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Trigger Viewer

BDPmap11v0.055.w3x
Variables
Initialization
Initial
Alliances and Research
Difficulty
Easy Mode
Normal Mode
Insane Mode
Prevent Higher Level
Kurdran Lock level
Danath Lock level
prevent high
Music trigs
Music Nether INITIAL
Music Nether trigger
Music Shaping trigger
ddddd
Defeat
Defeat Blue
Defeat Teal
Defeat Grey
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 Cin
Start Game
Opening Cinematic
Opening Cinematic Skipped
Opening Cin Quest and Hint
Gain Priests
Gain Priest Trig
Gain Priest
Synara Cin
Synara Intro Trig
Synara Intro
Synara Intro Skip
Gain Magicians
Gain Magician Trig
Gain Magici
Worgen Footman
Worgen Foot Trig
Worgen Foot Transform
Worgen Knight
Worgen Knight Trig
Worgen Knight Diag
Baracades
Worgen Boss Cin
Worgen boss Cin trig
Worg Boss Cin
Worg Boss Cin Skip
Worgen Boss Dies
Worgen Boss Trig
Worgen Boss Dies
Kurdran Dialogue suspicious
Optional Quest Gold Lum
Insane or Not
Open Portal to Boss
Final Rebel Boss Cin
Rebel Boss Trig
Rebel Boss Start Cin
Rebel Boss Start Cin Skip
Rebel Boss Dies
Peons
Red Peons
Purple Peons
Grey Peons
Beacon Activated
Beacon Act Trig
Beacon Opening Cin
Beacon Opening Cin Skip
Gold Lumber Income
Periodic Income
Timer Mission
Relief Start Timer
Rexxar Start Timer
Gaz Start the Timer
Rexxar Timer End
Gaz Timer End
Relief Timer End
Bandit Destroy Timer Copy
Fire Orb Str Hint
Fire Orb Trig
Fire Orb Hint
Rexxar Cinematic
Rexxar Cin
Rexxar Cin Skip
Gaz Soulripper Cinematic
Gaz Soulripper Cin
Gaz Soulripper Cin Skip
Undead Waves
Undead first wave
Undead Skel Wave
Undead Revenant Wave
Undead Ogre Wave
Undead Grunt Wave
Turalyon Arrives Cinematic
Turalyon Arrives Cin
Tura Arrives Cin Skip
AI
Purple AI
Purple gold check
Purple lumber check
Red AI
Red gold check
Red lumber check
Grey AI
Grey gold check
Grey lumber check
Single Player
Single Player share
Blue leaves
Teal leaves
Alternate Altar
Human
Horde Unit Spells
Shredder
Rexxar
Rexxar Spells Double Spinning Blades
Configuration
Double Spinning Blade
DSB Loop
Rexxar Spells Beast Attack
Beast Attack
Rexxar Spells Earth Fury
Earth Fury
Rexxar Spells Combat Urgency
Rexxar Spells Haratha
Grom
Groms Spells Cutting Edge
Hastable for CE
Cutting Edge
Cutting Edge Knock
Remove Dummies
Grom Spells Fade Step
Init
Fade Step
Fade Step Loop
Grom Spells Agile
ReadMe
AgileConfig
AgileAbilityCast
AgileTime
Groms Spells Wind Storm
Wind Storm A
Wind Storm B
Grom Spells Sinister Strike
Sinister Strike
Teron
Dentarg
Fenris
Tagar
Danath
Danath Spells Unexpected Charge
Cast Charge
Projectile Dash by Paladon
FadeDummyEffects System by Paladon
getFaded
callFading
Danath Spells Fury Peak
Fury Peak
Danath Spells Battle Focus
Init Copy 2
Battle Focus
Battle Focus Loop
Tagar Spells Storming Flame
DDS Main
DDS Add Unit
DDS Init
Storming Flame loop
Danath Spells Power Slam
Power Slam
Kurdan
Kurdan Spells Storm Rotation
SR Start
SR Loop
Kurdan Spells Lightning Field
Preload SF
Static Field
Lightning Fade
Kurdan Spells Surging Pulse
Surging Pulse
Kurdan Spells Energizing Presence
Kurdan Spells Voltage Overload
Turalyon
Unit Indexer System ( Bribe )
---------------------------
Unit Indexer
---------------------------
Khadgar
Krasus
Antonidas
Extra
IsDestructableTree
init Copy
system
system
init
event
prepare
Holy Cross
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
function SaveLoad_InitialSetup takes nothing returns nothing
    local integer i = 0
    local integer j = 0

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    set m = 0

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

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

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

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

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

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

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

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

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


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

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


    call PreloadGenClear()
    call PreloadGenStart()

