasurable power!. Modify duration: Set to 21.00 seconds and Don't wait
    Unit - Make DENTARGHERO face TERONHERO over 0 seconds
    Wait 21.00 seconds
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Your friend speaks the truth, dark one. Treasures beyond your wildest dreams can be yours, should you beat the odds and prove you are not the weakest link.. Modify duration: Set to 20.00 seconds and Don't wait
    Unit - Make DENTARGHERO face (Center of kassan <gen>) over 2.00 seconds
    Wait 20.00 seconds
    Camera - .Apply. gg_cam_Camera_054 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_054 for Player 4 (Purple) over 0 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display ...very well. We will participate in this "game".. Modify duration: Set to 8.00 seconds and Don't wait
    Wait 8.00 seconds
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Excellent!. Modify duration: Set to 4.00 seconds and Don't wait
    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
    Camera - .Apply. gg_cam_Camera_055 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_055 for Player 4 (Purple) over 0 seconds
    Unit - Unhide Druid of the Claw 0005 <gen>
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display There are seven rounds. You will be asked to judge which units would win in a raw fight (no upgrades, unless otherwise stated). In order to win, you must guess correctly the winning fighter for all seven rounds. Let the games begin!. Modify duration: Set to 26.00 seconds and Don't wait
    Wait 26.00 seconds
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round One: One knight and sorceress versus one druid of the claw in bear form. Type -roundoneyellow if you think yellow will win. Type -roundoneorange if you think orange will win.. Modify duration: Set to 23.00 seconds and Don't wait
    Wait 23.00 seconds
    Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision
    Unit - Hide DENTARGHERO
    Unit - Hide TERONHERO
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Set VariableSet Roundonestart = True
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    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 - Pause Knight 0213 <gen>
    Unit - Pause Sorceress 0004 <gen>
    Unit - Pause Druid of the Claw 0005 <gen>
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Game - Turn the day/night cycle On
    Cinematic - Enable user control for (All players).
    Wait 4.00 seconds
    Trigger - Add Gambler_Side_Quest <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Gambler opening cin skip
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
    Gambleropen_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Gambleropen_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit Group - Add all units of (Units owned by Player 1 (Red) matching (((Matching unit) is hidden) Equal to False).) to gamblercinhiddenunit
    Unit Group - Add all units of (Units owned by Player 7 (Green) matching (((Matching unit) is hidden) Equal to False).) to gamblercinhiddenunit
    Unit Group - Pick every unit in gamblercinhiddenunit and do (Hide (Picked unit))
    Unit - Move DENTARGHERO instantly to (Center of dentarg_gambler <gen>), facing (Center of kassan <gen>)
    Unit - Move TERONHERO instantly to (Center of teron_gambler <gen>), facing (Center of kassan <gen>)
    Sound - Play 23_Tavern <gen>
    Trigger - Turn on Music_Gambler_trigger <gen>
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Camera_055 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_055 for Player 4 (Purple) over 0 seconds
    Unit - Unhide Druid of the Claw 0005 <gen>
    Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision
    Unit - Hide DENTARGHERO
    Unit - Hide TERONHERO
    Set VariableSet Roundonestart = True
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    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 - Pause Knight 0213 <gen>
    Unit - Pause Sorceress 0004 <gen>
    Unit - Pause Druid of the Claw 0005 <gen>
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Game - Turn the day/night cycle On
    Cinematic - Enable user control for (All players).
