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Trigger Viewer

BDP10v0.073.w3x
Variables
Initialization
Initial
Easy Mode
Normal Mode
Insane Mode
Difficulty
Alliances and Research
Altar Bug
prevent high
Fenris Lock level
Tagar Lock level
Music trigs
Music Bloodmyst INITIAL
Music Bloodmyst trigger
Music Exodar 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
Opening
Start The Game
Opening Cinematic
Opening Cinematic Skipped
Opening AI
Opening AI avoid clash
Opening Followup Diag
Dialogue Tagar Fenris
Winged Nightmare Intro
Ogre location hint
Liquid Ele Hint
Liquid Ele trig
Liqiud Elemental hint
Ogre Quest Start
Ogre Quest Start Trig
Ogre Cin Start
Ogre Opening Cin Skip
Ogre Quest Stuff
First Bandit Dies
Return with Bucket1
First Bucket Scene
Ogre Quest Update
Second Bandit Dies
Return with Bucket 2
Second Bucket Scene
Ogre Quest End
Ogre Quest End Cin
Ogre Ending Cin Skip
Bandit Quest Start
Bandit Start Timer
Bandit Destroy Timer
Bandit Quest Cin
Bandit Start Cin Skip
Bandit Quest AI
DG upgrade over time
Bandit Quest End
Bandit End Trig
Bandit End Cin
Bandit End Cin Skip
Bandit Final Update
Tagar Speak in ocean
Tagar speaks in sea
Optional Boss Part 1
Crab 1 Attacked toprightx
Crab 2 Attacked midbotrightx
Crab 3 Attacked botrightx
Crab 4 Attacked midx
Crab 5 Attacked midtoprightx
Crab 6 Attacked midbotleftx
Crab 7 Attacked botleftx
Crab 8 Attacked midtopleftx
Crab 9 Attacked topleftx
All crabs dies
Optional Boss Part 2
Moray Eel mold item
Enter Ghost Ship Trig
Ghostly Ship Enter
Ghost Pirates Dies
Reveal insane or not
Spongebob Quest
Spongebob Cin
Spongebob Cin Skip
SpongBob Insane
Water Quest Ends
Final arakkoa
Water End Trig
Water End Cin
Water End Cin Skip
Defeat
Defeat for bases
Defeat Red
Defeat Purple
Peons
Blue Peons
Teal Peons
Green Peons
DG Peons
AI
Blue AI
Blue gold check
Blue lumber check
Teal AI
Teal gold check
Teal lumber check
Dark Green AI
Dark Green gold check
Dark Green lumber check
Green AI
Green gold check
Green lumber check
Single Player
Single Player share
Red leaves
Purple leaves
Alternate Altar
Altar change
Horde Unit Spells
Shredder
Fenris
Fenris Spells Aqua Burst
Aqua Burst
Fenris Spells Hydro
HydroJetCast
HydroJetDebug
HydroJetWater
Fenris Spells Elemental
LiquidElementalCast
LiquidElemetalPuddles
LiquidElementalDeath
Fenris Spells Watery Chill
Fenris Spells Whirlpool
WhirlPoolCast
WhirlPoolLoop
Fenris Water
HashtableSetup
Tagar
Tagar Spells Raging Slam
Start
Loop
Tagar Spells Conflict Craving
Tagar Spells Earth Pulse
EarthPulse A
EarthPulse B
Tagar Spells Raze
Tagar Spells Bolder Bombardment
BoulderBombardment A
BoulderBombardment B
Kurdan
Unit Indexer System ( Bribe )
---------------------------
Unit Indexer
---------------------------
Khadgar
Fenris Spells Water Wave
WaterWaveCast
WaveMovement
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
BanditEnd_Cinematic_Is_On boolean No
banditENDhiddenunit group No
BanditOpen_Cinematic_Is_On boolean No
banditstarthiddenunit group No
BanditTimer timer No
BanditTimerStart boolean No
BanditTimerWindow timerdialog No
BB integervar No
BB2 integervar No
BB_Angle real Yes
BB_Attacked unit No
BB_Caster unit Yes
BB_Casting unit Yes
BB_CastNumber integer No
BB_Chance integer No
BB_Damage real Yes
BB_Distance real Yes
BB_Expire integer Yes
BB_Group group No
BB_Height real Yes
BB_LEVEL integer No
BB_Loop integervar No
BB_Missile unit Yes
BB_Off boolean Yes
BB_Point location Yes
BB_Real_Damage_Spam integer Yes
BB_Skip integer No
BB_Speed real Yes
BB_Switch integer No
BB_Targ unit Yes
BB_Times integer No
BB_Up boolean Yes
Beast_Attack_Ability_Level integer No
Beast_Attack_Atribute integer No
Beast_Attack_Atribute_Damage real No
Beast_Attack_Caster unit No
Beast_Attack_Damage_Splitter integer No
Beast_Attack_Life_Damage real No
Beast_Attack_Location location No
Beast_Attack_Location2 location No
Beast_Attack_Max_Life real No
Beast_Attack_Target unit No
Beast_Attack_Total_Damage real No
BFAbility abilcode Yes
BFAura unit Yes
BFAura2 unit Yes
BFAura3 unit Yes
BFCaster unit Yes
BFCasterAbility abilcode Yes
BFCount integer No
BFGroup group Yes
BFHas boolean Yes
BFIndex integer No
BFInteger integervar No
BFLastRecycled integer No
BFMax integer No
BFRecycledList integer Yes
BFTimer real Yes
BlazeCaster unit Yes
BlazeDuration real Yes
BlazeIndexsize integer No
BlazeInteger integer Yes
BlazeLoop integervar No
BlazeMaxsize integer No
BlazePoint location No
BlazeTemp integer No
Bucket1FullUnit unit No
Bucket2FullUnit unit No
BucketWaterBandit1 item No
BucketWaterBandit2 item No
Caster unit No
CE_Ability_Level integer No
CE_Area_of_Effect real No
CE_Base_Damage real No
CE_Caster unit No
CE_Damage_Group group No
CE_Destroy_Trees boolean No
CE_Knock_Angle real No
CE_Knock_Distance real No
CE_Knock_Group group No
CE_Knock_Loc1 location No
CE_Knock_Loc2 location No
CE_Knock_Speed real No
CE_Knocktable hashtable No
CE_Location location No
CE_Location2 location No
CE_Pathing_On boolean No
CE_Special_Effect effect No
CE_Special_Effect1 effect No
CE_Total_Damage real No
Code string No
crabbotleft6 effect No
crabbotleftmid7 effect No
crabbotright8 effect No
crabbotrightmid9 effect No
Crabitemappear effect No
crabmid3 effect No
crabtopleft1 effect No
crabtopleftmid2 effect No
crabtopright4 effect No
crabtoprightmid5 effect No
Currant_intstances integer No
currentHerotoLoad integer No
currentHerotoSave integer No
DDS_Detect group No
Debug integervar No
Degrees_set real No
Dfficultychosen boolean No
DSB_Ability_ID abilcode No
DSB_Ability_Level integer Yes
DSB_Angle real Yes
DSB_Animation_Speed real No
DSB_AoE real No
DSB_Caster unit Yes
DSB_Conditions boolean Yes
DSB_Current_Index integervar No
DSB_Damage real Yes
DSB_Damage_Group group No
DSB_Destroy_Tree boolean No
DSB_Destroyer unit No
DSB_Distance real No
DSB_Dummy unit Yes
DSB_Dummy2 unit Yes
DSB_Dummy2_Animation string No
DSB_Dummy2_BLUE real No
DSB_Dummy2_GREEN real No
DSB_Dummy2_Lifetime real No
DSB_Dummy2_RED real No
DSB_Dummy2_Transparency real No
DSB_Dummy_Type unitcode No
DSB_Dummy_Type2 unitcode No
DSB_Max_Index integer No
DSB_Owner player Yes
DSB_Shadow boolean No
DSB_Shdow boolean Yes
DSB_SoundEffect sound No
DSB_Special_Effect string No
DSB_Special_Effect_Location string No
DSB_Stage integer Yes
DSB_Start_Range real No
DSB_UnDamage_Group group Yes
Earth_Fury_Ability_Level integer No
Earth_Fury_AoE_Bouns real No
Earth_Fury_Base_Area_of_Effect real No
Earth_Fury_Base_Damage real No
Earth_Fury_Bonus_Damage real No
Earth_Fury_Caster unit No
Earth_Fury_Chance real No
Earth_Fury_Damage_Group group No
Earth_Fury_Dummy_Ability abilcode No
Earth_Fury_Dummy_Ability_2 abilcode No
Earth_Fury_Location location No
Earth_Fury_Owner player No
Earth_Fury_Total_Area_of_Effec real No
Earth_Fury_Total_Damage real No
Ending_Cinematic_Is_On boolean No
EP integervar No
EP_Angle real Yes
EP_Caster unit Yes
EP_CastNumber integer No
EP_ConstDistance real Yes
EP_Distance real Yes
EP_Height real Yes
EP_Integer integervar No
EP_Missile unit Yes
EP_Off boolean Yes
EP_Point location Yes
EP_Speed real Yes
EP_Switch integer No
ES_Caster unit No
ES_Group group No
ES_Integer integervar No
ES_Point location Yes
ES_Target unit No
Exclamationmarkogre 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
FENRISHERO unit No
Flck_Ability abilcode No
Flck_CaptureDistance real No
Flck_CaptureRadius real No
Flck_Caster unit No
Flck_CasterPoint location No
Flck_Facing real No
Flck_SpecialEffectWarpInCaster string No
Flck_SpecialEffectWarpOutCast string No
Flck_TargetPoint location No
Flck_Tempangle real No
Flck_Tempgroup group No
Flck_Temppoint location No
Flck_Temppoint2 location No
Flck_Temppoint3 location No
Flck_Victim unit No
FP_Point location No
FSCaster unit Yes
FSCasterPoint location Yes
FSCount integer No
FSDistance real Yes
FSDummy unit Yes
FSDummyGroup group Yes
FSFace real Yes
FSFade real Yes
FSFadeC real Yes
FSHas boolean Yes
FSIndex integer No
FSInteger integervar No
FSLastRecycled integer No
FSMax integer No
FSMaxDistance real Yes
FSMove real Yes
FSRecycledList integer Yes
FSTime real No
GDD__Integers integer Yes
GDD__LeftMapGroup group No
GDD__TriggerArray trigger Yes
GDD__UnitArray unit Yes
GDD_Damage real No
GDD_DamagedUnit unit No
GDD_DamageSource unit No
GDD_Event real No
Gravity_unit unit No
Gravity_Unit_ID handle No
greyfinalpauseunits group No
Greyhidehiddenunit group No
Greyunpauseunits group No
GROMHERO unit 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
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
Lighthouseexplode effect No
LiquidElementals group 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
OgreEnd_Cinematic_Is_On boolean No
ogreENDhiddenunit group No
OgreStart_Cinematic_Is_On boolean No
ogrestarthiddenunit group No
Opening_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
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
QuestBandit quest No
QuestBanditRq1 questitem No
QuestLight quest No
QuestlightRQ1 questitem No
QuestOtter quest No
QuestOtterRQ1 questitem No
QuestOtterRQ2 questitem No
QuestSea quest No
QuestSearq1 questitem No
QuestSearq2 questitem No
Reflect_Users group No
RemoveAllUnits group No
Returning_to_normal_fly_height group No
REXXARHERO unit 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
selectbanditstart1 group No
selectbanditstart2 group No
selectogreEND1 group No
selectogreEND2 group No
selectogrestart1 group No
selectogrestart2 group No
selectspongebobstart1 group No
selectspongebobstart2 group No
selectwaterstart1 group No
selectwaterstart2 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
SleepPatrick effect 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
Spongbobhiddenunit group No
Sponge_Cinematic_Is_On boolean No
SR_Angle real Yes
SR_Boolean boolean Yes
SR_Caster unit Yes
SR_Duration real Yes
SR_Group group Yes
SR_Index integer Yes
SR_Loc location Yes
SR_Projectile unit Yes
SR_WaitCounter real Yes
ST_Angle real No
ST_Aoe real Yes
ST_AoeBase real No
ST_AoePerLevel real No
ST_BarrierModel string No
ST_BarrierSpaceTaken real No
ST_Core unit Yes
ST_CurrentLightningEffect lightning Yes
ST_DissappearenceSFX string No
ST_DummyType unitcode No
ST_EffectScalingSpawn real No
ST_HealthPenaltyPerSecond real No
ST_Index integervar No
ST_LightningBlue real No
ST_LightningEffect string No
ST_LightningGreen real No
ST_LightningRed real No
ST_LightningZ real No
ST_MaxIndex integer No
ST_OriginalCaster unit Yes
ST_SecondaryIndex integervar No
ST_SpawnSFX string No
ST_SpecialEffect effect Yes
ST_Spell abilcode No
ST_StageID integer Yes
ST_TempGroup group No
ST_TempInteger integer No
ST_TempPoint location No
ST_TempPoint2 location No
ST_TempReal real No
ST_TempUnit unit No
ST_TempUnit2 unit No
ST_TempUnit3 unit No
ST_TempX real No
ST_TempX2 real No
ST_TempY real No
ST_TempY2 real No
ST_TempZ real No
ST_TempZ2 real No
ST_TetherDurationBase real No
ST_TetherDurationPerLevel real No
ST_TetherModel string No
ST_TriggeringHealthPercent real No
ST_UndeadDuration real Yes
ST_UndeadDurationBase real No
ST_UndeadDurationPerLevel real No
ST_UnitIDStorage unit No
ST_UnitIndex unit Yes
ST_UnitTransparency real No
Surging_Pulse_Caster_Loc location No
Surging_Pulse_Formula real No
Surging_Pulse_Location location No
Surging_Pulse_Loop integer No
Surging_Pulse_Loop_Location location No
Surging_Pulse_Owner player No
SystemPoint location Yes
SystemUnitGroup group Yes
TA_BaseChance integer No
TA_BaseDamage real No
TA_ChanceGrowth integer No
TA_DamageGrowth real No
TA_Levels integer No
TA_SFX string No
TA_ThornEffect location No
TA_ThornSpawn location No
TAGARHERO unit No
Target_Dummy unit No
Temp_Group group No
Temp_Group_1 group No
Temp_Group_2 group No
Temp_Lightning lightning No
Temp_Loc_1 location No
Temp_Loc_2 location No
Temp_Loc_3 location No
Temp_Point location No
Temp_Point_2 location No
Temp_Real_1 real No
Temp_Real_2 real No
Temp_Real_3 real No
Temp_Unit_1 unit No
Temp_Unit_2 unit No
Temp_Unit_3 unit No
Temp_Unit_4 unit No
TempDest destructable No
TempGroup group No
TempHandle handle No
TempInteger integer No
TempItem item No
TempItemType itemcode No
TempLoc location No
TempPoint location No
TempPoint2 location No
TempPoint3 location No
temppointnature location No
tempSESSpecialEffect effect No
tempSESTimer real No
TempUnit unit No
TempUnit2 unit No
TextFileName string No
Thorn_Dummy unit No
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
waterhiddenunit group No
WaterWaves group No
WhirlPools group No
WoS_Angle real Yes
WoS_AttackEffect string Yes
WoS_AttackRange real Yes
WoS_AttackTimer real Yes
WoS_Caster unit Yes
WoS_Damage real Yes
WoS_Index integer Yes
WoS_MaxSpeed real Yes
WoS_Off boolean Yes
WoS_OnAttackSpeedDecrease real Yes
WoS_ShadowEffect string Yes
WoS_ShadowEffectCreatingDelay real Yes
WoS_ShadowEffectDuration real Yes
WoS_ShadowEffectTimer real Yes
WoS_Speed real Yes
WoS_SpeedIncreasement real Yes
WoS_SpellDuration real Yes
WoS_TargetedUnit unit Yes
WS integervar No