    // The line below creates the log
    call Preload(udg_SaveText[1] + udg_SaveText[2] + udg_SaveText[3] + udg_SaveText[4] + "
")   
    // The line below creates the file at the specified location
    call PreloadGenEnd(udg_TextFileName + ".txt")
endfunction
Name Type Is Array Initial Value
A_AoE real No
A_Bool boolean No
A_Damage real No
A_Duration real No
A_Int integer No
A_Real real No
A_Real2 real No
A_Speed real No
A_UType unitcode No
AA_A_Group group No
AA_Cstr_Group group No
AA_E_HP real No
AA_HPcount real No
AA_Loc location Yes
AA_Percent real Yes
AA_PreLoop integervar No
Absolaoe real No
AbsolBoolean1 boolean No
AbsolBoolean2 boolean No
AbsolBoolean3 boolean No
AbsolBoolean4 boolean No
AbsolCast unit No
AbsolCnt integer No
AbsolCol real No
AbsolDamg real No
AbsolDestroy boolean No
AbsolDummy unit No
AbsolDummy2 unit No
AbsolGroup group No
AbsolGroupTARGET group No
AbsolId integer No
AbsolINTEGER integer No
AbsolLightningId integer No
AbsolLoop integervar No
AbsolMax integer No
AbsolMaxBound integer No
AbsolPlayer player No
AbsolREAL real No
AbsolRealHeightUp real No
AbsolTrigger integer No
AbsolUnitInteger integer No
Agile_AoE real No
AgileAbility abilcode No
AgileAmount integer Yes
AgileCasters unit Yes
AgileCasterSE effect Yes
AgileDamage integer No
AgileDamageArea location No
AgileDamageEnemy group No
AgileDamagePercent real No
AgileDamageSize integer No
AgileEnemies unit No
Agileindex integer Yes
Agileindex_max_size integer No
Agileindex_size integer No
AgileInteger integer No
AgileLevel integer No
AgileLoop integervar No
AgileRAmount integer No
AgileRTime integer No
AgileSFX1 string No
AgileSFX1_AP string No
AgileSFX2 string No
AgileSFX2_AP string No
AgileSFX3 string No
AgileSFX3_Ap string No
AgileTime integer Yes
AH1 real No
AH2 real No
AH3 real No
AL lightning No
ALT lightningtype No
Amount real No
Angle_setter real No
AP location No
AP2 location No
AP3 location No
Aqua_Burst_Ability_Level integer No
Aqua_Burst_Area_of_Effect real No
Aqua_Burst_Base_Damage real No
Aqua_Burst_Caster unit No
Aqua_Burst_Damage_Group group No
Aqua_Burst_Location location No
Aqua_Burst_Total_Damage real No
AR_Point location No
AS integervar No
AS_Angle real Yes
AS_Animation real No
AS_Defense_fake integer Yes
AS_Distance real Yes
AS_Equation real Yes
AS_FLY real Yes
AS_Formula real Yes
AS_Group group Yes
AS_Hero unit Yes
AS_Max_Height real Yes
AS_Off boolean Yes
AS_Point location Yes
AS_Skip integer No
AS_Special effect Yes
AS_Speed real Yes
AS_Stable_Distance real Yes
AS_Times integer No
AS_X_Special effect Yes
ASAOE real No
ASCaster unit No
ASCasterGroup group No
ASCasterPoint location No
ASDamage real No
ASDamageGroup group No
ASExplosion unit No
ASHashtable hashtable No
ASPlayer player No
ASRandomGroup group No
ASRay unit No
ASRayFly real No
ASTarget unit No
ASTargetPoint location No
ASTime real No
BB integervar No
BB2 integervar No
BB_Angle real Yes
BB_Attacked unit No
BB_Caster unit Yes
BB_Casting unit Yes
BB_CastNumber integer No
BB_Chance integer No
BB_Damage real Yes
BB_Distance real Yes
BB_Expire integer Yes
BB_Group group No
BB_Height real Yes
BB_LEVEL integer No
BB_Loop integervar No
BB_Missile unit Yes
BB_Off boolean Yes
BB_Point location Yes
BB_Real_Damage_Spam integer Yes
BB_Skip integer No
BB_Speed real Yes
BB_Switch integer No
BB_Targ unit Yes
BB_Times integer No
BB_Up boolean Yes
Beacon_Cinematic_Is_On boolean No
BeaconFlareeffect effect No
beaconstarthiddenunit group No
Beast_Attack_Ability_Level integer No
Beast_Attack_Atribute integer No
Beast_Attack_Atribute_Damage real No
Beast_Attack_Caster unit No
Beast_Attack_Damage_Splitter integer No
Beast_Attack_Life_Damage real No
Beast_Attack_Location location No
Beast_Attack_Location2 location No
Beast_Attack_Max_Life real No
Beast_Attack_Target unit No
Beast_Attack_Total_Damage real No
BFAbility abilcode Yes
BFAura unit Yes
BFAura2 unit Yes
BFAura3 unit Yes
BFCaster unit Yes
BFCasterAbility abilcode Yes
BFCount integer No
BFGroup group Yes
BFHas boolean Yes
BFIndex integer No
BFInteger integervar No
BFLastRecycled integer No
BFMax integer No
BFRecycledList integer Yes
BFTimer real Yes
BlazeCaster unit Yes
BlazeDuration real Yes
BlazeIndexsize integer No
BlazeInteger integer Yes
BlazeLoop integervar No
BlazeMaxsize integer No
BlazePoint location No
BlazeTemp integer No
Caster unit No
CE_Ability_Level integer No
CE_Area_of_Effect real No
CE_Base_Damage real No
CE_Caster unit No
CE_Damage_Group group No
CE_Destroy_Trees boolean No
CE_Knock_Angle real No
CE_Knock_Distance real No
CE_Knock_Group group No
CE_Knock_Loc1 location No
CE_Knock_Loc2 location No
CE_Knock_Speed real No
CE_Knocktable hashtable No
CE_Location location No
CE_Location2 location No
CE_Pathing_On boolean No
CE_Special_Effect effect No
CE_Special_Effect1 effect No
CE_Total_Damage real No
CinematicAlleria unit No
CinematicGAZ unit No
CinematicGROM unit No
CinematicGrunt unit No
CinematicKhadgar unit No
CinematicOgre unit No
CinematicOrcmage unit No
CinematicREX unit No
CinematicSpearthrow unit No
CinematicTURA unit No
Code string No
Currant_intstances integer No
currentHerotoLoad integer No
currentHerotoSave integer No
DANATHhero unit No
DDS_Detect group No
Debug integervar No
Degrees_set real No
Dfficultychosen boolean No
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
Endingcinematichiddenunit group No
EP integervar No
EP_Angle real Yes
EP_Caster unit Yes
EP_CastNumber integer No
EP_ConstDistance real Yes
EP_Distance real Yes
EP_Height real Yes
EP_Integer integervar No
EP_Missile unit Yes
EP_Off boolean Yes
EP_Point location Yes
EP_Speed real Yes
EP_Switch integer No
ES_Caster unit No
ES_Group group No
ES_Integer integervar No
ES_Point location Yes
ES_Target unit No
F_Integers integer Yes
F_ReachedFading real Yes
F_Time real Yes
F_Unit unit Yes
FA_Time real No
FA_Unit unit No
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
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
Footmanexplode1 effect No
Footmanexplode2 effect No
FP_Point location No
FSCaster unit Yes
FSCasterPoint location Yes
FSCount integer No
FSDistance real Yes
FSDummy unit Yes
FSDummyGroup group Yes
FSFace real Yes
FSFade real Yes
FSFadeC real Yes
FSHas boolean Yes
FSIndex integer No
FSInteger integervar No
FSLastRecycled integer No
FSMax integer No
FSMaxDistance real Yes
FSMove real Yes
FSRecycledList integer Yes
FSTime real No
Gaz_Cinematic_Is_On boolean No
GazTimer timer No
GDD__Integers integer Yes
GDD__LeftMapGroup group No
GDD__TriggerArray trigger Yes
GDD__UnitArray unit Yes
GDD_Damage real No
GDD_DamagedUnit unit No
GDD_DamageSource unit No
GDD_Event real No