    Wait 4.00 seconds
    Trigger - Add Gambler_Side_Quest <gen> to the trigger queue (Checking conditions)
    Trigger - Remove Gambler_opening_cin <gen> from the trigger queue
Gambler Side Quest
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00OPTIONAL QUEST|rThe Weakest Link - Win all seven rounds of Gambler Kassan's game
    Cinematic - Ping minimap for (All players) at (Center of ping_gambler_quest <gen>) for 7.00 seconds
    Quest - Mark QuestWeak as Discovered
    Quest - Flash the quest dialog button
    Wait Campaign quest delay game-time seconds
    Trigger - Remove (This trigger) from the trigger queue
Gambler Round One Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -roundoneyellow (stringnoformat) as An exact match
  Conditions
    Roundonestart Equal to True
  Actions
    Set VariableSet Roundonestart = False
    Unit - Unpause Druid of the Claw 0005 <gen>
    Unit - Unpause Knight 0213 <gen>
    Unit - Unpause Sorceress 0004 <gen>
Gambler Round One Orange
  Events
    Player - Player 1 (Red) types a chat message containing -roundoneorange (stringnoformat) as An exact match
  Conditions
    Roundonestart Equal to True
  Actions
    Set VariableSet Roundonestart = False
    Unit - Unpause Druid of the Claw 0005 <gen>
    Unit - Unpause Knight 0213 <gen>
    Unit - Unpause Sorceress 0004 <gen>
Gambler Round One end
  Events
    Unit - Druid of the Claw 0005 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round one winner: Yellow!. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Camera - .Apply. gg_cam_Camera_056 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_056 for Player 4 (Purple) over 0 seconds
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round Two: One ghoul versus two footmen. Type -roundtwoyellow if you think yellow will win. Type -roundtwoorange if you think orange will win.. Modify duration: Set to 18.00 seconds and Don't wait
    Unit - Unhide Ghoul 0216 <gen>
    Unit - Unhide Footman 0243 <gen>
    Unit - Unhide Footman 0241 <gen>
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
    Set VariableSet Roundtwostart = True
Gambler Round Two Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -roundtwoyellow (stringnoformat) as An exact match
  Conditions
    Roundtwostart Equal to True
  Actions
    Set VariableSet Roundtwostart = False
    Cinematic - Clear the screen of text messages for (All players).
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Enemy
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Enemy
Gambler Round Two Orange
  Events
    Player - Player 1 (Red) types a chat message containing -roundtwoorange (stringnoformat) as An exact match
  Conditions
    Roundtwostart Equal to True
  Actions
    Set VariableSet Roundtwostart = False
    Cinematic - Clear the screen of text messages for (All players).
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Enemy
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Enemy
Gambler Round Two end
  Events
    Unit - Ghoul 0216 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round two winner: Orange!. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Camera - .Apply. gg_cam_Camera_057 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_057 for Player 4 (Purple) over 0 seconds
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round Three: One rifleman versus one shaman. Type -roundthreeyellow if you think yellow will win. Type -roundthreeorange if you think orange will win.. Modify duration: Set to 18.00 seconds and Don't wait
    Unit - Unhide Rifleman 0002 <gen>
    Unit - Unhide Shaman 0003 <gen>
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
    Set VariableSet Roundthreestart = True
Gambler Round Three Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -roundthreeyellow (stringnoformat) as An exact match
  Conditions
    Roundthreestart Equal to True
  Actions
    Set VariableSet Roundthreestart = False
    Cinematic - Clear the screen of text messages for (All players).
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Enemy
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Enemy
Gambler Round Three Orange
  Events
    Player - Player 1 (Red) types a chat message containing -roundthreeorange (stringnoformat) as An exact match
  Conditions
    Roundthreestart Equal to True
  Actions
    Set VariableSet Roundthreestart = False
    Cinematic - Clear the screen of text messages for (All players).
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Enemy
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Enemy
Gambler Round Three end
  Events
    Unit - Shaman 0003 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round three winner: Yellow!. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Camera - .Apply. gg_cam_Camera_058 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_058 for Player 4 (Purple) over 0 seconds
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round Four: Three gargoyles versus one frost wyrm. Type -roundfouryellow if you think yellow will win. Type -roundfourorange if you think orange will win.. Modify duration: Set to 18.00 seconds and Don't wait
    Unit - Unhide Frost Wyrm 0217 <gen>
    Unit - Unhide Gargoyle 0218 <gen>
    Unit - Unhide Gargoyle 0012 <gen>
    Unit - Unhide Gargoyle 0008 <gen>
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
    Set VariableSet Roundfourstart = True
Gambler Round Four Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -roundfouryellow (stringnoformat) as An exact match
  Conditions
    Roundfourstart Equal to True
  Actions
    Set VariableSet Roundfourstart = False
    Cinematic - Clear the screen of text messages for (All players).
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Enemy
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Enemy
Gambler Round Four Orange
  Events
    Player - Player 1 (Red) types a chat message containing -roundfourorange (stringnoformat) as An exact match
  Conditions
    Roundfourstart Equal to True
  Actions
    Set VariableSet Roundfourstart = False
    Cinematic - Clear the screen of text messages for (All players).