WS_Angle real Yes
WS_Caster unit Yes
WS_CastNumber integer No
WS_Chance integer No
WS_Distance real Yes
WS_Dummie unit Yes
WS_Effect1 unit Yes
WS_Effect2 unit Yes
WS_Effect3 unit Yes
WS_Off boolean Yes
WS_Point location Yes
WS_Speed real Yes
WS_Switch integer No
zzTestReal real No
ZZZZredandpurple force No
Initial
  Events
    Map initialization
  Conditions
  Actions
    -------- Variables --------
    Player Group - Add Player 1 (Red) to ZZZZredandpurple
    Player Group - Add Player 4 (Purple) to ZZZZredandpurple
    Set VariableSet FENRISHERO = Water Lord 0261 <gen>
    Set VariableSet TAGARHERO = Bonechewer Berserker 0262 <gen>
    Set VariableSet BanditTimerStart = False
    -------- Main light --------
    Quest - Create a Required quest titled A Light in the Dark with the description In order to evade the navy blockade, the lighthouse must be destroyed. Since two of the nearby human bases are reported by Seballian to be be very skilled in all matters relating to contruction, they must be destroyed., using icon path ReplaceableTextures\CommandButtons\BTNHealingWave.blp
    Set VariableSet QuestLight = (Last created quest)
    Quest - Create a quest requirement for QuestLight with the description Destroy the nearby blue and teal human bases
    Set VariableSet QuestlightRQ1 = (Last created quest requirement)
    -------- Main Sea --------
    Quest - Create a Required, undiscovered quest titled Deep Trouble with the description The bay gates can be deactivating by triggering the fail-safe switch on the ocean floor. Only by doing this will Fenris' group be able to escape the clutches of the Kul Tiras navy., using icon path ReplaceableTextures\CommandButtons\BTNLobstrokkGreen.blp
    Set VariableSet QuestSea = (Last created quest)
    Quest - Create a quest requirement for QuestSea with the description Trigger the fail-safe switch on the ocean floor to deactivate the bay gates
    Set VariableSet QuestSearq1 = (Last created quest requirement)
    Quest - Create a quest requirement for QuestSea with the description Fenris and Tagar must survive
    Set VariableSet QuestSearq2 = (Last created quest requirement)
    -------- OptionalOgre --------
    Quest - Create a Optional, undiscovered quest titled Otter Ordeal with the description The ogre spellbinders could prove useful against the humans. It seems, however, that the only way to pull them into the fold is by taking advantage of their fear of otters. The nearby otters will likely only come if they sense fresh water., using icon path ReplaceableTextures\CommandButtons\BTNYouDirtyRat!.blp
    Set VariableSet QuestOtter = (Last created quest)
    Quest - Create a quest requirement for QuestOtter with the description Find a source of freshwater with which to fill the pit (Tagar)
    Set VariableSet QuestOtterRQ1 = (Last created quest requirement)
    -------- Optional bandit --------
    Quest - Create a Optional, undiscovered quest titled Bandit Barrier with the description The main Kul Tiras emcampment is too powerful to contend with. A conflict between the that an encampment and a nearby bandit base, however, can be used to Fenris' advantage. Keep the bandit base alive as long as possible to shield Fenris' group from Proudmoore's wrath for as long as possible., using icon path ReplaceableTextures\CommandButtons\BTNBanditLord.blp
    Set VariableSet QuestBandit = (Last created quest)
    Quest - Create a quest requirement for QuestBandit with the description Keep the bandit base alive for as long as possible
    Set VariableSet QuestBanditRq1 = (Last created quest requirement)
    -------- Gate Animations --------
    Destructible - Open City Entrance 1706 <gen>
    Destructible - Open City Entrance 1705 <gen>
    Destructible - Open City Entrance 1704 <gen>
    -------- HIDE final ship --------
    Unit - Hide Human Transport Ship SLOW 0181 <gen>
    -------- HIDE UNITS --------
    Unit - Hide Dark Knight 0056 <gen>
    Unit - Hide Dark Knight 0157 <gen>
    Unit - Hide Ledger Lover 0086 <gen>
    Unit - Hide Trickster 0072 <gen>
    Unit - Hide Paladin 0023 <gen>
    Unit - Hide Magician 0453 <gen>
    Unit - Hide Human Transport Ship 0436 <gen>
    -------- HIDE UNITS GREY --------
    Unit - Hide Paladin 0439 <gen>
    Unit - Hide Gryphon Knight 0441 <gen>
    Unit - Hide Gryphon Knight 0440 <gen>
    Unit - Hide Recruit 0484 <gen>
    Unit - Hide Recruit 0461 <gen>
    Unit - Hide Recruit 0460 <gen>
    Unit - Hide Recruit 0459 <gen>
    Unit - Hide Sharpshooter 0485 <gen>
    Unit - Hide Sharpshooter 0486 <gen>
    Unit - Hide Sharpshooter 0487 <gen>
    Unit - Hide Sharpshooter 0488 <gen>
    Unit - Hide Magician 0489 <gen>
    Unit - Hide Monk 0496 <gen>
    Unit - Hide Magician 0490 <gen>
    Unit - Hide Monk 0495 <gen>
    Unit - Hide Monk 0494 <gen>
    Unit - Hide Magician 0491 <gen>
    Unit - Hide Monk 0493 <gen>
    Unit - Hide Magician 0492 <gen>
    -------- Hide Water Tauren --------
    Unit - Hide Tauren WATER 0501 <gen>
    Unit - Hide Tauren WATER FLYING 0517 <gen>
    -------- Hide pirate --------
    Unit - Hide Ghost Captain 0497 <gen>
    -------- Invulnerable units --------
    Unit - Make Tauren WATER 0501 <gen> Invulnerable
    Unit - Make Tauren WATER FLYING 0517 <gen> Invulnerable
    Unit - Make Ogre Spellbinder 0273 <gen> Invulnerable
    Unit - Make Ogre Spellbinder 0402 <gen> Invulnerable
    Unit - Make Ogre Spellbinder 0094 <gen> Invulnerable
    Unit - Make Otter 0171 <gen> Invulnerable
    Unit - Make Otter 0033 <gen> Invulnerable
    Unit - Make Otter 0170 <gen> Invulnerable
    Unit - Make Lighthouse 0121 <gen> Invulnerable
    Unit - Make Moray Eel 0229 <gen> Invulnerable
    Unit - Make SpongeBob SquarePants 0432 <gen> Invulnerable
    Unit - Make Patrick Star 0500 <gen> Invulnerable
    Unit - Make Human Transport Ship SLOW 0181 <gen> Invulnerable
    -------- Invulnerable Destructibles --------
    Destructible - Make Lever 3161 <gen> Invulnerable
    Destructible - Make Wind Storm: Damage Buff 3270 <gen> Invulnerable
    -------- Hero XP --------
    Hero - Disable experience gain for Kul Tiras Hunter 0392 <gen>.
    Hero - Disable experience gain for Mounted Paladin 0391 <gen>.
    Hero - Disable experience gain for Ledger Lover 0086 <gen>.
    Hero - Disable experience gain for Paladin 0023 <gen>.
    -------- special effect sleep patrick --------
    Animation - Play Patrick Star 0500 <gen>'s sleep (animationname) animation
    Special Effect - Create a special effect at (Position of Patrick Star 0500 <gen>) using Abilities\Spells\Other\CreepSleep\CreepSleepTarget.mdl
    Set VariableSet SleepPatrick = (Last created special effect)
    -------- Red Starting resources --------
    Player - Add 1550 to Player 1 (Red).Current gold
    Player - Add 750 to Player 1 (Red).Current lumber
    -------- Boolean Cinematics --------
    Set VariableSet Opening_Cinematic_Is_On = False
    Set VariableSet OgreStart_Cinematic_Is_On = False
    Set VariableSet OgreEnd_Cinematic_Is_On = False
    Set VariableSet BanditOpen_Cinematic_Is_On = False
    Set VariableSet BanditEnd_Cinematic_Is_On = False
    Set VariableSet Sponge_Cinematic_Is_On = False
    Set VariableSet Ending_Cinematic_Is_On = False
    Set VariableSet Insanemodeactivated = False
    -------- Question Mark --------
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Ogre Spellbinder 0273 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Set VariableSet Exclamationmarkogre = (Last created special effect)
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 3 (Teal) handicap to 33.00%
    Player - Set Player 8 (Pink) handicap to 33.00%
    Player - Set Player 11 (Dark Green) handicap to 33.00%
    Player - Set Player 12 (Brown) handicap to 33.00%
    Set VariableSet Dfficultychosen = True
    Trigger - Run Start_The_Game <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 66.00%
    Player - Set Player 3 (Teal) handicap to 66.00%
    Player - Set Player 8 (Pink) handicap to 66.00%
    Player - Set Player 11 (Dark Green) handicap to 66.00%
    Player - Set Player 12 (Brown) handicap to 66.00%
    Set VariableSet Dfficultychosen = True
    Trigger - Run Start_The_Game <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_The_Game <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
Alliances and Research
  Events
    Map initialization
  Conditions
  Actions
    -------- Towards lb --------
    Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Neutral
    Player - Make Player 4 (Purple) treat Player 10 (Light Blue) as an Neutral
    Player - Make Player 2 (Blue) treat Player 10 (Light Blue) as an Ally with shared vision
    Player - Make Player 3 (Teal) treat Player 10 (Light Blue) as an Ally with shared vision
    Player - Make Player 11 (Dark Green) treat Player 10 (Light Blue) as an Ally with shared vision
    Player - Make Player 7 (Green) treat Player 10 (Light Blue) as an Ally with shared vision
    Player - Make Player 8 (Pink) treat Player 10 (Light Blue) as an Ally with shared vision
    -------- Towards green --------
    Player - Make Player 2 (Blue) treat Player 7 (Green) as an Ally with shared vision
    Player - Make Player 3 (Teal) treat Player 7 (Green) as an Ally with shared vision
    Player - Make Player 11 (Dark Green) treat Player 7 (Green) as an Enemy
    -------- Towards pink --------
    Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Ally with shared vision
    Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally with shared vision
    Player - Make Player 11 (Dark Green) treat Player 8 (Pink) as an Ally with shared vision
    Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Neutral
    -------- LB towards others --------
    Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Neutral
    Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Neutral
    Player - Make Player 10 (Light Blue) treat Player 3 (Teal) as an Neutral
    Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Neutral
    Player - Make Player 10 (Light Blue) treat Player 7 (Green) as an Neutral
    Player - Make Player 10 (Light Blue) treat Player 8 (Pink) as an Neutral
    Player - Make Player 10 (Light Blue) treat Player 11 (Dark Green) as an Neutral
    Player - Make Player 10 (Light Blue) treat Player 12 (Brown) as an Neutral
    -------- Towards Grey --------
    Player - Make Player 1 (Red) treat Player 9 (Gray) as an Neutral
    Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Neutral
    Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Neutral
    -------- Grey Towards Others --------
    Player - Make Player 9 (Gray) treat Player 1 (Red) as an Neutral
    Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Neutral
    -------- RESEARCH LEVEL --------
    -------- 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)
    -------- DG --------
    Player - Set the current research level of R00X (techcode) to 2 for Player 11 (Dark Green)
    Player - Set the current research level of R00Y (techcode) to 2 for Player 11 (Dark Green)
    Player - Set the current research level of R00Z (techcode) to 2 for Player 11 (Dark Green)
    Player - Set the current research level of R010 (techcode) to 2 for Player 11 (Dark Green)
    -------- Red --------
    Player - Set the current research level of R00R (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of R016 (techcode) to 1 for Player 1 (Red)
    Player - Make Ogre Spellbinder Unavailable for training/construction by Player 1 (Red)
    Player - Make Incantation Abode Unavailable for training/construction by Player 1 (Red)
    Player - Make Rampart Unavailable for training/construction by Player 1 (Red)
    Player - Set the max research level of R004 (techcode) to 2 for Player 1 (Red)
    Player - Set the max research level of R01L (techcode) to 2 for Player 1 (Red)
    Player - Set the max research level of R01K (techcode) to 2 for Player 1 (Red)
    Player - Set the max research level of R01M (techcode) to 2 for Player 1 (Red)
    -------- pink --------
    Player - Set the current research level of R000 (techcode) to 1 for Player 8 (Pink)
    Player - Set the current research level of R001 (techcode) to 1 for Player 8 (Pink)
    Player - Set the current research level of R003 (techcode) to 1 for Player 8 (Pink)
    Player - Set the current research level of R002 (techcode) to 1 for Player 8 (Pink)
Altar Bug
  Events
    Map initialization
  Conditions
  Actions
    -------- Altar bug --------
    Player - Make Alternate Altar of Conquerors Unavailable for training/construction by Player 1 (Red)
    Unit - Make Alternate Altar of Conquerors 0272 <gen> Invulnerable
prevent high
  Events
    Unit - A unit Gains a level
  Conditions
    (Hero level of (Leveling Hero)) Equal to 8
  Actions
    Hero - Set (Leveling Hero) Hero-level to 7, Hide level-up graphics
    Hero - Disable experience gain for (Leveling Hero).