Gravity_unit unit No
Gravity_Unit_ID handle No
Handle_Absol integer No
HashAbsol hashtable No
Hashtable hashtable No
HeroFifthAbility abilcode Yes
HeroFirstAbility abilcode Yes
HeroFourthAbility abilcode Yes
HeroLoadedornew boolean No
HeroSecondAbility abilcode Yes
HeroThirdAbility abilcode Yes
HeroToLoad unit Yes
HeroToSave unit Yes
HeroToSaveName string Yes
HJ_Ability abilcode No
HJ_AbilityMaxLevel integer No
HJ_AttackType attacktype No
HJ_Caster unit Yes
HJ_CasterPlayer player Yes
HJ_CollisionRange real No
HJ_CustomBoolean boolean Yes
HJ_CustomInteger integervar No
HJ_CustomReal real Yes
HJ_CustomReal2 real Yes
HJ_CustomReal3 real Yes
HJ_CustomReal4 real Yes
HJ_DamageType damagetype No
HJ_DummyType unitcode No
HJ_Effect string Yes
HJ_EffectCount integer No
HJ_EnemySoulModelHandler effect Yes
HJ_EnemySoulUnit unit Yes
HJ_FriendlySoulModelHandler effect Yes
HJ_FriendlySoulUnit unit Yes
HJ_Group group No
HJ_ID integer No
HJ_JudgeDuration real Yes
HJ_JudgeDurationCounter real Yes
HJ_Level integer Yes
HJ_LevitateSpeedCalculation real Yes
HJ_LoopInterval real No
HJ_ModelHandler effect Yes
HJ_Pause boolean No
HJ_PauseAbility abilcode No
HJ_PauseEnemyEffectAttach string No
HJ_PauseEnemyEffectHandler effect Yes
HJ_PauseFriendlyEffectAttach string No
HJ_PauseFriendlyEffectHandler effect Yes
HJ_PauseOrder string No
HJ_PickedUnit unit No
HJ_Radius real Yes
HJ_RadiusEffectAngle real No
HJ_RadiusEffectCount integer Yes
HJ_ReturnHeightCalculation real Yes
HJ_SoulDamage real Yes
HJ_SoulDistance real Yes
HJ_SoulDistanceCounter real Yes
HJ_SoulEnemyExitAttach string No
HJ_SoulEnemyModelAttach string No
HJ_SoulFriendlyExitAttach string No
HJ_SoulFriendlyModelAttach string No
HJ_SoulHeal real Yes
HJ_SoulInitialHeight real Yes
HJ_SoulLevitateTime real Yes
HJ_SoulLevitateTravel boolean No
HJ_SoulLevitateTravelAngle real Yes
HJ_SoulMaxHeight real Yes
HJ_SoulMotionEffect string Yes
HJ_SoulMotionEffectAttach string Yes
HJ_SoulMotionEffectChance integer No
HJ_SoulReturnDamageAttach string No
HJ_SoulReturnHealAttach string No
HJ_SoulSize real Yes
HJ_SoulUnit unit Yes
HJ_TravelSpeedCalculation real Yes
HJ_Unit unit No
HoT_Const_AoE real No
HoT_Const_Dmg_Base real No
HoT_Const_Dmg_Bonus real No
HoT_Const_Dmg_Burn real No
HoT_Const_Dmg_Stun real No
HoT_Const_Dmg_Stun_Bonus real No
HoT_Const_Duration real No
HoT_Const_Range real No
HoT_Const_Stun_Duration real No
HoT_Group group No
HoT_Hash hashtable No
HoT_Lightning_Group group No
HoT_Slam_Group group No
HoT_Stun_Group group No
HoT_Targets group No
HoT_Up_Group group No
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
KURDRANhero unit No
KUS_animation string No
KUS_effect modelfile No
KUS_group group No
KUS_hash hashtable No
KUS_height real No
KUS_knockup boolean No
KUS_speed real No
KUS_target unit No
KUS_temp_loc location No
KUS_temp_speed real No
Leak_Point location No
LF_A_Decrease real Yes
LF_Alpha real Yes
LF_B real Yes
LF_CountInteger integer Yes
LF_Debug boolean Yes
LF_G real Yes
LF_Lightning lightning Yes
LF_R real Yes
LiquidElementals group No
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
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
QuestRebel quest No
QuestRebelRQ1 questitem No
QuestRebelRQ2 questitem No
QuestRelief quest No
QuestReliefRQ1 questitem No
QuestReliefRQ2 questitem No
rebelbosshiddenunit group No
RebelStart_Cinematic_Is_On boolean No
Reflect_Users group No
ReliefTimer timer No
ReliefTimerStart boolean No
ReliefTimerWindow timerdialog No
Returning_to_normal_fly_height group No
Rexxar_Cinematic_Is_On boolean No
RexxarTimer timer 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
selectbeaconopen1 group No
selectbeaconopen2 group No
selectrebelboss1 group No
selectrebelboss2 group No
selectrexxar1 group No
selectrexxar2 group No
selectsoulripper1 group No
selectsoulripper2 group No
selectsynarastart1 group No
selectsynarastart2 group No
selectworgenboss1 group No
selectworgenboss2 group No
Sepharic_Star_Hashtable hashtable No
Sepharic_Star_Speed integer No
SES_Index integer Yes
SES_Off boolean Yes
SES_SpecialEffect effect Yes
SES_Timer real Yes
SF integervar No
SF_AoE real No
SF_Caster unit No
SF_CastNumber integer No
SF_ChainProc integer No
SF_Hero unit Yes
SF_Integer integervar Yes
SF_Loc location Yes
SF_Loc1 location Yes
SF_Off boolean Yes
SF_Real real No
SF_Switch integer No
SF_Time real Yes
Sinister_Strike_Ability_Level integer No
Sinister_Strike_Atribute integer No
Sinister_Strike_Base_Chance real No
Sinister_Strike_Bonus_Armor integer No
Sinister_Strike_Caster unit No
Sinister_Strike_Damage_Factor real No
Sinister_Strike_Dummy_Ability abilcode No
Sinister_Strike_Dummy_Ability2 abilcode No
Sinister_Strike_Location location No
Sinister_Strike_Normal_Armor integer No
Sinister_Strike_Owner player No
Sinister_Strike_Target unit No
Sinister_Strike_Total_Chance real No
Sinister_Strike_Total_Damage real No
Spell__Ability abilcode No
Spell__Caster unit No
Spell__CasterOwner player No
Spell__CastPoint location No
Spell__Channeling boolean No
Spell__Completed boolean No
Spell__DummyOwner player No
Spell__DummyType unitcode No
Spell__Duration real No
Spell__Expired boolean No
Spell__Filter_AllowAlly boolean No
Spell__Filter_AllowDead boolean No
Spell__Filter_AllowEnemy boolean No
Spell__Filter_AllowFlying boolean No
Spell__Filter_AllowHero boolean No
Spell__Filter_AllowLiving boolean No
Spell__Filter_AllowMagicImmune boolean No
Spell__Filter_AllowMechanical boolean No
Spell__Filter_AllowNonHero boolean No
Spell__Filter_AllowStructure boolean No
Spell__Hash hashtable No
Spell__Index integer No
Spell__InRange real No
Spell__InRangeCount integer No
Spell__InRangeGroup group No
Spell__InRangePoint location No
Spell__InRangeUnits unit Yes
Spell__Interval real No
Spell__Level integer No
Spell__LevelMultiplier real No
Spell__Running boolean No
Spell__Target unit No
Spell__TargetGroup group No
Spell__TargetPoint location No
Spell__Time real No
Spell__Trigger_OnCast trigger No
Spell__Trigger_OnChannel trigger No
Spell__Trigger_OnEffect trigger No
Spell__Trigger_OnFinish trigger No
Spell__Trigger_OnLoop trigger No
Spell__UseTargetGroup boolean No
Spell__WakeTargets boolean No
Spell_i_AllowAlly boolean Yes
Spell_i_AllowDead boolean Yes
Spell_i_AllowEnemy boolean Yes
Spell_i_AllowFlying boolean Yes
Spell_i_AllowHero boolean Yes
Spell_i_AllowLiving boolean Yes
Spell_i_AllowMagicImmune boolean Yes
Spell_i_AllowMechanical boolean Yes
Spell_i_AllowNonHero boolean Yes
Spell_i_AllowStructure boolean Yes
Spell_i_Caster unit Yes
Spell_i_Channeling boolean Yes
Spell_i_Completed boolean Yes
Spell_i_Duration real Yes