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Enemy
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Enemy
Gambler Round Four end
  Events
    Unit - Frost Wyrm 0217 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round four winner: Orange!. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Camera - .Apply. gg_cam_Camera_059 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_059 for Player 4 (Purple) over 0 seconds
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round Five: One steam tank versus one spirit tower and two nerubian towers. Type -roundfiveyellow if you think yellow will win. Type -roundfiveorange if you think orange will win.. Modify duration: Set to 21.00 seconds and Don't wait
    Unit - Unhide Siege Engine 0224 <gen>
    Unit - Unhide Nerubian Tower 0010 <gen>
    Unit - Unhide Spirit Tower 0229 <gen>
    Unit - Unhide Nerubian Tower 0009 <gen>
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
    Set VariableSet Roundfivestart = True
Gambler Round Five Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -roundfiveyellow (stringnoformat) as An exact match
  Conditions
    Roundfivestart Equal to True
  Actions
    Set VariableSet Roundfivestart = False
    Cinematic - Clear the screen of text messages for (All players).
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Enemy
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Enemy
Gambler Round Five Orange
  Events
    Player - Player 1 (Red) types a chat message containing -roundfiveorange (stringnoformat) as An exact match
  Conditions
    Roundfivestart Equal to True
  Actions
    Set VariableSet Roundfivestart = False
    Cinematic - Clear the screen of text messages for (All players).
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Enemy
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Enemy
Gambler Round Five end
  Events
    Unit - Siege Engine 0224 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round five winner: Yellow!. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Camera - .Apply. gg_cam_Camera_061 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_061 for Player 4 (Purple) over 0 seconds
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round Six: One level one priestess of the moon versus one banshee. Type -roundsixyellow if you think yellow will win. Type -roundsixorange if you think orange will win.. Modify duration: Set to 21.00 seconds and Don't wait
    Unit - Unhide Banshee 0013 <gen>
    Unit - Unhide Priestess of the Moon 0234 <gen>
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
    Set VariableSet Roundsixstart = True
Gambler Round Six Yellow
  Events
    Player - Player 1 (Red) types a chat message containing -roundsixyellow (stringnoformat) as An exact match
  Conditions
    Roundsixstart Equal to True
  Actions
    Set VariableSet Roundsixstart = False
    Cinematic - Clear the screen of text messages for (All players).
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Enemy
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Enemy
Gambler Round Six Orange
  Events
    Player - Player 1 (Red) types a chat message containing -roundsixorange (stringnoformat) as An exact match
  Conditions
    Roundsixstart Equal to True
  Actions
    Set VariableSet Roundsixstart = False
    Cinematic - Clear the screen of text messages for (All players).
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Enemy
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Enemy
Gambler Round Six end
  Events
    Unit - Banshee 0013 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round six winner: Orange!. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Camera - .Apply. gg_cam_Camera_060 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_060 for Player 4 (Purple) over 0 seconds
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round Seven, final round: One peasant versus one naga royal guard. Type -roundsevenyellow if you think yellow will win. Type -roundsevenorange if you think orange will win.. Modify duration: Set to 21.00 seconds and Don't wait
    Unit - Unhide Naga Royal Guard 0014 <gen>
    Unit - Unhide Peasant 0232 <gen>
    Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
    Set VariableSet Roundsevenstart = True
Gambler Round Seven Orange
  Events
    Player - Player 1 (Red) types a chat message containing -roundsevenorange (stringnoformat) as An exact match
  Conditions
    Roundsevenstart Equal to True
  Actions
    Set VariableSet Roundsevenstart = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Order Peasant 0232 <gen> to Attack.Naga Royal Guard 0014 <gen>
Gambler Round Seven end
  Events
    Unit - Naga Royal Guard 0014 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display Round seven winner: Yellow!. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
Naga die
  Events
    Unit - Naga Royal Guard 0014 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.90 seconds
    Unit - Kill Naga Royal Guard 0014 <gen>
    Wait 2 seconds
    Trigger - Add Ending_gambler <gen> to the trigger queue (Checking conditions)
Ending gambler
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make DENTARGHERO Invulnerable
    Unit - Make TERONHERO 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 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%
    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 red 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 Gamblerend_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Gamblerend_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Gamblerend_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Unhide DENTARGHERO
    Unit - Unhide TERONHERO
    Unit - Make DENTARGHERO face TERONHERO over 0 seconds
    Unit - Make TERONHERO face DENTARGHERO over 0 seconds
    Camera - .Apply. gg_cam_Camera_062 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_062 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Camera_063 for Player 1 (Red) over 33.00 seconds