Fenris Lock level
  Events
    Unit - A unit owned by Player 4 (Purple).Gains a level
  Conditions
    (Hero level of (Leveling Hero)) Equal to 7
    (Unit-type of (Leveling Hero)) Equal to Water Lord
  Actions
    Hero - Disable experience gain for (Leveling Hero).
Tagar Lock level
  Events
    Unit - A unit owned by Player 1 (Red).Gains a level
  Conditions
    (Hero level of (Leveling Hero)) Equal to 7
    (Unit-type of (Leveling Hero)) Equal to Bonechewer Berserker
  Actions
    Hero - Disable experience gain for (Leveling Hero).
Music Bloodmyst INITIAL
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Sound - Play 06_Bloodmyst <gen>
Music Bloodmyst trigger
  Events
    Time - Every 257.00 seconds of game time
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 2.00 seconds
    Sound - Play 06_Bloodmyst <gen>
Music Exodar trigger
  Events
    Time - Every 279.00 seconds of game time
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 2.00 seconds
    Sound - Play 02_Shards_of_the_Exodar <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 = BDP10
    -------- Save --------
    Set VariableSet HeroToSave[1] = FENRISHERO
    Set VariableSet HeroToSave[2] = TAGARHERO
    Set VariableSet NumHeroesToSave = 2
    -------- Load --------
    Set VariableSet HeroToLoad[1] = FENRISHERO
    Set VariableSet HeroToLoad[2] = TAGARHERO
    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] = Aqua Burst
    Set VariableSet HeroSecondAbility[1] = Hydro Jet
    Set VariableSet HeroThirdAbility[1] = Liquid Elemental
    Set VariableSet HeroFourthAbility[1] = Watery Chill
    Set VariableSet HeroFifthAbility[1] = Whirlpool
    -------- Hero 2 Abilities --------
    Set VariableSet HeroFirstAbility[2] = Raging Smash
    Set VariableSet HeroSecondAbility[2] = Conflict Craving (Neutral Hostile)
    Set VariableSet HeroThirdAbility[2] = Shock Pulse (Earth)
    Set VariableSet HeroFourthAbility[2] = Raze
    Set VariableSet HeroFifthAbility[2] = Boulder Bombardment (Earth Ultimate)
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]: Aqua Burst
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Raging Smash
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Hydro Jet
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Conflict Craving (Neutral Hostile)
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Liquid Elemental
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Shock Pulse (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]: Watery Chill
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Raze
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Whirlpool
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Boulder Bombardment (Earth Ultimate)
"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
Start The Game
  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 0.00, z-end 7000.00, density 35.00 and color (81.00%, 84.00%, 88.00%)
    Environment - Set sky to Fogged 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: Menethil Harbour, Khaz Modan.
    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 6.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_001 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_002 for (Picked player) over 51.00 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 Water Lord 0261 <gen> named Fenris Wolfbrother: Play No sound and display Ragnok, we have successfully infiltrated the harbour undetected. The human ships are already fit for travel; we can set off for the Broken Isles without delay.. Modify duration: Set to 20.00 seconds and Don't wait
    Wait 20.00 seconds
    Cinematic - Send transmission to (All players) from Death Knight 0009 <gen> named Ragnok: Play No sound and display Excellent. It seems my pessimism concerning the difficulty of commencing our journey for the scepter right under the humans' noses was unfounded.... Modify duration: Set to 20.00 seconds and Don't wait
    Wait 20.00 seconds
    Sound - Set position of HumanCallToArmsWhat1 <gen> to (Center of Sound_of_Call_Arms <gen>) with Z offset 0
    Sound - Play HumanCallToArmsWhat1 <gen> at 100% volume, located at (Center of Sound_of_Call_Arms <gen>) with Z offset 0
    Wait 2.00 seconds
    Unit - Make FENRISHERO face (Center of new_sound_call_to_arms <gen>) over 2.00 seconds
    Unit - Make Death Knight 0009 <gen> face (Center of new_sound_call_to_arms <gen>) over 2.00 seconds
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from Water Lord 0261 <gen> named Fenris Wolfbrother: Play No sound and display Oh no.... Modify duration: Set to 4.00 seconds and Don't wait
    Wait 3.00 seconds
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_003 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_004 for (Picked player) over 8.00 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 Villager 0114 <gen> named Villager: Play No sound and display It... is eating my husband! Someone, sound the alarm!. Modify duration: Set to 10.00 seconds and Don't wait
    Animation - Play TAGARHERO's attack (animationname) animation
    Sound - Set position of Cannibalize <gen> to (Center of canabal_sound <gen>) with Z offset 0
    Sound - Play Cannibalize <gen> at 100% volume, located at (Center of canabal_sound <gen>) with Z offset 0
    Wait 1.50 seconds
    Animation - Play TAGARHERO's attack (animationname) animation
    Sound - Set position of Cannibalize <gen> to (Center of canabal_sound <gen>) with Z offset 0
    Sound - Play Cannibalize <gen> at 100% volume, located at (Center of canabal_sound <gen>) with Z offset 0
    Wait 1.50 seconds
    Animation - Play TAGARHERO's attack (animationname) animation
    Sound - Set position of Cannibalize <gen> to (Center of canabal_sound <gen>) with Z offset 0
    Sound - Play Cannibalize <gen> at 100% volume, located at (Center of canabal_sound <gen>) with Z offset 0
    Wait 1.50 seconds
    Animation - Play TAGARHERO's attack (animationname) animation
    Sound - Set position of Cannibalize <gen> to (Center of canabal_sound <gen>) with Z offset 0
    Sound - Play Cannibalize <gen> at 100% volume, located at (Center of canabal_sound <gen>) with Z offset 0
    Wait 1.50 seconds
    Animation - Play TAGARHERO's attack (animationname) animation
    Sound - Set position of Cannibalize <gen> to (Center of canabal_sound <gen>) with Z offset 0
    Sound - Play Cannibalize <gen> at 100% volume, located at (Center of canabal_sound <gen>) with Z offset 0
    Wait 1.50 seconds
    Animation - Play TAGARHERO's attack (animationname) animation
    Sound - Set position of Cannibalize <gen> to (Center of canabal_sound <gen>) with Z offset 0
    Sound - Play Cannibalize <gen> at 100% volume, located at (Center of canabal_sound <gen>) with Z offset 0
    Wait 1.50 seconds
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Animation - Reset TAGARHERO's animation
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_009 for (Picked player) over 0 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 Recruit 0401 <gen> named Kul Tiras Lieutenant: Play No sound and display Orcs, in Menethil Harbour! Man the ships immediately with a platoon blocking the exit to the sea, and raise the bay gates. They must not be allowed to escape.. Modify duration: Set to 21.00 seconds and Don't wait
    Wait 9.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_005 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_006 for (Picked player) over 3.00 seconds)
    Unit - Order Human Frigate 0400 <gen> to Move To.(Center of left_battle_go_to <gen>)
    Unit - Order Human Frigate 0128 <gen> to Move To.(Center of left_battle_go_to <gen>)
    Unit - Order Human Battleship 0166 <gen> to Move To.(Center of left_battle_go_to <gen>)
    Unit - Order Human Frigate 0399 <gen> to Move To.(Center of middle_battle_go_to <gen>)
    Unit - Order Human Frigate 0041 <gen> to Move To.(Center of middle_battle_go_to <gen>)
    Unit - Order Human Battleship 0136 <gen> to Move To.(Center of middle_battle_go_to <gen>)
    Unit - Order Human Frigate 0116 <gen> to Move To.(Center of right_battle_go_to <gen>)
    Unit - Order Human Frigate 0105 <gen> to Move To.(Center of right_battle_go_to <gen>)
    Unit - Order Human Battleship 0398 <gen> to Move To.(Center of right_battle_go_to <gen>)
    Wait 3.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_007 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_008 for (Picked player) over 3.00 seconds)
    Wait 3.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_010 for (Picked player) over 0 seconds)
    Wait 1.00 seconds
    Destructible - Close City Entrance 1706 <gen>
    Destructible - Close City Entrance 1705 <gen>
    Destructible - Close City Entrance 1704 <gen>
    Wait 3.00 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 Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_011 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_012 for (Picked player) over 22.00 seconds)
    Unit - Make FENRISHERO face (Position of Death Knight 0009 <gen>) over 0.00 seconds
    Unit - Make Death Knight 0009 <gen> face (Position of Water Lord 0261 <gen>) over 0.00 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 Water Lord 0261 <gen> named Fenris Wolfbrother: Play No sound and display That Bonechewer halfwit! Ragnok, we need to get our troops to the ships immediately before the humans successfully create a sea blockade. I will handle the bay gates myself.... Modify duration: Set to 22.00 seconds and Don't wait
    Unit - Make FENRISHERO face (Position of Death Knight 0009 <gen>) over 0.00 seconds
    Unit - Make Death Knight 0009 <gen> face (Position of Water Lord 0261 <gen>) over 0.00 seconds
    Wait 20.00 seconds
    Unit - Move Winged Nightmare 0191 <gen> instantly to (Center of sabellian_tp_start <gen>)
    Unit - Order Winged Nightmare 0191 <gen> to Move To.(Center of sabellian_run_to_start <gen>)
    Wait 2.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_013 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_014 for (Picked player) over 14.00 seconds)
    Cinematic - Send transmission to (All players) from Winged Nightmare 0191 <gen> named Sabellian: Play No sound and display I am afraid that course of action is no longer available to us, water lord. The crux of the issue, you see, is the lighthouse located at the center of the bay. With its rays illuminating the surrounding area, we will be unable to circumvent the humans' navy.. Modify duration: Set to 28.00 seconds and Don't wait
    Unit - Make FENRISHERO face (Center of sabellian_run_to_start <gen>) over 0.00 seconds
    Unit - Make Death Knight 0009 <gen> face (Center of sabellian_run_to_start <gen>) over 0.00 seconds
    Wait 14.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_066 for (Picked player) over 0.00 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_067 for (Picked player) over 14.00 seconds)
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 0.00, z-end 5500.00, density 35.00 and color (81.00%, 84.00%, 88.00%)
    Animation - Play Lighthouse 0121 <gen>'s stand work (animationname) animation
    Animation - Play Lighthouse 0121 <gen>'s stand (animationname) animation
    Wait 7.00 seconds
    Animation - Play Lighthouse 0121 <gen>'s stand work (animationname) animation
    Animation - Play Lighthouse 0121 <gen>'s stand (animationname) animation
    Wait 7.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_015 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_016 for (Picked player) over 41.00 seconds)
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 0.00, z-end 7000.00, density 35.00 and color (81.00%, 84.00%, 88.00%)
    Cinematic - Send transmission to (All players) from Winged Nightmare 0191 <gen> named Sabellian: Play No sound and display Before you tell me how vulnerable the lighthouse itself is, stop that train of thought. While we could easily destroy the structure now, the humans possess incredible skill in constructing buildings at lightning speed.. Modify duration: Set to 24.00 seconds and Don't wait
    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
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_068 for (Picked player) 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 Winged Nightmare 0191 <gen> named Sabellian: Play No sound and display In particular, I have observed from my initial scouting that two of the outer human bases seem to be very construction-oriented. We would need to neutralize both of the bases before we make our move to eliminate the lighthouse.. Modify duration: Set to 21.00 seconds and Don't wait
    Wait 10.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_069 for (Picked player) over 0 seconds)
    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
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_017 for (Picked player) over 0 seconds)
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make FENRISHERO face (Position of Death Knight 0009 <gen>) over 0.00 seconds
    Unit - Make Death Knight 0009 <gen> face (Position of Water Lord 0261 <gen>) over 0.00 seconds
    Cinematic - Send transmission to (All players) from Water Lord 0261 <gen> named Fenris Wolfbrother: Play No sound and display If what Sabellian says is correct, we will need to engage with at least two heavily fortified enemy bases. Ragnok, please make yourself scarce while Tagar and I contend with the humans. Gorefiend said you were the only one powerful enough to sense the scepter, so if you are injured here, we may have no hope of locating its whereabouts once we reach the Broken Isles.. Modify duration: Set to 36.00 seconds and Don't wait
    Wait 33.00 seconds
    Cinematic - Fade out over 3.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Game - Turn the day/night cycle On
    Unit - Hide Death Knight 0009 <gen>
    Unit - Hide Human Frigate 0128 <gen>
    Unit - Hide Human Frigate 0400 <gen>
    Unit - Hide Human Frigate 0399 <gen>
    Unit - Hide Human Frigate 0041 <gen>
    Unit - Hide Human Frigate 0116 <gen>
    Unit - Hide Human Frigate 0105 <gen>
    Unit - Hide Human Battleship 0166 <gen>
    Unit - Hide Human Battleship 0136 <gen>
    Unit - Hide Human Battleship 0398 <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)
    Unit - Move TAGARHERO instantly to (Center of new_sound_call_to_arms <gen>), facing 135.00 degrees
    Camera - Pan camera for Player 1 (Red) to (Position of TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) 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 TAGARHERO for Player 1 (Red)
    Selection - Select FENRISHERO 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
    Unit - Order Weakling 0498 <gen> to Harvest Nearby Gold.
    Unit - Order Weakling 0499 <gen> to Harvest Nearby Gold.
    Unit - Order Weakling 0165 <gen> to Harvest Nearby Gold.
    Wait 4.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of vision_blue_base <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_blue_base <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of vision_blue_base <gen>) for 7.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of vision_teal_base <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_teal_base <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of vision_teal_base <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rA Light in the Dark - Destroy the nearby blue and teal human bases
    Quest - Mark QuestLight as Discovered
    Quest - Flash the quest dialog button
    Trigger - Run Opening_AI_avoid_clash <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Run Bandit_Start_Timer <gen> (checking conditions)
    Trigger - Add Dialogue_Tagar_Fenris <gen> to the trigger queue (Checking conditions)
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 Winged Nightmare 0191 <gen> instantly to (Center of sabellian_run_to_start <gen>)
    Game - Turn the day/night cycle On
    Unit - Hide Death Knight 0009 <gen>
    Unit - Hide Human Frigate 0128 <gen>
    Unit - Hide Human Frigate 0400 <gen>
    Unit - Hide Human Frigate 0399 <gen>
    Unit - Hide Human Frigate 0041 <gen>
    Unit - Hide Human Frigate 0116 <gen>
    Unit - Hide Human Frigate 0105 <gen>
    Unit - Hide Human Battleship 0166 <gen>
    Unit - Hide Human Battleship 0136 <gen>
    Unit - Hide Human Battleship 0398 <gen>
    Destructible - Close City Entrance 1706 <gen>
    Destructible - Close City Entrance 1705 <gen>
    Destructible - Close City Entrance 1704 <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)
    Unit - Move TAGARHERO instantly to (Center of new_sound_call_to_arms <gen>), facing 135.00 degrees
    Camera - Pan camera for Player 1 (Red) to (Position of TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) 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 TAGARHERO for Player 1 (Red)
    Selection - Select FENRISHERO for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Order Weakling 0498 <gen> to Harvest Nearby Gold.