Spell_i_EventType integer Yes
Spell_i_GroupN integer No
Spell_i_GroupStack group Yes
Spell_i_Head integer Yes
Spell_i_Instances integer No
Spell_i_LastTime real Yes
Spell_i_Level integer Yes
Spell_i_Linked boolean Yes
Spell_i_OnCastStack trigger Yes
Spell_i_OnChannelStack trigger Yes
Spell_i_OnEffectStack trigger Yes
Spell_i_OnFinishStack trigger Yes
Spell_i_OnLoopStack trigger Yes
Spell_i_PreloadDummy unit No
Spell_i_Recycle integer No
Spell_i_RecycleList integer Yes
Spell_i_Stack integer Yes
Spell_i_StackN integer No
Spell_i_StackRef integer Yes
Spell_i_Target unit Yes
Spell_i_TargetGroup group Yes
Spell_i_TargetX real Yes
Spell_i_TargetY real Yes
Spell_i_Time real Yes
Spell_i_Timer timer No
Spell_i_UseTG boolean Yes
SpellLevel integer No
SR_Angle real Yes
SR_Boolean boolean Yes
SR_Caster unit Yes
SR_Duration real Yes
SR_Group group Yes
SR_Index integer Yes
SR_Loc location Yes
SR_Projectile unit Yes
SR_WaitCounter real Yes
ST_Angle real No
ST_Aoe real Yes
ST_AoeBase real No
ST_AoePerLevel real No
ST_BarrierModel string No
ST_BarrierSpaceTaken real No
ST_Core unit Yes
ST_CurrentLightningEffect lightning Yes
ST_DissappearenceSFX string No
ST_DummyType unitcode No
ST_EffectScalingSpawn real No
ST_HealthPenaltyPerSecond real No
ST_Index integervar No
ST_LightningBlue real No
ST_LightningEffect string No
ST_LightningGreen real No
ST_LightningRed real No
ST_LightningZ real No
ST_MaxIndex integer No
ST_OriginalCaster unit Yes
ST_SecondaryIndex integervar No
ST_SpawnSFX string No
ST_SpecialEffect effect Yes
ST_Spell abilcode No
ST_StageID integer Yes
ST_TempGroup group No
ST_TempInteger integer No
ST_TempPoint location No
ST_TempPoint2 location No
ST_TempReal real No
ST_TempUnit unit No
ST_TempUnit2 unit No
ST_TempUnit3 unit No
ST_TempX real No
ST_TempX2 real No
ST_TempY real No
ST_TempY2 real No
ST_TempZ real No
ST_TempZ2 real No
ST_TetherDurationBase real No
ST_TetherDurationPerLevel real No
ST_TetherModel string No
ST_TriggeringHealthPercent real No
ST_UndeadDuration real Yes
ST_UndeadDurationBase real No
ST_UndeadDurationPerLevel real No
ST_UnitIDStorage unit No
ST_UnitIndex unit Yes
ST_UnitTransparency real No
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
synarahiddenunit group No
SynaraOpen_Cinematic_Is_On boolean No
SystemPoint location Yes
SystemUnitGroup group Yes
TA_BaseChance integer No
TA_BaseDamage real No
TA_ChanceGrowth integer No
TA_DamageGrowth real No
TA_Levels integer No
TA_SFX string No
TA_ThornEffect location No
TA_ThornSpawn location No
Target_Dummy unit No
Temp_Group group No
Temp_Group_1 group No
Temp_Group_2 group No
Temp_Lightning lightning No
Temp_Loc_1 location No
Temp_Loc_2 location No
Temp_Loc_3 location No
Temp_Point location No
Temp_Point_2 location No
Temp_Real_1 real No
Temp_Real_2 real No
Temp_Real_3 real No
Temp_Unit_1 unit No
Temp_Unit_2 unit No
Temp_Unit_3 unit No
Temp_Unit_4 unit No
TempDest destructable No
TempGroup group No
TempHandle handle No
TempInteger integer No
TempItem item No
TempItemType itemcode No
TempLoc location No
TempPoint location No
TempPoint2 location No
TempPoint3 location No
temppointnature location No
tempSESSpecialEffect effect No
tempSESTimer real No
TempUnit unit No
TempUnit2 unit No
TextFileName string No
Thorn_Dummy unit No
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
WaterWaves group No
WhirlPools group No
Worgboss_Cinematic_Is_On boolean No
worgenbosshiddenunit 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
    -------- Player Group --------
    Player Group - Add Player 2 (Blue) to ZZZZredandpurple
    Player Group - Add Player 3 (Teal) to ZZZZredandpurple
    -------- Set Variables --------
    Set VariableSet DANATHhero = Alliance Lieutenant 0048 <gen>
    Set VariableSet KURDRANhero = Gryphon Rider 0121 <gen>
    -------- IF I AM NOT USING the IF CONDITION, WHY NEED THIS BOOLEAN --------
    Set VariableSet ReliefTimerStart = False
    -------- Relief --------
    Quest - Create a Required quest titled Request for Relief with the description Nethergarde Keep does not have the forces necessary to repel the orc attack parties. The only course of action that may safeguard Netherguarde against the oncoming orcish onslaught is to send out a signal requesting aid and hold out until aid arrives., using icon path ReplaceableTextures\CommandButtons\BTNDispelMagic.blp
    Set VariableSet QuestRelief = (Last created quest)
    Quest - Create a quest requirement for QuestRelief with the description Walk into the circle of power to activate the beacon
    Set VariableSet QuestReliefRQ1 = (Last created quest requirement)
    -------- OptionalOgre --------
    Quest - Create a Optional, undiscovered quest titled A New Threat with the description King Perenolde has seemingly taken back his throne and has set in motion a chain of events aimed at overthrowing the Alliance. The rebels in Netherguarde must be disposed of before they begin constitute a significant threat., using icon path ReplaceableTextures\CommandButtons\BTNDireWolf.blp
    Set VariableSet QuestRebel = (Last created quest)
    Quest - Create a quest requirement for QuestRebel with the description Proceed to the inner sanctum of Nethergarde Keep
    Set VariableSet QuestRebelRQ1 = (Last created quest requirement)
    -------- Hide Units --------
    -------- magicians --------
    Unit - Hide Magician 0226 <gen>
    Unit - Hide Magician 0367 <gen>
    -------- footmen --------
    Unit - Hide Footman 0244 <gen>
    Unit - Hide Footman 0245 <gen>
    -------- Hide Units --------
    Unit - Hide Blademaster 0251 <gen>
    Unit - Hide Mok'Nathal Warrior 0249 <gen>
    Unit - Hide Winged Nightmare 0191 <gen>
    Unit - Hide Dragonspawn Hound 0235 <gen>
    Unit - Hide Gaz Soulripper 0418 <gen>
    -------- Invulnerable Units --------
    -------- Footmen --------
    Unit - Make Footman 0244 <gen> Invulnerable
    Unit - Make Footman 0245 <gen> Invulnerable
    -------- Inner Sanctum Heroes --------
    Unit - Make Number Warlock 0366 <gen> Invulnerable
    Unit - Make Arcane Huntress 0116 <gen> Invulnerable
    Unit - Make Worgen Herald 0313 <gen> Invulnerable
    -------- BASE --------
    Unit - Make Altar of Unity 0033 <gen> Invulnerable
    Unit - Make Alternate Altar of Unity 0034 <gen> Invulnerable
    Unit - Make Rune Nexus 0107 <gen> Invulnerable
    Unit - Make Garrison 0104 <gen> Invulnerable
    Unit - Make Sanctorium 0105 <gen> Invulnerable
    Unit - Make Bulwark 0342 <gen> Invulnerable
    -------- GATE --------
    Destructible - Make Demonic Gate 1015 <gen> Invulnerable
    -------- Nethergarde Hero --------