    Camera - .Apply. gg_cam_Camera_063 for Player 4 (Purple) over 33.00 seconds
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Send transmission to (All players) from DENTARGHERO named Dentarg: Play No sound and display I told you that the naga royal guard could not beat the peasant, Teron! You did not listen to me!. Modify duration: Set to 14.00 seconds and Don't wait
    Wait 14.00 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display Shut your lying mouth(s), Dentarg. You were laughing the entire time about how the peasant was going to be annihilated. Do not pretend otherwise.. Modify duration: Set to 19.00 seconds and Don't wait
    Wait 19.00 seconds
    Camera - .Apply. gg_cam_Camera_063 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Camera_063 for Player 4 (Purple) over 0 seconds
    Cinematic - Send transmission to (All players) from Gambler Kassan 0166 <gen> named Gambler Kassan: Play No sound and display I am sorry to say this, but you two... are the weakest link! There will be no godlike artifact reward, but since you both tried your best, I suppose I can hand over this mysterious rune.. Modify duration: Set to 22.00 seconds and Don't wait
    Unit - Make DENTARGHERO face Gambler Kassan 0166 <gen> over 2.00 seconds
    Unit - Make TERONHERO face Gambler Kassan 0166 <gen> over 2.00 seconds
    Wait 20.00 seconds
    Item - Create Strange Rune at (Center of item_drop <gen>)
    Set VariableSet strangerune = (Last created item)
    Wait 2.00 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 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 1 (Red) to (Position of DENTARGHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of TERONHERO) 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 gamblercinhiddenunit and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select selectedgamblerstart1 for Player 1 (Red)
    Selection - Select selectedgamblerstart2 for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Game - Turn the day/night cycle On
    Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Enemy
    Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Enemy
    Player - Make Player 6 (Orange) treat Player 1 (Red) as an Enemy
    Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Enemy
    Unit - Make DENTARGHERO Vulnerable
    Unit - Make TERONHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Trigger - Turn off Music_Gambler_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 4.00 seconds
    Sound - Play 25_Ruins <gen>
    Trigger - Turn on Music_Sewer_trigger <gen>
    Quest - Mark QuestWeak as Failed
    Quest - Display to (All players) the Quest Completed message: |cffffcc00OPTIONAL QUEST FAILED|r The Weakest Link
    Trigger - Remove (This trigger) from the trigger queue
Ending gambler skip
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
    Gamblerend_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Gamblerend_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Unhide DENTARGHERO
    Unit - Unhide TERONHERO
    Unit - Make DENTARGHERO face Gambler Kassan 0166 <gen> over 0 seconds
    Unit - Make TERONHERO face Gambler Kassan 0166 <gen> over 0 seconds
    Item - Create Strange Rune at (Center of item_drop <gen>)
    Set VariableSet strangerune = (Last created item)
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 1 (Red) to (Position of DENTARGHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of TERONHERO) 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 gamblercinhiddenunit and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select selectedgamblerstart1 for Player 1 (Red)
    Selection - Select selectedgamblerstart2 for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Enemy
    Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Enemy
    Player - Make Player 6 (Orange) treat Player 1 (Red) as an Enemy
    Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Enemy
    Unit - Make DENTARGHERO Vulnerable
    Unit - Make TERONHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Trigger - Turn off Music_Gambler_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 4.00 seconds
    Sound - Play 25_Ruins <gen>
    Trigger - Turn on Music_Sewer_trigger <gen>
    Quest - Mark QuestWeak as Failed
    Quest - Display to (All players) the Quest Completed message: |cffffcc00OPTIONAL QUEST FAILED|r The Weakest Link
    Trigger - Remove Ending_gambler <gen> from the trigger queue
Reinforcements trig
  Events
    Unit - A unit enters new_orcs <gen>
  Conditions
    ((Entering unit) Equal to TERONHERO) or ((Entering unit) Equal to DENTARGHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Reinforcements_diag <gen> to the trigger queue (Checking conditions)
Reinforcements diag
  Events
  Conditions
  Actions
    Unit - Unhide Fighter 0225 <gen>
    Unit - Unhide Fighter 0223 <gen>
    Unit - Unhide Spear Thrower 0226 <gen>
    Unit - Unhide Pong Catapult 0227 <gen>
    Unit - Change ownership of Fighter 0223 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Fighter 0225 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Spear Thrower 0226 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Pong Catapult 0227 <gen> to Player 1 (Red) and Change color
    Cinematic - Ping minimap for (All players) at (Position of Fighter 0225 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Fighter 0225 <gen> named Fighter: Play No sound and display We apologize for arriving late, Master Dentarg. We got lost in these tunnels.. Modify duration: Set to 11.00 seconds and Don't wait
    Wait 11.00 seconds
    Cinematic - Send transmission to (All players) from DENTARGHERO named Dentarg: Play No sound and display Save your apologies for another time. Right now, we need your strength.. Modify duration: Set to 11.00 seconds and Don't wait
    Wait 11.00 seconds
    Sound - Reset all volume channels to 100%
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Make sure to complete the optional quest before leaving the sewers.