    Unit - Order Weakling 0499 <gen> to Harvest Nearby Gold.
    Unit - Order Weakling 0165 <gen> to Harvest Nearby Gold.
    Wait 4.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of vision_blue_base <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_blue_base <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of vision_blue_base <gen>) for 7.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of vision_teal_base <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_teal_base <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of vision_teal_base <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rA Light in the Dark - Destroy the nearby blue and teal human bases
    Quest - Mark QuestLight as Discovered
    Quest - Flash the quest dialog button
    Trigger - Run Opening_AI_avoid_clash <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Run Bandit_Start_Timer <gen> (checking conditions)
    Trigger - Add Dialogue_Tagar_Fenris <gen> to the trigger queue (Checking conditions)
Opening AI avoid clash
  Events
  Conditions
  Actions
    Trigger - Run Blue_Peons <gen> (checking conditions)
    Trigger - Run Blue_AI <gen> (checking conditions)
    Trigger - Run Blue_gold_check <gen> (checking conditions)
    Trigger - Run Blue_lumber_check <gen> (checking conditions)
    Trigger - Run Teal_Peons <gen> (checking conditions)
    Trigger - Run Teal_AI <gen> (checking conditions)
    Trigger - Run Teal_gold_check <gen> (checking conditions)
    Trigger - Run Teal_lumber_check <gen> (checking conditions)
Dialogue Tagar Fenris
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Position of FENRISHERO) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Water Lord 0261 <gen> named Fenris Wolfbrother: Play No sound and display I promised to put my personal vendetta with your filthy clan aside for the good of the mission, but now your barbaric practices have even caused our chances of success to dwindle like the waning moon. Make no mistake, bonechewer, one more mistake from you and I will have your head.. Modify duration: Set to 29.00 seconds and Don't wait
    Wait 29.00 seconds
    Cinematic - Send transmission to (All players) from TAGARHERO named Tagar Spinebreaker: Play No sound and display I would like to see you try, weakling!. Modify duration: Set to 7.00 seconds and Don't wait
    Wait 7.00 seconds
    Sound - Reset all volume channels to 100%
    Trigger - Add Winged_Nightmare_Intro <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Winged Nightmare Intro
  Events
  Conditions
  Actions
    Quest - Display to (All players) the New Unit Acquired message: |cff32ceebNEW UNIT ACQUIRED|rWinged Nightmare - Ranged flying units. Can learn Vile Snare and Energy Absorb.
    Cinematic - Ping minimap for (All players) at (Position of Winged Nightmare 0191 <gen>) for 4.00 seconds
    Wait 8.00 seconds
    Trigger - Add Ogre_location_hint <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Ogre location hint
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - There may be something of interest for Tagar north of the orc camp.
    Cinematic - Ping minimap for (All players) at (Position of Ogre Spellbinder 0273 <gen>) for 4.00 seconds
    Wait 6.00 seconds
    Trigger - Remove (This trigger) from the trigger queue
Liquid Ele trig
  Events
    Unit - Mounted Paladin 0391 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Liqiud_Elemental_hint <gen> to the trigger queue (Checking conditions)
Liqiud Elemental hint
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Fenris' Liquid Elemental spell is one of the most powerful spells in the game when used correctly. Correct micromanagement of Liquid Elemental is the only way to beat this level on insane without restarting.
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Ogre Quest Start Trig
  Events
    Unit - A unit enters Tagar_trigger_ogre <gen>
  Conditions
    (Entering unit) Equal to TAGARHERO
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Ogre_Cin_Start <gen> to the trigger queue (Checking conditions)
Ogre Cin Start
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make TAGARHERO Invulnerable
    Unit - Remove All buffs from TAGARHERO
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Special Effect - Destroy Exclamationmarkogre
    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 selectogrestart1 = (Units currently selected by Player 1 (Red))
    Set VariableSet selectogrestart2 = (Units currently selected by Player 4 (Purple))
    Selection - Clear selection
    Unit - Pause all units
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BanditTimerStart Equal to False
      Then - Actions
        Countdown Timer - Pause BanditTimer
        Countdown Timer - Hide BanditTimerWindow
      Else - Actions
        Do nothing
    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 OgreStart_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (OgreStart_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet OgreStart_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Turn the day/night cycle Off
    Unit - Unpause TAGARHERO
    Unit - Unpause Ogre Spellbinder 0273 <gen>
    Unit - Unpause Ogre Spellbinder 0402 <gen>
    Unit - Unpause Ogre Spellbinder 0094 <gen>
    Unit - Unpause Otter 0033 <gen>
    Unit - Unpause Otter 0170 <gen>
    Unit - Unpause Otter 0171 <gen>
    Unit Group - Add all units of (Units owned by Player 1 (Red) matching (((Matching unit) is hidden) Equal to False).) to ogrestarthiddenunit
    Unit Group - Add all units of (Units owned by Player 2 (Blue) matching (((Matching unit) is hidden) Equal to False).) to ogrestarthiddenunit
    Unit Group - Add all units of (Units owned by Player 3 (Teal) matching (((Matching unit) is hidden) Equal to False).) to ogrestarthiddenunit
    Unit Group - Add all units of (Units owned by Player 4 (Purple) matching (((Matching unit) is hidden) Equal to False).) to ogrestarthiddenunit
    Unit Group - Add all units of (Units owned by Player 7 (Green) matching (((Matching unit) is hidden) Equal to False).) to ogrestarthiddenunit
    Unit Group - Add all units of (Units owned by Player 8 (Pink) matching (((Matching unit) is hidden) Equal to False).) to ogrestarthiddenunit
    Unit Group - Add all units of (Units owned by Player 11 (Dark Green) matching (((Matching unit) is hidden) Equal to False).) to ogrestarthiddenunit
    Unit Group - Pick every unit in ogrestarthiddenunit and do (Hide (Picked unit))
    Unit - Unhide TAGARHERO
    Unit - Move TAGARHERO instantly to (Center of tagar_tp_ogre_start <gen>), facing (Center of tagar_run_ogre_start <gen>)
    Unit - Order TAGARHERO to Move To.(Center of tagar_run_ogre_start <gen>)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_018 for (Picked player) over 0 seconds)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Send transmission to (All players) from TAGARHERO named Tagar Spinebreaker: Play No sound and display Spellbinders!. Modify duration: Set to 5.00 seconds and Don't wait
    Wait 5.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_019 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_020 for (Picked player) over 57.00 seconds)
    Cinematic - Send transmission to (All players) from TAGARHERO named Tagar Spinebreaker: Play No sound and display I heard the reason most of you never returned to draenor after our defeat in the second war was because you clowns managed to get lost during the exodus back to the dark portal.. Modify duration: Set to 22.00 seconds and Don't wait
    Wait 22.00 seconds
    Cinematic - Send transmission to (All players) from Ogre Spellbinder 0273 <gen> named Ogre Spellbinder: Play No sound and display You heard wrong then, orc. We chose to abandon the horde after no action was taken against those factions that treated ogres as second-class citizens within Doomhammer's army. We hold no ill will against your kind, however, so if you would kindly free us from this pit my brethren and I fell into after fleeing from those horrible otters, we will be on our way back to the Khaz Modan wetlands.. Modify duration: Set to 35.00 seconds and Don't wait
    Wait 35.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_023 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_024 for (Picked player) over 40.00 seconds)
    Cinematic - Send transmission to (All players) from TAGARHERO named Tagar Spinebreaker: Play No sound and display (To himself) Hmm, the ogre spellbinders were once extremely powerful magical casters that were second only to the ogre-magi created through the defilement of the runestones in Caer Darrow. With them on our side, acquiring the scepter of Sargeras should go far smoother.. Modify duration: Set to 29.00 seconds and Don't wait
    Wait 29.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_025 for (Picked player) over 0 seconds)
    Unit - Make TAGARHERO face (Center of tagar_look_otters <gen>) over 2.00 seconds
    Cinematic - Send transmission to (All players) from TAGARHERO named Tagar Spinebreaker: Play No sound and display (To himself) Based on what the spellbinder just said, he and his group harbour a particular fear of those three otters over there. All I would need to do is lure the otters to the pit by filling it with the one thing otters love---fresh water---and the ogres should be begging me to allow them to rejoin the horde in exchange for aid in escaping the pit.. Modify duration: Set to 34.00 seconds and Don't wait
    Unit - Make TAGARHERO face (Center of tagar_look_new_again <gen>) over 2.00 seconds
    Wait 4.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_026 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_027 for (Picked player) over 30.00 seconds)
    Wait 30.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_028 for (Picked player) over 0 seconds)
    Cinematic - Send transmission to (All players) from TAGARHERO named Tagar Spinebreaker: Play No sound and display (To himself) All i need to do is go ask Fenris to come help. With his control over water, he should be able to easily.... Modify duration: Set to 16.00 seconds and Don't wait
    Unit - Make TAGARHERO face (Center of tagar_tp_ogre_start <gen>) over 2.00 seconds
    Wait 16.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_029 for (Picked player) over 0 seconds)
    Cinematic - Send transmission to (All players) from TAGARHERO named Tagar Spinebreaker: Play No sound and display (To himself) No! This entire journey he has been regarding me as nothing more than an insignificant gnat. I will do this myself and prove to everyone the true power of a Bonechewer!. Modify duration: Set to 22.00 seconds and Don't wait
    Unit - Make TAGARHERO face (Center of another_place_tagar_look <gen>) over 2.00 seconds
    Wait 22.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_021 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_022 for (Picked player) over 15.00 seconds)
    Cinematic - Send transmission to (All players) from TAGARHERO named Tagar Spinebreaker: Play No sound and display Fear not, noble ogres. I shall return with equipment capable of rescuing you from this despicable pit!. Modify duration: Set to 15.00 seconds and Don't wait
    Unit - Make TAGARHERO face (Center of ogre_ping <gen>) over 2.00 seconds
    Wait 13.00 seconds
    Cinematic - Fade out over 2 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 TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) 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 ogrestarthiddenunit and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select selectogrestart1 for Player 1 (Red)
    Selection - Select selectogrestart2 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 TAGARHERO Vulnerable
    Unit - Unhide Dark Knight 0056 <gen>
    Cinematic - Enable user control for (All players).
    Game - Turn the day/night cycle On
    Wait 3.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BanditTimerStart Equal to False
      Then - Actions
        Countdown Timer - Resume BanditTimer
        Countdown Timer - Show BanditTimerWindow
      Else - Actions
        Do nothing
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of first_water_bandit <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 first_water_bandit <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of first_water_bandit <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00OPTIONAL QUEST|rOtter Ordeal - Find a source of freshwater with which to fill the pit (Tagar)
    Quest - Mark QuestOtter as Discovered
    Quest - Flash the quest dialog button
    Wait Campaign quest delay seconds
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Bring the buckets of water to the circle of power in front of the trapped ogres.
    Trigger - Remove (This trigger) from the trigger queue
Ogre Opening Cin Skip
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
    OgreStart_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet OgreStart_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    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 TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) 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 selectogrestart1 for Player 1 (Red)
    Selection - Select selectogrestart2 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 TAGARHERO Vulnerable
    Unit - Unhide Dark Knight 0056 <gen>
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BanditTimerStart Equal to False
      Then - Actions
        Countdown Timer - Resume BanditTimer
        Countdown Timer - Show BanditTimerWindow
      Else - Actions
        Do nothing
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of first_water_bandit <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 first_water_bandit <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of first_water_bandit <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00OPTIONAL QUEST|rOtter Ordeal - Find a source of freshwater with which to fill the pit (Tagar)
    Quest - Mark QuestOtter as Discovered
    Quest - Flash the quest dialog button
    Wait Campaign quest delay seconds
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Bring the buckets of water to the circle of power in front of the trapped ogres.