    Unit - Make Hydromancer 0365 <gen> Invulnerable
    -------- Hero XP --------
    Hero - Disable experience gain for Blademaster 0251 <gen>.
    Hero - Create Gauntlets of the Dune Worm and give it to Blademaster 0251 <gen>
    Hero - Disable experience gain for Mok'Nathal Warrior 0249 <gen>.
    Hero - Create Hide of the Dune Worm and give it to Mok'Nathal Warrior 0249 <gen>
    Hero - Disable experience gain for Hydromancer 0365 <gen>.
    Hero - Disable experience gain for Worgen Knight 0312 <gen>.
    Hero - Disable experience gain for Worgen Herald 0313 <gen>.
    Hero - Disable experience gain for Number Warlock 0366 <gen>.
    Hero - Disable experience gain for Arcane Huntress 0116 <gen>.
    Hero - Disable experience gain for Gaz Soulripper 0418 <gen>.
    Hero - Make Player 2 (Blue) Heroes gain 40.00% experience from future kills
    Hero - Make Player 3 (Teal) Heroes gain 40.00% experience from future kills
    -------- Hero Spells --------
    Hero - Learn skill for Arcane Huntress 0116 <gen>: Mana Burn
    Hero - Learn skill for Arcane Huntress 0116 <gen>: Mana Burn
    Hero - Learn skill for Arcane Huntress 0116 <gen>: Mana Burn
    Hero - Learn skill for Number Warlock 0366 <gen>: Forked Lightning
    Hero - Learn skill for Number Warlock 0366 <gen>: Forked Lightning
    Hero - Learn skill for Number Warlock 0366 <gen>: Forked Lightning
    Hero - Learn skill for Worgen Herald 0313 <gen>: Fan of Knives
    Hero - Learn skill for Worgen Herald 0313 <gen>: Fan of Knives
    Hero - Learn skill for Worgen Herald 0313 <gen>: Fan of Knives
    Hero - Learn skill for Worgen Knight 0312 <gen>: Shockwave
    -------- Boolean --------
    Set VariableSet Insanemodeactivated = False
    -------- Waygate --------
    Neutral Building - Disable Way Gate 0188 <gen>
    Neutral Building - Disable Way Gate 0126 <gen>
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 2 (Blue) treat Player 10 (Light Blue) as an Neutral
    Player - Make Player 3 (Teal) treat Player 10 (Light Blue) as an Neutral
    Player - Make Player 4 (Purple) treat Player 10 (Light Blue) as an Neutral
    Player - Make Player 5 (Yellow) treat Player 10 (Light Blue) as an Neutral
    Player - Make Player 7 (Green) treat Player 10 (Light Blue) as an Neutral
    Player - Make Player 8 (Pink) treat Player 10 (Light Blue) as an Neutral
    -------- Towards DG --------
    Player - Make Player 1 (Red) treat Player 11 (Dark Green) as an Neutral
    Player - Make Player 4 (Purple) treat Player 11 (Dark Green) as an Neutral
    Player - Make Player 10 (Light Blue) treat Player 11 (Dark Green) as an Neutral
    -------- Towards yellow --------
    Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Neutral
    Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Neutral
    Player - Make Player 10 (Light Blue) treat Player 5 (Yellow) as an Neutral
    -------- Towards Grey --------
    Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally with shared vision
    Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Ally with shared vision
    -------- 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
    -------- Towards blues --------
    Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Ally with shared vision
    Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally with shared vision
    Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Neutral
    -------- Towards teal --------
    Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally with shared vision
    Player - Make Player 9 (Gray) treat Player 3 (Teal) as an Ally with shared vision
    Player - Make Player 10 (Light Blue) treat Player 3 (Teal) as an Neutral
    -------- Towards red ( ENDING CINE ) --------
    Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Neutral
    -------- RESEARCH LEVEL --------
    -------- Green --------
    Player - Set the current research level of R007 (techcode) to 1 for Player 7 (Green)
    Player - Set the current research level of R008 (techcode) to 1 for Player 7 (Green)
    Player - Set the current research level of R009 (techcode) to 1 for Player 7 (Green)
    Player - Set the current research level of R00A (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)
    Player - Set the current research level of R00I (techcode) to 1 for Player 11 (Dark Green)
    Player - Set the current research level of R00O (techcode) to 1 for Player 11 (Dark Green)
    -------- pink --------
    Player - Set the current research level of R00X (techcode) to 3 for Player 8 (Pink)
    Player - Set the current research level of R00Y (techcode) to 3 for Player 8 (Pink)
    Player - Set the current research level of R00Z (techcode) to 3 for Player 8 (Pink)
    Player - Set the current research level of R010 (techcode) to 3 for Player 8 (Pink)
    Player - Set the current research level of R00I (techcode) to 1 for Player 8 (Pink)
    Player - Set the current research level of R00O (techcode) to 1 for Player 8 (Pink)
    -------- blue --------
    Player - Set the current research level of R00X (techcode) to 3 for Player 2 (Blue)
    Player - Set the current research level of R00Y (techcode) to 3 for Player 2 (Blue)
    Player - Set the current research level of R00Z (techcode) to 3 for Player 2 (Blue)
    Player - Set the current research level of R010 (techcode) to 3 for Player 2 (Blue)
    Player - Set the current research level of R00I (techcode) to 2 for Player 2 (Blue)
    Player - Set the current research level of R00O (techcode) to 2 for Player 2 (Blue)
    Player - Make Farmhand Unavailable for training/construction by Player 2 (Blue)
    Player - Set the max research level of R00U (techcode) to 0 for Player 2 (Blue)
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
Easy Mode
  Events
    Player - Player 2 (Blue) types a chat message containing -Easy (stringnoformat) as An exact match
  Conditions
    HeroLoadedornew Equal to True
    Dfficultychosen Equal to False
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Player - Set Player 1 (Red) handicap to 33.00%
    Player - Set Player 4 (Purple) handicap to 33.00%
    Player - Set Player 5 (Yellow) handicap to 33.00%
    Player - Set Player 7 (Green) handicap to 33.00%
    Player - Set Player 11 (Dark Green) handicap to 33.00%
    Set VariableSet Dfficultychosen = True
    Trigger - Run Start_Game <gen> (checking conditions)
Normal Mode
  Events
    Player - Player 2 (Blue) types a chat message containing -Normal (stringnoformat) as An exact match
  Conditions
    HeroLoadedornew Equal to True
    Dfficultychosen Equal to False