    Wait 5.00 seconds
    Trigger - Remove (This trigger) from the trigger queue
Firemage Trig
  Events
    Unit - A unit enters firemage <gen>
  Conditions
    ((Entering unit) Equal to TERONHERO) or ((Entering unit) Equal to DENTARGHERO)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Firemag_diag <gen> to the trigger queue (Checking conditions)
Firemag diag
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Position of Bandit Pyromancer 0200 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Bandit Pyromancer 0200 <gen> named Bandit Pyromancer: Play No sound and display You orcs have pranced around in our territory long enough. Your journey ends here.. Modify duration: Set to 13.00 seconds and Don't wait
    Wait 13.00 seconds
    Cinematic - Send transmission to (All players) from TERONHERO named Teron Gorefiend: Play No sound and display I think not, little human.. 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
Rune for key
  Events
    Unit - A unit enters Enter_region_forrune <gen>
  Conditions
    ((Entering unit) has an item of type Strange Rune) Equal to True
  Actions
    Item - Remove (Item carried by (Entering unit) of type Strange Rune)
    Sound - Set position of HolyBolt <gen> to (Center of Enter_region_forrune <gen>) with Z offset 0
    Sound - Play HolyBolt <gen> at 100% volume, located at (Center of Enter_region_forrune <gen>) with Z offset 0
    Item - Create Dungeon Key at (Center of key_to_thing <gen>)
    Set VariableSet dungeonkey = (Last created item)
Reveal insane or not
  Events
    Unit - A unit enters gate_openeddd <gen>
  Conditions
    ((Entering unit) has an item of type Dungeon Key) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Item - Remove (Item carried by (Entering unit) of type Dungeon Key)
    Sound - Set position of DoorSlam1 <gen> to (Center of gate_openeddd <gen>) with Z offset 0
    Sound - Play DoorSlam1 <gen> at 100% volume, located at (Center of gate_openeddd <gen>) with Z offset 0
    Destructible - Make Dungeon Gate 0838 <gen> Vulnerable
    Destructible - Open Dungeon Gate 0838 <gen>
    Unit - Unhide Crocodile 0222 <gen>
Croc Dies
  Events
    Unit - Crocodile 0222 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Item - Create |cffff8c00Moon Ring|r at (Position of (Dying unit))
    Item - Create |cffff8c00Moon Crescent|r at (Position of (Dying unit))
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 15.00 seconds the text: Congratulations on beating the optional boss!
    Game - Display to (All players) for 15.00 seconds the text:
    Game - Display to (All players) for 15.00 seconds the text: The code you receive for achieving this feat is "R".
    Game - Display to (All players) for 15.00 seconds the text:
    Game - Display to (All players) for 15.00 seconds the text: Beat all the optional bosses and final missions to unlock a code that will give you access to the final cinematic of the campaign series.
    Game - Display to (All players) for 15.00 seconds the text:
Orphan opening trig
  Events
    Unit - A unit enters see_knights <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 1 (Red)) or ((Owner of (Entering unit)) Equal to Player 4 (Purple))
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Music_Sewer_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Trigger - Add Orphan_opening_cin <gen> to the trigger queue (Checking conditions)
Orphan opening cin
  Events
  Conditions
  Actions
    Unit - Order Elite Gryphon Knight 0016 <gen> to Hold Position.
    Unit - Order Elite Gryphon Knight 0017 <gen> to Hold Position.
    Cinematic - Disable user control for (All players).
    Unit - Make DENTARGHERO Invulnerable
    Unit - Make TERONHERO 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 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%
    Set VariableSet selectorphanstart1 = (Units currently selected by Player 1 (Red))
    Set VariableSet selectorphanstart2 = (Units currently selected by Player 4 (Purple))
    Selection - Clear selection
    Unit - Pause all units