    Trigger - Remove Ogre_Cin_Start <gen> from the trigger queue
First Bandit Dies
  Events
    Unit - Dark Knight 0056 <gen> Dies
  Conditions
    (Dying unit) Equal to Dark Knight 0056 <gen>
  Actions
    Item - Create Small Bucket Full of Water at (Position of (Dying unit))
    Set VariableSet BucketWaterBandit1 = (Last created item)
Return with Bucket1
  Events
    Unit - A unit enters enter_cirrcle_ogre <gen>
  Conditions
    (Entering unit) Equal to TAGARHERO
    ((Entering unit) has an item of type Small Bucket Full of Water) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add First_Bucket_Scene <gen> to the trigger queue (Checking conditions)
First Bucket Scene
  Events
  Conditions
  Actions
    Item - Remove BucketWaterBandit1
    Unit - Create 1.Bucket of Water for Player 10 (Light Blue) at (Center of first_bucket_appear <gen>) facing Default building facing degrees
    Set VariableSet Bucket1FullUnit = (Last created unit)
    Unit - Make Bucket1FullUnit Invulnerable
    Wait 3.00 seconds
    Unit - Remove Bucket1FullUnit from the game
    Unit - Create 1.Empty Bucket of Water for Player 10 (Light Blue) at (Center of first_bucket_appear <gen>) facing Default building facing degrees
    Unit - Make (Last created unit) Invulnerable
    Sound - Set position of MoonWellWhat1 <gen> to (Center of first_bucket_appear <gen>) with Z offset 0
    Sound - Play MoonWellWhat1 <gen> at 100% volume, located at (Center of first_bucket_appear <gen>) with Z offset 0
    Unit - Unhide Tauren WATER 0501 <gen>
    Wait 5.00 seconds
    Cinematic - Ping minimap for (All players) at (Position of Ogre Spellbinder 0273 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Ogre Spellbinder 0273 <gen> named Ogre Spellbinder: Play No sound and display Hey! What do you think you are doing?. Modify duration: Set to 8.00 seconds and Don't wait
    Wait 8.00 seconds
    Cinematic - Send transmission to (All players) from TAGARHERO named Tagar Spinebreaker: Play No sound and display Hmm, I might need to find some more water to fill up the pit completely.. Modify duration: Set to 11.00 seconds and Don't wait
    Wait 11.00 seconds
    Sound - Reset all volume channels to 100%
    Trigger - Add Ogre_Quest_Update <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Ogre Quest Update
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Center of second_water_bandit <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Update message: |cffffcc00OPTIONAL QUEST UPDATE|rOtter Ordeal - |cff808080Find a source of freshwater with which to fill the pit (Tagar) (Completed)|r - Find another source of freshwater with which to fill the pit (Tagar)
    Quest - Mark QuestOtterRQ1 as Completed
    Quest - Create a quest requirement for QuestOtter with the description Find another source of freshwater with which to fill the pit (Tagar)
    Set VariableSet QuestOtterRQ2 = (Last created quest requirement)
    Unit - Unhide Dark Knight 0157 <gen>
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Second Bandit Dies
  Events
    Unit - Dark Knight 0157 <gen> Dies
  Conditions
    (Dying unit) Equal to Dark Knight 0157 <gen>
  Actions
    Item - Create Large Bucket Full of Water at (Position of (Dying unit))
    Set VariableSet BucketWaterBandit2 = (Last created item)
Return with Bucket 2
  Events
    Unit - A unit enters enter_cirrcle_ogre <gen>
  Conditions
    (Entering unit) Equal to TAGARHERO
    ((Entering unit) has an item of type Large Bucket Full of Water) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Second_Bucket_Scene <gen> to the trigger queue (Checking conditions)
Second Bucket Scene
  Events
  Conditions
  Actions
    Item - Remove BucketWaterBandit2
    Unit - Create 1.Bucket of Water for Player 10 (Light Blue) at (Center of second_bucket_appear <gen>) facing Default building facing degrees
    Set VariableSet Bucket2FullUnit = (Last created unit)
    Unit - Make Bucket2FullUnit Invulnerable
    Wait 3.00 seconds
    Unit - Remove Bucket2FullUnit from the game
    Unit - Create 1.Empty Bucket of Water for Player 10 (Light Blue) at (Center of second_bucket_appear <gen>) facing Default building facing degrees
    Unit - Make (Last created unit) Invulnerable
    Sound - Set position of MoonWellWhat1 <gen> to (Center of first_bucket_appear <gen>) with Z offset 0
    Sound - Play MoonWellWhat1 <gen> at 100% volume, located at (Center of first_bucket_appear <gen>) with Z offset 0
    Unit - Unhide Tauren WATER FLYING 0517 <gen>
    Wait 5.00 seconds
    Cinematic - Ping minimap for (All players) at (Position of Ogre Spellbinder 0273 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Ogre Spellbinder 0273 <gen> named Ogre Spellbinder: Play No sound and display Orc! How is filling the pit with water going to help us get out of it?. Modify duration: Set to 10.00 seconds and Don't wait
    Wait 10.00 seconds
    Sound - Reset all volume channels to 100%
    Trigger - Add Ogre_Quest_End_Cin <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Ogre Quest End Cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make TAGARHERO Invulnerable
    Unit - Remove All buffs from TAGARHERO
    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 selectogreEND1 = (Units currently selected by Player 1 (Red))
    Set VariableSet selectogreEND2 = (Units currently selected by Player 4 (Purple))
    Selection - Clear selection
    Unit - Pause all units
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BanditTimerStart Equal to False
      Then - Actions
        Countdown Timer - Pause BanditTimer
        Countdown Timer - Hide BanditTimerWindow
      Else - Actions
        Do nothing
    -------- Cinematic Skip Message Start --------
    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 OgreEnd_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (OgreEnd_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet OgreEnd_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Unpause TAGARHERO
    Unit - Unpause Ogre Spellbinder 0273 <gen>
    Unit - Unpause Ogre Spellbinder 0402 <gen>
    Unit - Unpause Ogre Spellbinder 0094 <gen>
    Unit - Unpause Otter 0033 <gen>
    Unit - Unpause Otter 0170 <gen>
    Unit - Unpause Otter 0171 <gen>
    Unit Group - Add all units of (Units owned by Player 1 (Red) matching (((Matching unit) is hidden) Equal to False).) to ogreENDhiddenunit
    Unit Group - Add all units of (Units owned by Player 2 (Blue) matching (((Matching unit) is hidden) Equal to False).) to ogreENDhiddenunit
    Unit Group - Add all units of (Units owned by Player 3 (Teal) matching (((Matching unit) is hidden) Equal to False).) to ogreENDhiddenunit
    Unit Group - Add all units of (Units owned by Player 4 (Purple) matching (((Matching unit) is hidden) Equal to False).) to ogreENDhiddenunit
    Unit Group - Add all units of (Units owned by Player 7 (Green) matching (((Matching unit) is hidden) Equal to False).) to ogreENDhiddenunit
    Unit Group - Add all units of (Units owned by Player 8 (Pink) matching (((Matching unit) is hidden) Equal to False).) to ogreENDhiddenunit
    Unit Group - Add all units of (Units owned by Player 11 (Dark Green) matching (((Matching unit) is hidden) Equal to False).) to ogreENDhiddenunit
    Unit Group - Pick every unit in ogreENDhiddenunit and do (Hide (Picked unit))
    Unit - Unhide TAGARHERO
    Unit - Move TAGARHERO instantly to (Center of tagar_tp_ogre_start <gen>), facing (Center of ogre_tp_mid <gen>)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_030 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_031 for (Picked player) over 12.00 seconds)
    Cinematic - Fade in over 3.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from Ogre Spellbinder 0273 <gen> named Ogre Spellbinder: Play No sound and display What is the meaning of this?. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Unit - Make Ogre Spellbinder 0273 <gen> face (Center of otter_1 <gen>) over 2.00 seconds
    Unit - Make Ogre Spellbinder 0094 <gen> face (Center of otter_1 <gen>) over 2.00 seconds
    Unit - Make Ogre Spellbinder 0402 <gen> face (Center of otter_1 <gen>) over 2.00 seconds
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from Ogre Spellbinder 0273 <gen> named Ogre Spellbinder: Play No sound and display Oh no.... Modify duration: Set to 4.00 seconds and Don't wait
    Unit - Move Otter 0171 <gen> instantly to (Center of otter_1 <gen>), facing (Center of otter_face <gen>)
    Unit - Move Otter 0033 <gen> instantly to (Center of otter_two <gen>), facing (Center of otter_face <gen>)
    Unit - Move Otter 0170 <gen> instantly to (Center of otter_three <gen>), facing (Center of otter_face <gen>)
    Wait 4.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_032 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_033 for (Picked player) over 15.00 seconds)
    Cinematic - Send transmission to (All players) from Ogre Spellbinder 0273 <gen> named Ogre Spellbinder: Play No sound and display Someone save us! Please, I implore anyone who can hear me to rescue us from this fluffy, furry fate!. Modify duration: Set to 15.00 seconds and Don't wait
    Wait 13.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Move Ogre Spellbinder 0273 <gen> instantly to (Center of ogre_tp_mid <gen>), facing (Center of tagar_tp_ogre_start <gen>)
    Unit - Move Ogre Spellbinder 0094 <gen> instantly to (Center of ogre_tp_left <gen>), facing (Center of tagar_tp_ogre_start <gen>)
    Unit - Move Ogre Spellbinder 0402 <gen> instantly to (Center of ogre_tp_right <gen>), facing (Center of tagar_tp_ogre_start <gen>)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_036 for (Picked player) over 0 seconds)
    Unit - Move Otter 0171 <gen> instantly to (Center of otter_face <gen>), facing (Center of tagar_run_ogre_start <gen>)
    Unit - Move Otter 0033 <gen> instantly to (Center of otter_3 <gen>), facing (Center of tauren1 <gen>)
    Unit - Move Otter 0170 <gen> instantly to (Center of otter_2 <gen>), facing (Center of second_bucket_appear <gen>)
    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 Otter 0171 <gen> named Fluffy Otter: Play No sound and display Meow meow meow.. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 6.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_034 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_035 for (Picked player) over 17.00 seconds)
    Cinematic - Send transmission to (All players) from TAGARHERO named Tagar Spinebreaker: Play No sound and display I am so glad your group saw the error of your ways and decided to join the horde after all.. Modify duration: Set to 13.00 seconds and Don't wait
    Wait 13.00 seconds
    Cinematic - Send transmission to (All players) from Ogre Spellbinder 0273 <gen> named Ogre Spellbinder: Play No sound and display .... 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 - 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 TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) 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 ogreENDhiddenunit and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select selectogreEND1 for Player 1 (Red)
    Selection - Select selectogreEND2 for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Change ownership of Ogre Spellbinder 0273 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Ogre Spellbinder 0402 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Ogre Spellbinder 0094 <gen> to Player 1 (Red) and Change color
    Unit - Make TAGARHERO Vulnerable
    Unit - Make Ogre Spellbinder 0273 <gen> Vulnerable
    Unit - Make Ogre Spellbinder 0094 <gen> Vulnerable
    Unit - Make Ogre Spellbinder 0402 <gen> Vulnerable
    Cinematic - Enable user control for (All players).
    Game - Turn the day/night cycle On
    Wait 3.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BanditTimerStart Equal to False
      Then - Actions
        Countdown Timer - Resume BanditTimer
        Countdown Timer - Show BanditTimerWindow
      Else - Actions
        Do nothing
    Quest - Mark QuestOtter as Completed
    Quest - Mark QuestOtterRQ2 as Completed
    Quest - Display to (All players) the Quest Completed message: |cffffcc00OPTIONAL QUEST COMPLETED|r Otter Ordeal
    Wait Campaign quest delay seconds
    Player - Make Ogre Spellbinder Available for training/construction by Player 1 (Red)
    Player - Make Incantation Abode Available for training/construction by Player 1 (Red)
    Player - Set the current research level of R01I (techcode) to 1 for Player 1 (Red)
    Quest - Display to (All players) the New Unit Acquired message: |cff32ceebNEW UNIT ACQUIRED|rOgre Spellbinder - Offensive Spellcaster. Can initially cast Earth Boost, which increases friendly units' damage. Can also learn Cone of Cold and Electric Downpour.
    Cinematic - Ping minimap for (All players) at (Position of Ogre Spellbinder 0273 <gen>) for 6.00 seconds
    Wait 6.00 seconds
    Trigger - Remove (This trigger) from the trigger queue
Ogre Ending Cin Skip
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
    OgreEnd_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet OgreEnd_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Move Ogre Spellbinder 0273 <gen> instantly to (Center of ogre_tp_mid <gen>), facing (Center of tagar_tp_ogre_start <gen>)
    Unit - Move Ogre Spellbinder 0094 <gen> instantly to (Center of ogre_tp_left <gen>), facing (Center of tagar_tp_ogre_start <gen>)
    Unit - Move Ogre Spellbinder 0402 <gen> instantly to (Center of ogre_tp_right <gen>), facing (Center of tagar_tp_ogre_start <gen>)
    Unit - Move Otter 0171 <gen> instantly to (Center of otter_face <gen>), facing (Center of tagar_run_ogre_start <gen>)
    Unit - Move Otter 0033 <gen> instantly to (Center of otter_3 <gen>), facing (Center of tauren1 <gen>)
    Unit - Move Otter 0170 <gen> instantly to (Center of otter_2 <gen>), facing (Center of second_bucket_appear <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 TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) 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 selectogreEND1 for Player 1 (Red)
    Selection - Select selectogreEND2 for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Change ownership of Ogre Spellbinder 0273 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Ogre Spellbinder 0402 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Ogre Spellbinder 0094 <gen> to Player 1 (Red) and Change color
    Unit - Make TAGARHERO Vulnerable
    Unit - Make Ogre Spellbinder 0273 <gen> Vulnerable
    Unit - Make Ogre Spellbinder 0094 <gen> Vulnerable
    Unit - Make Ogre Spellbinder 0402 <gen> Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BanditTimerStart Equal to False
      Then - Actions
        Countdown Timer - Resume BanditTimer
        Countdown Timer - Show BanditTimerWindow
      Else - Actions
        Do nothing
    Quest - Mark QuestOtter as Completed
    Quest - Mark QuestOtterRQ2 as Completed
    Quest - Display to (All players) the Quest Completed message: |cffffcc00OPTIONAL QUEST COMPLETED|r Otter Ordeal
    Wait Campaign quest delay seconds
    Player - Make Ogre Spellbinder Available for training/construction by Player 1 (Red)
    Player - Make Incantation Abode Available for training/construction by Player 1 (Red)
    Player - Set the current research level of R01I (techcode) to 1 for Player 1 (Red)
    Quest - Display to (All players) the New Unit Acquired message: |cff32ceebNEW UNIT ACQUIRED|rOgre Spellbinder - Offensive Spellcaster. Can initially cast Earth Boost, which increases friendly units' damage. Can also learn Cone of Cold and Electric Downpour.