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Player - Set Player 1 (Red) handicap to 66.00%
    Player - Set Player 4 (Purple) handicap to 66.00%
    Player - Set Player 5 (Yellow) handicap to 66.00%
    Player - Set Player 7 (Green) handicap to 66.00%
    Player - Set Player 11 (Dark Green) handicap to 66.00%
    Set VariableSet Dfficultychosen = True
    Trigger - Run Start_Game <gen> (checking conditions)
Insane Mode
  Events
    Player - Player 2 (Blue) types a chat message containing -Insane (stringnoformat) as An exact match
  Conditions
    HeroLoadedornew Equal to True
    Dfficultychosen Equal to False
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Set VariableSet Dfficultychosen = True
    Set VariableSet Insanemodeactivated = True
    Trigger - Run Start_Game <gen> (checking conditions)
Kurdran Lock level
  Events
    Unit - A unit owned by Player 2 (Blue).Gains a level
  Conditions
    (Hero level of (Leveling Hero)) Equal to 10
    (Unit-type of (Leveling Hero)) Equal to Gryphon Rider
  Actions
    Hero - Disable experience gain for (Leveling Hero).
Danath Lock level
  Events
    Unit - A unit owned by Player 3 (Teal).Gains a level
  Conditions
    (Hero level of (Leveling Hero)) Equal to 10
    (Unit-type of (Leveling Hero)) Equal to Alliance Lieutenant
  Actions
    Hero - Disable experience gain for (Leveling Hero).
prevent high
  Events
    Unit - A unit Gains a level
  Conditions
    (Hero level of (Leveling Hero)) Equal to 11
  Actions
    Hero - Set (Leveling Hero) Hero-level to 10, Hide level-up graphics
    Hero - Disable experience gain for (Leveling Hero).
Music Nether INITIAL
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Sound - Play 11_Netherstorm <gen>
Music Nether trigger
  Events
    Time - Every 261.00 seconds of game time
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 2.00 seconds
    Sound - Play 11_Netherstorm <gen>
Music Shaping trigger
  Events
    Time - Every 146.00 seconds of game time
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 2.00 seconds
    Sound - Play 02_The_Shaping_of_the_World <gen>
ddddd
  Events
  Conditions
  Actions
    Trigger - Turn off Music_Nether_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 3.00 seconds
    Sound - Play 02_The_Shaping_of_the_World <gen>
    Trigger - Turn on Music_Shaping_trigger <gen>
Defeat Blue
  Events
    Unit - A unit owned by Player 2 (Blue).Dies
  Conditions
    (Dying unit) Equal to KURDRANhero
  Actions
    Trigger - Turn off (This trigger)
    Unit - Pause all units
    Game - Display to (All players) for 5.00 seconds the text: |cffffcc00MAIN QUEST FAILED|r
    Sound - Play QuestFailed <gen>
    Cinematic - Fade out over 5.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 5.00 seconds
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
Defeat Teal
  Events
    Unit - A unit owned by Player 3 (Teal).Dies
  Conditions
    (Dying unit) Equal to DANATHhero
  Actions
    Trigger - Turn off (This trigger)
    Unit - Pause all units
    Game - Display to (All players) for 5.00 seconds the text: |cffffcc00MAIN QUEST FAILED|r
    Sound - Play QuestFailed <gen>
    Cinematic - Fade out over 5.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 5.00 seconds
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
Defeat Grey
  Events
    Unit - Bulwark 0050 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Pause all units
    Game - Display to (All players) for 5.00 seconds the text: |cffffcc00MAIN QUEST FAILED|r
    Sound - Play QuestFailed <gen>
    Cinematic - Fade out over 5.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 5.00 seconds
    Game - Defeat Player 2 (Blue) with the message: Defeat!
    Game - Defeat Player 3 (Teal) with the message: Defeat!
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 = BDP11
    -------- Save --------
    Set VariableSet HeroToSave[1] = DANATHhero
    Set VariableSet HeroToSave[2] = KURDRANhero
    Set VariableSet NumHeroesToSave = 2
    -------- Load --------
    Set VariableSet HeroToLoad[1] = DANATHhero
    Set VariableSet HeroToLoad[2] = KURDRANhero
    Set VariableSet NumHeroesToLoad = 2
    -------- Set Players --------
    Set VariableSet P1 = Player 3 (Teal)
    Set VariableSet P2 = Player 2 (Blue)
Hero abilities to be saved
Set Hero Abilities
  Events
  Conditions
  Actions
    -------- Hero 1 Abilities --------
    Set VariableSet HeroFirstAbility[1] = Unexpected Charge
    Set VariableSet HeroSecondAbility[1] = Fury Peak
    Set VariableSet HeroThirdAbility[1] = Battle Focus
    Set VariableSet HeroFourthAbility[1] = Storming Flame (Fire)
    Set VariableSet HeroFifthAbility[1] = Power Slam
    -------- Hero 2 Abilities --------
    Set VariableSet HeroFirstAbility[2] = Storm Rotation
    Set VariableSet HeroSecondAbility[2] = Lightning Field
    Set VariableSet HeroThirdAbility[2] = Surging Pulse
    Set VariableSet HeroFourthAbility[2] = Energizing Presence
    Set VariableSet HeroFifthAbility[2] = Voltage Overload
This may cause problems if two heroes have the same ability
Load Hero Abilities
  Events
  Conditions
  Actions
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Unexpected Charge
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Storm Rotation
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Fury Peak
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Lightning Field
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Battle Focus
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Surging Pulse
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Storming Flame (Fire)
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Energizing Presence
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Power Slam
        Hero - Learn skill for HeroToLoad[currentHerotoLoad]: Voltage Overload
"Save and End Game" is to be run when map is won
Save Heroes
  Events
  Conditions
  Actions
    Set VariableSet currentHerotoSave = (currentHerotoSave + 1)
    -------- Generate Password --------
    Set VariableSet SaveCount = 1
    Unit Group - Pick every unit in (Units of type (Unit-type of HeroToSave[currentHerotoSave])) and do (Actions)
      Loop - Actions
        -------- Hero Level --------
        Set VariableSet Save[SaveCount] = (Hero level of HeroToSave[currentHerotoSave])
        -------- How many items does he carry --------
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = (Number of items carried by (Picked unit))
        -------- Add all items --------
        For each (Integer A) from 1 to 6, do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                ((Item carried by (Picked unit) in slot (Integer A)) is owned) Equal to True
              Then - Actions
                -------- The actual item --------
                Set VariableSet SaveCount = (SaveCount + 1)
                Set VariableSet TempItem = (Item carried by (Picked unit) in slot (Integer A))
                Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
              Else - Actions
        -------- Hero Stats (Tome Count) --------
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = TomeStrength[currentHerotoSave]
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = TomeAgility[currentHerotoSave]
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = TomeIntelligence[currentHerotoSave]
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = TomeHealth[currentHerotoSave]
        -------- Hero Abilities --------
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = (Level of HeroFirstAbility[currentHerotoSave] for HeroToSave[currentHerotoSave])
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = (Level of HeroSecondAbility[currentHerotoSave] for HeroToSave[currentHerotoSave])
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = (Level of HeroThirdAbility[currentHerotoSave] for HeroToSave[currentHerotoSave])
        Set VariableSet SaveCount = (SaveCount + 1)
        Set VariableSet Save[SaveCount] = (Level of HeroFourthAbility[currentHerotoSave] for HeroToSave[currentHerotoSave])
    -------- Turn values into code --------
    Custom script: set udg_Code = SaveLoad_Encode()
    Set VariableSet SaveText[currentHerotoSave] = (-load + Code)
    -------- Save Hero Code to Text File --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        currentHerotoSave Equal to NumHeroesToSave
      Then - Actions
        Custom script: call CreateTextFile(udg_Code)
      Else - Actions
Load Heroes
  Events
    Player - Player 1 (Red) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 9 (Gray) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 10 (Light Blue) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 11 (Dark Green) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 12 (Brown) types a chat message containing -load (stringnoformat) as A substring
    Player - Player 1 (Red) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -new (stringnoformat) as An exact match
    Player - Player 12 (Brown) types a chat message containing -new (stringnoformat) as An exact match
  Conditions
  Actions
    -------- NEW HERO --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entered chat string) Equal to -new
      Then - Actions
        Trigger - Turn off (This trigger)
        Wait 0.10 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            currentHerotoLoad Less than NumHeroesToLoad
          Then - Actions
            Set VariableSet currentHerotoLoad = (currentHerotoLoad + 1)
            Quest - Display to (All players) the Hint message: (Type -load CODE to load + ((Proper name of HeroToLoad[currentHerotoLoad]) + , or -new if you don't have a code))
            Trigger - Turn on (This trigger)
            Skip remaining actions
          Else - Actions
            Trigger - Turn off (This trigger)
            Wait 3.00 seconds
            Unit - Unpause all units
            Trigger - Run InitTrigger (checking conditions)
            Skip remaining actions
      Else - Actions
    -------- VALIDATE CODE --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
        (Length of (Entered chat string)) Greater than 6
      Then - Actions
        -------- Try to decode what was typed --------
        Set VariableSet Code = (Substring((Entered chat string), 7, (Length of (Entered chat string))))
        Custom script: set udg_Validate = SaveLoad_Decode( udg_Code )
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Validate Equal to False
          Then - Actions
            -------- Invalid code --------
            Game - Display to (All players) the text: Code INVALID
            Skip remaining actions
          Else - Actions
      Else - Actions
        Game - Display to (All players) the text: Code INVALID
        Skip remaining actions
    -------- LOAD HERO --------
    Trigger - Turn off (This trigger)
    Unit - Unpause all units
    Set VariableSet TempUnit = HeroToLoad[currentHerotoLoad]
    -------- Hero Level --------
    Set VariableSet SaveCount = 1
    Quest - Display to (All players) the Quest Update message: (String(Save[SaveCount]))
    Hero - Set HeroToLoad[currentHerotoLoad] Hero-level to Save[SaveCount], Hide level-up graphics
    Set VariableSet SaveCount = (SaveCount + 1)
    -------- ----------------- --------
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Set VariableSet SaveCount = (SaveCount + 1)
        Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
        Hero - Create TempItemType and give it to HeroToLoad[currentHerotoLoad]
    -------- Hero Stats (Tome Count) --------
    -------- Tome of Strength --------
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Create Tome of Strength and give it to HeroToLoad[currentHerotoLoad]
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of HeroToLoad[currentHerotoLoad]) Equal to (Unit-type of HeroToSave[currentHerotoLoad])
      Then - Actions
        Set VariableSet TomeStrength[currentHerotoLoad] = Save[SaveCount]
      Else - Actions
    -------- Tome of Agility --------
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Create Tome of Agility and give it to HeroToLoad[currentHerotoLoad]
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of HeroToLoad[currentHerotoLoad]) Equal to (Unit-type of HeroToSave[currentHerotoLoad])
      Then - Actions
        Set VariableSet TomeAgility[currentHerotoLoad] = Save[SaveCount]
      Else - Actions
    -------- Tome of Intelligence --------
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Create Tome of Intelligence and give it to HeroToLoad[currentHerotoLoad]
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of HeroToLoad[currentHerotoLoad]) Equal to (Unit-type of HeroToSave[currentHerotoLoad])
      Then - Actions
        Set VariableSet TomeIntelligence[currentHerotoLoad] = Save[SaveCount]
      Else - Actions
    -------- Manual of Health --------
    Set VariableSet SaveCount = (SaveCount + 1)
    For each (Integer A) from 1 to Save[SaveCount], do (Actions)
      Loop - Actions
        Hero - Create Manual of Health and give it to HeroToLoad[currentHerotoLoad]
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of HeroToLoad[currentHerotoLoad]) Equal to (Unit-type of HeroToSave[currentHerotoLoad])
      Then - Actions