    Cinematic - Ping minimap for (All players) at (Position of Ogre Spellbinder 0273 <gen>) for 6.00 seconds
    Wait 6.00 seconds
    Trigger - Remove Ogre_Quest_End_Cin <gen> from the trigger queue
Bandit Start Timer
  Events
  Conditions
  Actions
    -------- 3 (change back to 8) --------
    Countdown Timer - Create a timer window for BanditTimer with title Unknown Event
    Set VariableSet BanditTimerWindow = (Last created timer window)
    Countdown Timer - Show BanditTimerWindow
    Countdown Timer - Start BanditTimer as a One-shot timer that will expire in 480.00 seconds
Bandit Destroy Timer
  Events
    Time - BanditTimer expires
  Conditions
  Actions
    Countdown Timer - Destroy BanditTimerWindow
    Trigger - Add Bandit_Quest_Cin <gen> to the trigger queue (Checking conditions)
Bandit Quest Cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn subtitle display override On
    Sound - Set Ambient Sounds to 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 selectbanditstart1 = (Units currently selected by Player 1 (Red))
    Set VariableSet selectbanditstart2 = (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 BanditOpen_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (BanditOpen_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet BanditOpen_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Turn the day/night cycle Off
    Unit Group - Add all units of (Units owned by Player 1 (Red) matching (((Matching unit) is hidden) Equal to False).) to banditstarthiddenunit
    Unit Group - Add all units of (Units owned by Player 2 (Blue) matching (((Matching unit) is hidden) Equal to False).) to banditstarthiddenunit
    Unit Group - Add all units of (Units owned by Player 3 (Teal) matching (((Matching unit) is hidden) Equal to False).) to banditstarthiddenunit
    Unit Group - Add all units of (Units owned by Player 4 (Purple) matching (((Matching unit) is hidden) Equal to False).) to banditstarthiddenunit
    Unit Group - Add all units of (Units owned by Player 8 (Pink) matching (((Matching unit) is hidden) Equal to False).) to banditstarthiddenunit
    Unit Group - Pick every unit in banditstarthiddenunit and do (Hide (Picked unit))
    Unit - Unhide Ledger Lover 0086 <gen>
    Unit - Unhide Trickster 0072 <gen>
    Unit - Unhide Paladin 0023 <gen>
    Unit - Unhide Magician 0453 <gen>
    Unit - Make Ledger Lover 0086 <gen> Invulnerable
    Unit - Make Trickster 0072 <gen> Invulnerable
    Unit - Make Paladin 0023 <gen> Invulnerable
    Unit - Make Magician 0453 <gen> Invulnerable
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_037 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_038 for (Picked player) over 50.00 seconds)
    Cinematic - Fade in over 3.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from Trickster 0072 <gen> named Trickster: Play No sound and display Menag, when we received the signal from Alterac to commence the movement to undermine the Alliance's power, I do not think stealing ledgers was what Lord Perenolde had in mind.... Modify duration: Set to 22.00 seconds and Don't wait
    Wait 22.00 seconds
    Cinematic - Send transmission to (All players) from Ledger Lover 0086 <gen> named Menag: Play No sound and display You question my wisdom on matters pertaining to bringing the Alliance to its knees? If destroying the Alliance is truly our goal, then we need to start with small tasks and then work our way up to more destabilizing courses of action.. Modify duration: Set to 26.00 seconds and Don't wait
    Wait 26.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_039 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_040 for (Picked player) over 0 seconds)
    Cinematic - Send transmission to (All players) from Trickster 0072 <gen> named Trickster: Play No sound and display Truth be told, the only thing your theft of the ledger will bring about is Admiral Proudmoore's wrath. The other bandits and I have told you time and time again that you do not need to steal ledgers in order to make yourself feel better about your short stature---we will follow your command no matter how much shorter you are than our labourers.. Modify duration: Set to 31.00 seconds and Don't wait
    Wait 31.00 seconds
    Cinematic - Send transmission to (All players) from Ledger Lover 0086 <gen> named Menag: Play No sound and display My hobby has nothing to do with my short stature, boy! I have made it very clear in the past that stealing ledgers is one of the most important steps in diminishing the strength of a great power. Additionlly, I would like to point out that me being considered short when compared to our labourers is nothing extraordinary, as for some bizarre reason our labourers are as tall as houses.... Modify duration: Set to 33.00 seconds and Don't wait
    Wait 20.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_041 for (Picked player) over 0 seconds)
    Wait 11.00 seconds
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_042 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_043 for (Picked player) over 63.00 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 Magician 0453 <gen> named Magician: Play No sound and display Admiral, are you certain you wish to delay the assault on the orcs? Our outer bases have reported they are marshalling a strong force near the bay area. It is possible that they mean to escape by sea, and if we do not storm their encampment immediately, they may succeed in doing so.. Modify duration: Set to 29.00 seconds and Don't wait
    Wait 29.00 seconds
    Cinematic - Send transmission to (All players) from Paladin 0023 <gen> named Admiral Proudmoore: Play No sound and display The scouts made it clear that the bay gates had been raised and that the navy had been brought in to blockade the bay. The orcs are not going anywhere. While you all know that my hatred for the orcs burns stronger than any other person's, those dishounourable bandits stole the last remembrance I possess of my late son, Derek Proudmoore. . Modify duration: Set to 33.00 seconds and Don't wait
    Wait 15.00 seconds
    Unit - Make Paladin 0023 <gen> face Magician 0453 <gen> over 2.00 seconds
    Wait 18.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_042 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_043 for (Picked player) over 28.00 seconds)
    Cinematic - Send transmission to (All players) from Paladin 0023 <gen> named Admiral Proudmoore: Play No sound and display To my great shame, I was unable to shield him from death during the second war. What I can do, however, is ensure that his last keepsake remains in the hands of those who love him. Once the bandits have been obliterated, we can proceed to wipe out the orcs.. Modify duration: Set to 28.00 seconds and Don't wait
    Wait 26.00 seconds
    Cinematic - Fade out over 2 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 TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) 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 banditstarthiddenunit and do (Unhide (Picked unit))
    Destructible - Remove Pathing Blocker (Both) (Large) 3155 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 3156 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 3157 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 3158 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 3159 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 3160 <gen>
    Unit - Unpause all units
    Unit - Make Trickster 0072 <gen> Vulnerable
    Unit - Make Ledger Lover 0086 <gen> Vulnerable
    Unit - Make Paladin 0023 <gen> Vulnerable
    Unit - Make Magician 0453 <gen> Vulnerable
    Selection - Select selectbanditstart1 for Player 1 (Red)
    Selection - Select selectbanditstart2 for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Enable user control for (All players).
    Game - Turn the day/night cycle On
    Wait 3.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of green_gold5 <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00OPTIONAL QUEST|rBandit Barrier - Keep the bandit base alive for as long as possible
    Quest - Mark QuestBandit as Discovered
    Quest - Flash the quest dialog button
    Wait Campaign quest delay seconds
    Player - Make Player 7 (Green) treat Player 1 (Red) as an Enemy with shared vision
    Player - Make Player 7 (Green) treat Player 4 (Purple) as an Enemy with shared vision
    Trigger - Run Bandit_Quest_AI <gen> (checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Bandit Start Cin Skip
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
    BanditOpen_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet BanditOpen_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Unhide Ledger Lover 0086 <gen>
    Unit - Unhide Trickster 0072 <gen>
    Unit - Unhide Paladin 0023 <gen>
    Unit - Unhide Magician 0453 <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 TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) 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%
    Destructible - Remove Pathing Blocker (Both) (Large) 3155 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 3156 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 3157 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 3158 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 3159 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 3160 <gen>
    Unit - Unpause all units
    Unit - Make Trickster 0072 <gen> Vulnerable
    Unit - Make Ledger Lover 0086 <gen> Vulnerable
    Unit - Make Paladin 0023 <gen> Vulnerable
    Unit - Make Magician 0453 <gen> Vulnerable
    Selection - Select selectbanditstart1 for Player 1 (Red)
    Selection - Select selectbanditstart2 for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of green_gold5 <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00OPTIONAL QUEST|rBandit Barrier - Keep the bandit base alive for as long as possible
    Quest - Mark QuestBandit as Discovered
    Quest - Flash the quest dialog button
    Wait Campaign quest delay seconds
    Player - Make Player 7 (Green) treat Player 1 (Red) as an Enemy with shared vision
    Player - Make Player 7 (Green) treat Player 4 (Purple) as an Enemy with shared vision
    Trigger - Run Bandit_Quest_AI <gen> (checking conditions)
    Trigger - Remove Bandit_Quest_Cin <gen> from the trigger queue
Bandit Quest AI
  Events
  Conditions
  Actions
    Trigger - Run DG_Peons <gen> (checking conditions)
    Trigger - Run Dark_Green_AI <gen> (checking conditions)
    Trigger - Run Dark_Green_gold_check <gen> (checking conditions)
    Trigger - Run Dark_Green_lumber_check <gen> (checking conditions)
    Trigger - Run Green_Peons <gen> (checking conditions)
    Trigger - Run Green_AI <gen> (checking conditions)
    Trigger - Run Green_gold_check <gen> (checking conditions)
    Trigger - Run Green_lumber_check <gen> (checking conditions)
DG upgrade over time
  Events
    Unit - Paladin 0023 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    -------- 14 minutes --------
    Wait 840.00 seconds
    Player - Set the current research level of R00X (techcode) to 3 for Player 11 (Dark Green)
    Player - Set the current research level of R00Y (techcode) to 3 for Player 11 (Dark Green)
    Player - Set the current research level of R00Z (techcode) to 3 for Player 11 (Dark Green)
    Player - Set the current research level of R010 (techcode) to 3 for Player 11 (Dark Green)
Bandit End Trig
  Events
    Unit - A unit Dies
  Conditions
    ((Count structures controlled by Player 2 (Blue) (Include incomplete structures)) Equal to 0) and ((Count structures controlled by Player 3 (Teal) (Include incomplete structures)) Equal to 0)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Bandit_End_Cin <gen> to the trigger queue (Checking conditions)
Bandit End Cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BanditTimerStart Equal to False
      Then - Actions
        Countdown Timer - Pause BanditTimer
        Countdown Timer - Hide BanditTimerWindow
      Else - Actions
        Do nothing
    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
    Unit - Pause all units
    Trigger - Turn off Defeat_for_bases <gen>
    Unit Group - Add all units of (Units owned by Player 1 (Red) matching (((Matching unit) is hidden) Equal to False).) to RemoveAllUnits
    Unit Group - Remove TAGARHERO from RemoveAllUnits.
    Unit Group - Add all units of (Units owned by Player 4 (Purple) matching (((Matching unit) is hidden) Equal to False).) to RemoveAllUnits
    Unit Group - Remove FENRISHERO from RemoveAllUnits.
    Unit Group - Pick every unit in RemoveAllUnits and do (Hide (Picked unit))
    Unit Group - Pick every unit in RemoveAllUnits and do (Remove (Picked unit) from the game)
    Unit - Replace Gold Mine 0062 <gen> with a Gold Mine using The old unit's relative life and mana
    Unit - Replace Gold Mine 0077 <gen> with a Gold Mine using The old unit's relative life and mana
    Unit - Replace Gold Mine 0076 <gen> with a Gold Mine using The old unit's relative life and mana
    Unit - Replace Gold Mine 0067 <gen> with a Gold Mine using The old unit's relative life and mana
    Unit Group - Add all units of (Units owned by Player 2 (Blue) matching (((Matching unit) is hidden) Equal to False).) to banditENDhiddenunit
    Unit Group - Add all units of (Units owned by Player 3 (Teal) matching (((Matching unit) is hidden) Equal to False).) to banditENDhiddenunit
    Unit Group - Add all units of (Units owned by Player 7 (Green) matching (((Matching unit) is hidden) Equal to False).) to banditENDhiddenunit
    Unit Group - Add all units of (Units owned by Player 8 (Pink) matching (((Matching unit) is hidden) Equal to False).) to banditENDhiddenunit
    Unit Group - Add all units of (Units owned by Player 11 (Dark Green) matching (((Matching unit) is hidden) Equal to False).) to banditENDhiddenunit
    Unit Group - Pick every unit in banditENDhiddenunit and do (Hide (Picked unit))
    -------- 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 BanditEnd_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (BanditEnd_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet BanditEnd_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit - Unhide Human Transport Ship 0436 <gen>
    Unit - Unhide Death Knight 0009 <gen>
    Unit - Make TAGARHERO Invulnerable
    Unit - Make FENRISHERO Invulnerable
    Unit - Make Paladin 0439 <gen> Invulnerable
    Unit - Make Death Knight 0009 <gen> Invulnerable
    Unit - Unpause Human Transport Ship 0436 <gen>
    Unit - Unpause Death Knight 0009 <gen>
    Unit - Unpause TAGARHERO
    Unit - Unpause FENRISHERO
    If ((TAGARHERO is dead) Equal to True) then do (Instantly revive TAGARHERO at (Center of tagar_end_bandit <gen>), Hide revival graphics) else do (Move TAGARHERO instantly to (Center of tagar_end_bandit <gen>), facing (Center of ragnok_end_bandit <gen>))
    Unit - Make TAGARHERO face (Center of ragnok_end_bandit <gen>) over 0.00 seconds
    If ((FENRISHERO is dead) Equal to True) then do (Instantly revive FENRISHERO at (Center of fenris_end_bandit <gen>), Hide revival graphics) else do (Move FENRISHERO instantly to (Center of fenris_end_bandit <gen>), facing (Center of ragnok_end_bandit <gen>))
    Trigger - Turn on Defeat_Red <gen>
    Trigger - Turn on Defeat_Purple <gen>
    Unit - Make FENRISHERO face (Center of ragnok_end_bandit <gen>) over 0.00 seconds
    Unit - Move Death Knight 0009 <gen> instantly to (Center of ragnok_end_bandit <gen>), facing (Center of fenris_end_bandit <gen>)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_046 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_047 for (Picked player) over 44.00 seconds)
    Cinematic - Fade in over 3.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from Water Lord 0261 <gen> named Fenris Wolfbrother: Play No sound and display The humans who could have repaired the lighthouse in time have been destroyed, Ragnok. Quick, get to the ships with the rest of our group. Tagar and I still need to deal with the bay gates.. Modify duration: Set to 22.00 seconds and Don't wait
    Wait 22.00 seconds
    Cinematic - Send transmission to (All players) from Death Knight 0009 <gen> named Ragnok: Play No sound and display Are you sure you two can destroy the lighthouse and manage the bay gates without assistance? Should you fail, then our success in regards to the lighthouse will be null.... Modify duration: Set to 20.00 seconds and Don't wait
    Wait 20.00 seconds
    Unit - Unhide Paladin 0439 <gen>
    Unit - Unhide Gryphon Knight 0441 <gen>
    Unit - Unhide Gryphon Knight 0440 <gen>
    Unit - Unhide Recruit 0484 <gen>
    Unit - Unhide Recruit 0461 <gen>
    Unit - Unhide Recruit 0460 <gen>
    Unit - Unhide Recruit 0459 <gen>
    Unit - Unhide Sharpshooter 0485 <gen>
    Unit - Unhide Sharpshooter 0486 <gen>
    Unit - Unhide Sharpshooter 0487 <gen>
    Unit - Unhide Sharpshooter 0488 <gen>
    Unit - Unhide Magician 0489 <gen>
    Unit - Unhide Monk 0496 <gen>
    Unit - Unhide Magician 0490 <gen>
    Unit - Unhide Monk 0495 <gen>
    Unit - Unhide Monk 0494 <gen>
    Unit - Unhide Magician 0491 <gen>
    Unit - Unhide Monk 0493 <gen>
    Unit - Unhide Magician 0492 <gen>
    Player - Change color of Player 9 (Gray) to (Color of Player 11 (Dark Green)), Changing color of existing units
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_048 for (Picked player) over 0.00 seconds)
    Cinematic - Send transmission to (All players) from Paladin 0439 <gen> named Admiral Proudmoore: Play No sound and display So, the horde truly has returned. I would not have believed it unless I saw it with my very eyes. Kill them all! These savage greenskins have pillaged our lands for the last time.. Modify duration: Set to 23.00 seconds and Don't wait
    Wait 23.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_049 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_050 for (Picked player) over 37.00 seconds)
    Cinematic - Send transmission to (All players) from Water Lord 0261 <gen> named Fenris Wolfbrother: Play No sound and display There are too many of them. Go, Ragnok!. Modify duration: Set to 7.00 seconds and Don't wait
    Wait 7.00 seconds
    Unit - Order Death Knight 0009 <gen> to Move To.(Center of ragnok_board <gen>)
    Wait 3.00 seconds
    Unit - Move Death Knight 0009 <gen> instantly to (Center of ragnok_tp_to_away <gen>), facing (Center of fenris_end_bandit <gen>)
    Sound - Set position of Loading <gen> to (Center of ragnok_board <gen>) with Z offset 0
    Sound - Play Loading <gen> at 100% volume, located at (Center of ragnok_board <gen>) with Z offset 0
    Wait 1.00 seconds
    Unit - Order Human Transport Ship 0436 <gen> to Move To.(Center of boat_first_runto <gen>)
    Cinematic - Send transmission to (All players) from Water Lord 0261 <gen> named Fenris Wolfbrother: Play No sound and display Run!. Modify duration: Set to 3.00 seconds and Don't wait
    Unit - Order TAGARHERO to Move To.(Center of fenris_start_run_kightouse <gen>)
    Unit - Order FENRISHERO to Move To.(Center of fenris_start_run_kightouse <gen>)
    Wait 3.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_048 for (Picked player) over 0.00 seconds)
    Unit - Hide Human Transport Ship 0436 <gen>
    Cinematic - Send transmission to (All players) from Paladin 0439 <gen> named Admiral Proudmoore: Play No sound and display Do not under any circumstances allow those orcs to slip through our fingers!. Modify duration: Set to 11.00 seconds and Don't wait
    Wait 11.00 seconds
    Unit Group - Add all units of (Units owned by Player 9 (Gray) matching (((Matching unit) is paused) Equal to True).) to Greyunpauseunits
    Unit Group - Pick every unit in Greyunpauseunits and do (Unpause (Picked unit))
    Unit - Order Gryphon Knight 0441 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Gryphon Knight 0440 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Recruit 0484 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Recruit 0461 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Recruit 0460 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Recruit 0459 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Sharpshooter 0485 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Sharpshooter 0486 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Sharpshooter 0487 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Sharpshooter 0488 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Magician 0489 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Monk 0496 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Magician 0490 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Monk 0495 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Monk 0494 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Magician 0491 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Monk 0493 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order Magician 0492 <gen> to Move To.(Center of tagar_stand_light_house <gen>)
    Wait 1.00 seconds
    Unit - Move FENRISHERO instantly to (Center of fenris_start_run_kightouse <gen>), facing (Center of fenris_stand_lighthouse <gen>)
    Unit - Move TAGARHERO instantly to (Center of tagar_start_run_light_house <gen>), facing (Center of tagar_stand_light_house <gen>)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_051 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_052 for (Picked player) over 3.00 seconds)
    Wait 3.00 seconds
    Unit Group - Add all units of (Units owned by Player 9 (Gray) matching (((Matching unit) is paused) Equal to False).) to greyfinalpauseunits
    Unit Group - Pick every unit in greyfinalpauseunits and do (Pause (Picked unit))
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_053 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_054 for (Picked player) over 4.00 seconds)
    Unit - Order TAGARHERO to Move To.(Center of tagar_stand_light_house <gen>)
    Unit - Order FENRISHERO to Move To.(Center of fenris_stand_lighthouse <gen>)
    Wait 2.00 seconds
    Animation - Play FENRISHERO's spell throw (animationname) animation
    Wait 1.50 seconds
    Animation - Reset FENRISHERO's animation
    Wait 0.50 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_055 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_056 for (Picked player) over 4.00 seconds)
    Animation - Play Lighthouse 0121 <gen>'s stand (animationname) animation
    Wait 2.00 seconds
    Special Effect - Create a special effect at (Center of explode_lightouse <gen>) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
    Set VariableSet Lighthouseexplode = (Last created special effect)
    Wait 1.00 seconds
    Unit - Remove Lighthouse 0121 <gen> from the game
    Wait 1.00 seconds
    Special Effect - Destroy Lighthouseexplode
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_057 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_058 for (Picked player) over 4.00 seconds)
    Unit - Make FENRISHERO face (Center of tagar_stand_light_house <gen>) over 0 seconds
    Unit - Make TAGARHERO face (Center of fenris_stand_lighthouse <gen>) over 0 seconds
    Cinematic - Send transmission to (All players) from Water Lord 0261 <gen> named Fenris Wolfbrother: Play No sound and display On the count of three, blow out through your nose.Three, two, one, now!. Modify duration: Set to 11.00 seconds and Don't wait
    Wait 9.00 seconds
    Animation - Play FENRISHERO's spell (animationname) animation
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Animation - Reset FENRISHERO's animation
    Sound - Set position of SummonWaterElementalCaster <gen> to (Center of tagar_stand_light_house <gen>) with Z offset 0
    Sound - Play SummonWaterElementalCaster <gen> at 100% volume, located at (Center of tagar_stand_light_house <gen>) with Z offset 0
    Wait 3.00 seconds
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 0.00, z-end 3500.00, density 31.50 and color (0.00%, 50.00%, 50.00%)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_059 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_060 for (Picked player) over 32.00 seconds)
    Unit - Move FENRISHERO instantly to (Center of tagar_tpunder <gen>), facing (Center of fenris_tp_under <gen>)
    Unit - Move TAGARHERO instantly to (Center of fenris_tp_under <gen>), facing (Center of tagar_tpunder <gen>)
    Trigger - Turn off Music_Bloodmyst_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Cinematic - Fade in over 3.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Sound - Play 02_Shards_of_the_Exodar <gen>
    Trigger - Turn on Music_Exodar_trigger <gen>
    Cinematic - Send transmission to (All players) from TAGARHERO named Tagar Spinebreaker: Play No sound and display I thought we were going to go disable the bay gates. Instead, you bring us... to the bottom of the bay itself!. Modify duration: Set to 15.00 seconds and Don't wait
    Wait 15.00 seconds
    Cinematic - Send transmission to (All players) from Water Lord 0261 <gen> named Fenris Wolfbrother: Play No sound and display If you were familiar with the basics of water-based gate mechanisms, you would know that there is always a fail-safe switch located at the deepest possible point below the gate itself. Rather than fight our way through an entire garrison, we can lower the gate without coming into conflict with the humans at all.. Modify duration: Set to 32.00 seconds and Don't wait
    Wait 15.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_061 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_062 for (Picked player) over 27.00 seconds)
    Wait 15.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_063 for (Picked player) over 0 seconds)
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from Water Lord 0261 <gen> named Fenris Wolfbrother: Play No sound and display And before you start complaining, this entire issue only arose because you could not control yourself, so I advise you keep your mouth shut and get on with the task at hand.. Modify duration: Set to 21.00 seconds and Don't wait
    Wait 21.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_064 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_065 for (Picked player) over 22.00 seconds)
    Unit - Make FENRISHERO face (Center of underwater_look <gen>) over 3.00 seconds
    Unit - Make TAGARHERO face (Center of underwater_look <gen>) over 3.00 seconds
    Cinematic - Send transmission to (All players) from Water Lord 0261 <gen> named Fenris Wolfbrother: Play No sound and display My powers will enable us to breathe down here and shelter us from the crushing weight of the water above us, but we will have to deal with the other perils of the sea ourselves.... Modify duration: Set to 22.00 seconds and Don't wait
    Wait 20.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 0.00, z-end 2500.00, density 31.50 and color (0.00%, 50.00%, 50.00%)
    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 TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) over 0 seconds
    Unit Group - Pick every unit in banditENDhiddenunit and do (Unhide (Picked unit))
    Player - Make Player 7 (Green) treat Player 1 (Red) as an Neutral
    Player - Make Player 7 (Green) treat Player 4 (Purple) as an Neutral
    Player - Make Player 7 (Green) treat Player 11 (Dark Green) as an Neutral
    Player - Make Player 11 (Dark Green) treat Player 7 (Green) as an Neutral
    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 TAGARHERO for Player 1 (Red)
    Selection - Select FENRISHERO 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 TAGARHERO Vulnerable
    Unit - Make FENRISHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Game - Turn the day/night cycle On
    Wait 3.00 seconds
    Trigger - Add Bandit_Final_Update <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Bandit End Cin Skip
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
    BanditEnd_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet BanditEnd_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Unhide Death Knight 0009 <gen>
    Unit - Make TAGARHERO Invulnerable
    Unit - Make FENRISHERO Invulnerable
    Unit - Make Death Knight 0009 <gen> Invulnerable
    Unit - Unpause Death Knight 0009 <gen>
    If ((TAGARHERO is dead) Equal to True) then do (Instantly revive TAGARHERO at (Center of tagar_tpunder <gen>), Hide revival graphics) else do (Move TAGARHERO instantly to (Center of tagar_tpunder <gen>), facing (Center of fenris_tp_under <gen>))
    Unit - Make TAGARHERO face (Center of underwater_look <gen>) over 0.00 seconds
    If ((FENRISHERO is dead) Equal to True) then do (Instantly revive FENRISHERO at (Center of fenris_tp_under <gen>), Hide revival graphics) else do (Move FENRISHERO instantly to (Center of fenris_tp_under <gen>), facing (Center of tagar_tpunder <gen>))
    Unit - Make FENRISHERO face (Center of underwater_look <gen>) over 0.00 seconds
    Trigger - Turn on Defeat_Red <gen>
    Trigger - Turn on Defeat_Purple <gen>
    Unit - Move Death Knight 0009 <gen> instantly to (Center of ragnok_tp_to_away <gen>), facing (Center of fenris_end_bandit <gen>)
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 0.00, z-end 2500.00, density 31.50 and color (0.00%, 50.00%, 50.00%)
    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 TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) over 0 seconds
    Unit Group - Pick every unit in banditENDhiddenunit and do (Unhide (Picked unit))
    Player - Make Player 7 (Green) treat Player 1 (Red) as an Neutral
    Player - Make Player 7 (Green) treat Player 4 (Purple) as an Neutral
    Player - Make Player 7 (Green) treat Player 11 (Dark Green) as an Neutral
    Player - Make Player 11 (Dark Green) treat Player 7 (Green) as an Neutral
    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 TAGARHERO for Player 1 (Red)
    Selection - Select FENRISHERO 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 TAGARHERO Vulnerable
    Unit - Make FENRISHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Trigger - Turn off Music_Bloodmyst_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 3.00 seconds
    Sound - Play 02_Shards_of_the_Exodar <gen>
    Trigger - Turn on Music_Exodar_trigger <gen>
    Trigger - Add Bandit_Final_Update <gen> to the trigger queue (Checking conditions)
    Trigger - Remove Bandit_End_Cin <gen> from the trigger queue
Bandit Final Update
  Events
  Conditions
  Actions
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of switch_vision <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 switch_vision <gen>) to a radius of 800.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of underwater_look <gen>) for 7.00 seconds
    Quest - Mark QuestLight as Completed
    Quest - Mark QuestlightRQ1 as Completed
    Quest - Display to (All players) the Quest Completed message: |cffffcc00MAIN QUEST COMPLETED|r A Light in the Dark
    Wait Campaign quest delay seconds
    Cinematic - Ping minimap for (All players) at (Center of switch_vision <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rDeep Trouble - Trigger the fail-safe switch on the ocean floor to deactivate the bay gates
    Quest - Mark QuestSea as Discovered
    Quest - Flash the quest dialog button
    Wait Campaign quest delay seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Count structures controlled by Player 7 (Green) (Include incomplete structures)) Equal to 0
      Then - Actions
        Quest - Mark QuestBandit as Incomplete
        Quest - Mark QuestBanditRq1 as Incomplete
        Quest - Display to (All players) the Quest Failed message: |cffffcc00OPTIONAL QUEST FAILED|rBandit Barrier
        Wait Campaign quest delay seconds
      Else - Actions
        Quest - Mark QuestBandit as Completed
        Quest - Mark QuestBanditRq1 as Completed
        Quest - Display to (All players) the Quest Completed message: |cffffcc00OPTIONAL QUEST COMPLETED|r Bandit Barrier
        Wait Campaign quest delay seconds
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Both Fenris and Tagar have abilities that enable them to go beyond the game/terrain boundaries. Like all missions in this campaign, there are no secrets in places that cannot be reached, so to prevent unexpected bugs it is advised to stay within the terrain limits.
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Tagar speaks in sea
  Events
    Unit - A unit enters tagar_diag_in_ocean <gen>
  Conditions
    ((Entering unit) Equal to TAGARHERO) or ((Entering unit) Equal to FENRISHERO)
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Ping minimap for (All players) at (Position of TAGARHERO) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from TAGARHERO named Tagar Spinebreaker: Play No sound and display A treasure ship. You know what the golden rule of treasure is---X marks the spot!. Modify duration: Set to 12.00 seconds and Don't wait
    Wait 12.00 seconds
    Sound - Reset all volume channels to 100%
Crab 1 Attacked toprightx
  Events
    Unit - Crab That Loves To Be Attacked 0385 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Crab That Loves To Be Attacked 0385 <gen> to Move To.(Center of toprightX <gen>)
    Wait 10.00 seconds
    Unit - Kill Crab That Loves To Be Attacked 0385 <gen>
Crab 2 Attacked midbotrightx
  Events
    Unit - Crab That Loves To Be Attacked 0386 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Crab That Loves To Be Attacked 0386 <gen> to Move To.(Center of mid_bottom_right_X <gen>)
    Wait 10.00 seconds
    Unit - Kill Crab That Loves To Be Attacked 0386 <gen>
Crab 3 Attacked botrightx
  Events
    Unit - Crab That Loves To Be Attacked 0387 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Crab That Loves To Be Attacked 0387 <gen> to Move To.(Center of bottomright_X <gen>)
    Wait 10.00 seconds
    Unit - Kill Crab That Loves To Be Attacked 0387 <gen>
Crab 4 Attacked midx
  Events
    Unit - Crab That Loves To Be Attacked 0388 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Crab That Loves To Be Attacked 0388 <gen> to Move To.(Center of middle_X <gen>)
    Wait 10.00 seconds
    Unit - Kill Crab That Loves To Be Attacked 0388 <gen>
Crab 5 Attacked midtoprightx
  Events
    Unit - Crab That Loves To Be Attacked 0379 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Crab That Loves To Be Attacked 0379 <gen> to Move To.(Center of midtoprightX <gen>)
    Wait 10.00 seconds
    Unit - Kill Crab That Loves To Be Attacked 0379 <gen>
Crab 6 Attacked midbotleftx
  Events
    Unit - Crab That Loves To Be Attacked 0389 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Crab That Loves To Be Attacked 0389 <gen> to Move To.(Center of mid_bott_left_X <gen>)
    Wait 10.00 seconds
    Unit - Kill Crab That Loves To Be Attacked 0389 <gen>
Crab 7 Attacked botleftx
  Events
    Unit - Crab That Loves To Be Attacked 0125 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Crab That Loves To Be Attacked 0125 <gen> to Move To.(Center of botleft_X <gen>)
    Wait 10.00 seconds
    Unit - Kill Crab That Loves To Be Attacked 0125 <gen>
Crab 8 Attacked midtopleftx
  Events
    Unit - Crab That Loves To Be Attacked 0382 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Crab That Loves To Be Attacked 0382 <gen> to Move To.(Center of mid_top_left_X <gen>)
    Wait 10.00 seconds
    Unit - Kill Crab That Loves To Be Attacked 0382 <gen>
Crab 9 Attacked topleftx
  Events
    Unit - Crab That Loves To Be Attacked 0390 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Crab That Loves To Be Attacked 0390 <gen> to Move To.(Center of topleft_X <gen>)
    Wait 10.00 seconds
    Unit - Kill Crab That Loves To Be Attacked 0390 <gen>
All crabs dies
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
    (Crab That Loves To Be Attacked 0385 <gen> is dead) Equal to True
    (Crab That Loves To Be Attacked 0386 <gen> is dead) Equal to True
    (Crab That Loves To Be Attacked 0387 <gen> is dead) Equal to True
    (Crab That Loves To Be Attacked 0388 <gen> is dead) Equal to True
    (Crab That Loves To Be Attacked 0379 <gen> is dead) Equal to True
    (Crab That Loves To Be Attacked 0389 <gen> is dead) Equal to True
    (Crab That Loves To Be Attacked 0125 <gen> is dead) Equal to True
    (Crab That Loves To Be Attacked 0382 <gen> is dead) Equal to True
    (Crab That Loves To Be Attacked 0390 <gen> is dead) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Wait 2 seconds
    Special Effect - Create a special effect at (Center of topleft_X <gen>) using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
    Set VariableSet crabtopleft1 = (Last created special effect)
    Special Effect - Create a special effect at (Center of mid_top_left_X <gen>) using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
    Set VariableSet crabtopleftmid2 = (Last created special effect)
    Special Effect - Create a special effect at (Center of middle_X <gen>) using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
    Set VariableSet crabmid3 = (Last created special effect)
    Special Effect - Create a special effect at (Center of toprightX <gen>) using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
    Set VariableSet crabtopright4 = (Last created special effect)
    Special Effect - Create a special effect at (Center of midtoprightX <gen>) using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
    Set VariableSet crabtoprightmid5 = (Last created special effect)
    Special Effect - Create a special effect at (Center of botleft_X <gen>) using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
    Set VariableSet crabbotleft6 = (Last created special effect)
    Special Effect - Create a special effect at (Center of mid_bott_left_X <gen>) using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
    Set VariableSet crabbotleftmid7 = (Last created special effect)
    Special Effect - Create a special effect at (Center of bottomright_X <gen>) using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
    Set VariableSet crabbotright8 = (Last created special effect)
    Special Effect - Create a special effect at (Center of mid_bottom_right_X <gen>) using Abilities\Spells\Orc\Shockwave\ShockwaveMissile.mdl
    Set VariableSet crabbotrightmid9 = (Last created special effect)
    Wait 3.00 seconds
    Special Effect - Destroy crabtopleft1
    Special Effect - Destroy crabtopleftmid2
    Special Effect - Destroy crabmid3
    Special Effect - Destroy crabtopright4
    Special Effect - Destroy crabtoprightmid5
    Special Effect - Destroy crabbotleft6
    Special Effect - Destroy crabbotleftmid7
    Special Effect - Destroy crabbotright8
    Special Effect - Destroy crabbotrightmid9
    Special Effect - Create a special effect at (Center of item_appear_crab <gen>) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
    Set VariableSet Crabitemappear = (Last created special effect)
    Item - Create Metal Block at (Center of item_appear_crab <gen>)
    Wait 3.00 seconds
    Special Effect - Destroy Crabitemappear
Moray Eel mold item
  Events
    Unit - A unit enters moray_eel_enter <gen>
  Conditions
    ((Entering unit) Equal to TAGARHERO) or ((Entering unit) Equal to FENRISHERO)
    ((Entering unit) has an item of type Metal Block) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Item - Remove (Item carried by (Entering unit) of type Metal Block)
    Animation - Play Moray Eel 0229 <gen>'s attack (animationname) animation
    Wait 2.00 seconds
    Animation - Reset Moray Eel 0229 <gen>'s animation
    Item - Create Compressed Ghostly Key at (Center of moray_eel_enter <gen>)
Enter Ghost Ship Trig
  Events
    Unit - A unit enters entership <gen>
  Conditions
    ((Entering unit) Equal to TAGARHERO) or ((Entering unit) Equal to FENRISHERO)
    ((Entering unit) has an item of type Compressed Ghostly Key) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Item - Remove (Item carried by (Entering unit) of type Compressed Ghostly Key)
    Trigger - Add Ghostly_Ship_Enter <gen> to the trigger queue (Checking conditions)
Ghostly Ship Enter
  Events
  Conditions
  Actions
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Pause TAGARHERO
    Unit - Pause FENRISHERO
    Unit - Make TAGARHERO Invulnerable
    Unit - Make FENRISHERO Invulnerable
    Unit - Move TAGARHERO instantly to (Center of tagar_tp_pirate <gen>), facing (Center of face_ghost_pirate <gen>)
    Unit - Move FENRISHERO instantly to (Center of fenris_tp_pirate <gen>), facing (Center of face_ghost_pirate <gen>)
    Camera - Pan camera for Player 1 (Red) to (Position of TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) over 0 seconds
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Unhide Ghost Captain 0497 <gen>
    Cinematic - Ping minimap for (All players) at (Position of Ghost Captain 0497 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Ghost Captain 0497 <gen> named Duke Rageweaver: Play No sound and display You dare try to steal my treasure? I will never part with it!. Modify duration: Set to 8.00 seconds and Don't wait
    Wait 8.00 seconds
    Sound - Reset all volume channels to 100%
    Unit - Unpause TAGARHERO
    Unit - Unpause FENRISHERO
    Unit - Make TAGARHERO Vulnerable
    Unit - Make FENRISHERO Vulnerable
    Trigger - Remove (This trigger) from the trigger queue
Ghost Pirates Dies
  Events
    Unit - Ghost Captain 0497 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 3.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Move TAGARHERO instantly to (Center of tagar_end_pirate <gen>), facing (Center of fenris_end_pirate <gen>)
    Unit - Move FENRISHERO instantly to (Center of fenris_end_pirate <gen>), facing (Center of tagar_end_pirate <gen>)
    Camera - Pan camera for Player 1 (Red) to (Position of TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) over 0 seconds
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Item - Create Krabby Patty at (Center of krabby_patty_spawn <gen>)
Reveal insane or not
  Events
    Unit - A unit enters spongbob_cin_enter <gen>
  Conditions
    ((Entering unit) has an item of type Krabby Patty) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Item - Remove (Item carried by (Entering unit) of type Krabby Patty)
    Trigger - Add Spongebob_Cin <gen> to the trigger queue (Checking conditions)
Spongebob Cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make TAGARHERO Invulnerable
    Unit - Make FENRISHERO 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 selectspongebobstart1 = (Units currently selected by Player 1 (Red))
    Set VariableSet selectspongebobstart2 = (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 Sponge_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Sponge_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Sponge_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Unit Group - Add all units of (Units owned by Player 12 (Brown) matching (((Matching unit) is hidden) Equal to False).) to Spongbobhiddenunit
    Unit Group - Pick every unit in Spongbobhiddenunit and do (Hide (Picked unit))
    Unit - Hide FENRISHERO
    Unit - Hide TAGARHERO
    Unit - Unpause Patrick Star 0500 <gen>
    Unit - Unpause SpongeBob SquarePants 0432 <gen>
    Unit - Move SpongeBob SquarePants 0432 <gen> instantly to (Center of sponge_tp <gen>), facing (Center of sponge_run <gen>)
    Unit - Order SpongeBob SquarePants 0432 <gen> to Move To.(Center of sponge_run <gen>)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_072 for (Picked player) over 0 seconds)
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from SpongeBob SquarePants 0432 <gen> named SpongeBob SquarePants: Play No sound and display Patrick! I have urgent news!. Modify duration: Set to 6.00 seconds and Don't wait
    Wait 2.00 seconds
    Special Effect - Destroy SleepPatrick
    Animation - Play Patrick Star 0500 <gen>'s stand (animationname) animation
    Wait 4.00 seconds
    Cinematic - Send transmission to (All players) from Patrick Star 0500 <gen> named Patrick Star: Play No sound and display SpongeBob! You know I need 23 hours of sleep every day. This had better be important.... Modify duration: Set to 14.00 seconds and Don't wait
    Wait 14.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_073 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_074 for (Picked player) over 33.00 seconds)
    Cinematic - Send transmission to (All players) from SpongeBob SquarePants 0432 <gen> named SpongeBob SquarePants: Play No sound and display Of course it is! I have found the krabby patty we lost all those years ago... and it is all mine!. Modify duration: Set to 15.00 seconds and Don't wait
    Animation - Play SpongeBob SquarePants 0432 <gen>'s stand victory (animationname) animation
    Wait 15.00 seconds
    Cinematic - Send transmission to (All players) from Patrick Star 0500 <gen> named Patrick Star: Play No sound and display What! No! That was the last krabby patty made before the Krusty Krab closed down! We should cut it in half and share it.. Modify duration: Set to 18.00 seconds and Don't wait
    Wait 18.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_075 for (Picked player) over 0 seconds)
    Cinematic - Send transmission to (All players) from SpongeBob SquarePants 0432 <gen> named SpongeBob SquarePants: Play No sound and display I can already taste it... An entire krabby patty, all for me. But do not worry, Patrick; I will be sure to let you watch me eat it, so you can at least imagine how delicious it is. Ha ha ha ha.. Modify duration: Set to 22.00 seconds and Don't wait
    Animation - Play SpongeBob SquarePants 0432 <gen>'s stand channel (animationname) animation
    Wait 22.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_076 for (Picked player) over 0 seconds)
    Cinematic - Send transmission to (All players) from Patrick Star 0500 <gen> named Patrick Star: Play No sound and display SpongeBob! I will not let you have my precious krabby patty!. Modify duration: Set to 10.00 seconds and Don't wait
    Wait 10.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_077 for (Picked player) over 0 seconds)
    Cinematic - Send transmission to (All players) from SpongeBob SquarePants 0432 <gen> named SpongeBob SquarePants: Play No sound and display Loser!. Modify duration: Set to 4.00 seconds and Don't wait
    Unit - Order SpongeBob SquarePants 0432 <gen> to Move To.(Center of sponge_bob_patrick_run <gen>)
    Wait 4.00 seconds
    Cinematic - Send transmission to (All players) from Patrick Star 0500 <gen> named Patrick Star: Play No sound and display Get back here!. Modify duration: Set to 5.00 seconds and Don't wait
    Unit - Order Patrick Star 0500 <gen> to Move To.(Center of sponge_bob_patrick_run <gen>)
    Wait 5.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Remove Patrick Star 0500 <gen> from the game
    Unit - Remove SpongeBob SquarePants 0432 <gen> from the game
    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 TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) 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 Spongbobhiddenunit and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select selectspongebobstart1 for Player 1 (Red)
    Selection - Select selectspongebobstart2 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 TAGARHERO Vulnerable
    Unit - Make FENRISHERO Vulnerable
    Cinematic - Enable user control for (All players).
    Game - Turn the day/night cycle On
    Unit - Unhide FENRISHERO
    Unit - Unhide TAGARHERO
    Wait 3.00 seconds
    Trigger - Add SpongBob_Insane <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Spongebob Cin Skip
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
    Sponge_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Sponge_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Remove Patrick Star 0500 <gen> from the game
    Unit - Remove SpongeBob SquarePants 0432 <gen> from the game
    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 TAGARHERO) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Position of FENRISHERO) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Unpause all units
    Unit - Make TAGARHERO Vulnerable
    Unit - Make FENRISHERO Vulnerable
    Selection - Select selectspongebobstart1 for Player 1 (Red)
    Selection - Select selectspongebobstart2 for Player 4 (Purple)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Enable user control for (All players).
    Special Effect - Destroy SleepPatrick
    Unit - Unhide FENRISHERO
    Unit - Unhide TAGARHERO
    Wait 3.00 seconds
    Trigger - Add SpongBob_Insane <gen> to the trigger queue (Checking conditions)
    Trigger - Remove Spongebob_Cin <gen> from the trigger queue
SpongBob Insane
  Events
  Conditions
  Actions
    Destructible - Make Wind Storm: Damage Buff 3270 <gen> Vulnerable
    Destructible - Kill Wind Storm: Damage Buff 3270 <gen>
    Item - Create |cffff8c00Mr. Krab's Pincer|r at (Center of krab_pincer <gen>)
    Item - Create |cffff8c00Squidward's Tentacle|r at (Center of squid_tentacle <gen>)
    Item - Create |cffff8c00SpongeBob's Pants|r at (Center of sponge_pants <gen>)
    Item - Create |cffff8c00Patrick's Net|r at (Center of patrick_net <gen>)
    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 "N".
    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:
    Trigger - Remove (This trigger) from the trigger queue
Final arakkoa
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
    (Mosasaurus 0507 <gen> is dead) Equal to True
    (Dunkleosteus 0503 <gen> is dead) Equal to True
    (Dunkleosteus 0122 <gen> is dead) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Make Lever 3161 <gen> Vulnerable
Water End Trig
  Events
    Destructible - Lever 3161 <gen> dies
  Conditions
    (Dying destructible) Equal to Lever 3161 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make TAGARHERO Invulnerable
    Unit - Make FENRISHERO Invulnerable
    Wait Campaign quest delay seconds
    Quest - Mark QuestSea as Completed
    Quest - Mark QuestSearq1 as Completed
    Quest - Mark QuestSearq2 as Completed
    Quest - Display to (All players) the Quest Completed message: |cffffcc00MAIN QUEST COMPLETED|r Deep Trouble