        Set VariableSet TomeHealth[currentHerotoLoad] = Save[SaveCount]
      Else - Actions
    -------- ------- --------
    -------- ------- --------
    -------- Load Hero Abilities --------
    -------- ------- --------
    -------- ------- --------
    Trigger - Run Load_Hero_Abilities <gen> (checking conditions)
    Wait 0.10 seconds
    -------- ------------------ --------
    -------- ------- --------
    -------- ------- --------
    -------- ------- --------
    -------- ------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        currentHerotoLoad Less than NumHeroesToLoad
      Then - Actions
        Unit - Pause all units
        Wait 0.10 seconds
        Set VariableSet currentHerotoLoad = (currentHerotoLoad + 1)
        Quest - Display to (All players) the Hint message: (Type -load CODE to load + ((Proper name of HeroToLoad[currentHerotoLoad]) + , or -new if you don't have a code))
        Trigger - Turn on (This trigger)
      Else - Actions
        Trigger - Run InitTrigger (checking conditions)
Initialize Game
  Events
    Map initialization
  Conditions
  Actions
    Trigger - Run Set_Variables <gen> (checking conditions)
    Trigger - Run Set_Hero_Abilities <gen> (checking conditions)
    -------- Init Variables --------
    Set VariableSet HeroToSaveName[1] = (Proper name of HeroToSave[1])
    Set VariableSet HeroToSaveName[2] = (Proper name of HeroToSave[2])
    Set VariableSet HeroToSaveName[3] = (Proper name of HeroToSave[3])
    Set VariableSet HeroToSaveName[4] = (Proper name of HeroToSave[4])
    -------- --------------------------- --------
    -------- SAVE/LOAD INITIALISATION --------
    -------- --------------------------- --------
    Set VariableSet SaveLoad_Alphabet = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789abcdefghijklmnopqrstuvwxyz!@#$%^&*
    Set VariableSet SaveLoad_CaseSensitive = True
    Set VariableSet SaveLoad_UsePlayername = False
    -------- Auto start game if there are no heroes to load (eg. first mission in a campaign) --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        NumHeroesToLoad Equal to 0
      Then - Actions
        Trigger - Turn off _Load_Heroes <gen>
        Trigger - Run InitTrigger (checking conditions)
      Else - Actions
        Unit - Pause all units
        Set VariableSet currentHerotoLoad = 1
        Quest - Display to (All players) the Hint message: (Type -load CODE to load + ((Proper name of HeroToLoad[currentHerotoLoad]) + , or -new if you don't have a code))
        Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
Save and End Game
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        UnitsHidden Equal to False
      Then - Actions
        Cinematic - Turn cinematic mode Off for (All players)
        Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
          Loop - Actions
            Unit - Hide (Picked unit)
        Set VariableSet UnitsHidden = True
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        NumHeroesToSave Greater than 0
      Then - Actions
        Trigger - Run _Save_Heroes <gen> (checking conditions)
        Wait 0.10 seconds
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            currentHerotoSave Less than NumHeroesToSave
          Then - Actions
            Trigger - Run (This trigger) (checking conditions)
            Skip remaining actions
          Else - Actions
            Game - Victory P1 (Show dialogs, Skip scores)
            Game - Victory P2 (Show dialogs, Skip scores)
      Else - Actions
        Game - Victory P1 (Show dialogs, Skip scores)
        Game - Victory P2 (Show dialogs, Skip scores)
Up to 4 heroes
Tome Count
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-class of (Item being manipulated)) Equal to Powerup
  Actions
    -------- Determine which hero is aquiring item --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Hero manipulating item) Equal to HeroToSave[1]
      Then - Actions
        Set VariableSet NumHeroAquiringTome = 1
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Hero manipulating item) Equal to HeroToSave[2]
          Then - Actions
            Set VariableSet NumHeroAquiringTome = 2
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Hero manipulating item) Equal to HeroToSave[3]
              Then - Actions
                Set VariableSet NumHeroAquiringTome = 3
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Hero manipulating item) Equal to HeroToSave[4]
                  Then - Actions
                    Set VariableSet NumHeroAquiringTome = 4
                  Else - Actions
    -------- Manual of Health --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Manual of Health
      Then - Actions
        Set VariableSet TomeHealth[NumHeroAquiringTome] = (TomeHealth[NumHeroAquiringTome] + 1)
      Else - Actions
    -------- Tome of Knowledge --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Knowledge
      Then - Actions
        Set VariableSet TomeStrength[NumHeroAquiringTome] = (TomeStrength[NumHeroAquiringTome] + 1)
        Set VariableSet TomeAgility[NumHeroAquiringTome] = (TomeAgility[NumHeroAquiringTome] + 1)
        Set VariableSet TomeIntelligence[NumHeroAquiringTome] = (TomeIntelligence[NumHeroAquiringTome] + 1)
      Else - Actions
    -------- Tome of Strength --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Strength
      Then - Actions
        Set VariableSet TomeStrength[NumHeroAquiringTome] = (TomeStrength[NumHeroAquiringTome] + 1)
      Else - Actions
    -------- Tome of Strength +2 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Strength +2
      Then - Actions
        Set VariableSet TomeStrength[NumHeroAquiringTome] = (TomeStrength[NumHeroAquiringTome] + 2)
      Else - Actions
    -------- Tome of Agility --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Agility
      Then - Actions
        Set VariableSet TomeAgility[NumHeroAquiringTome] = (TomeAgility[NumHeroAquiringTome] + 1)
      Else - Actions
    -------- Tome of Agility +2 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Agility +2
      Then - Actions
        Set VariableSet TomeAgility[NumHeroAquiringTome] = (TomeAgility[NumHeroAquiringTome] + 2)
      Else - Actions
    -------- Tome of Intelligence --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Intelligence
      Then - Actions
        Set VariableSet TomeIntelligence[NumHeroAquiringTome] = (TomeIntelligence[NumHeroAquiringTome] + 1)
      Else - Actions
    -------- Tome of Intelligence +2 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Intelligence +2
      Then - Actions
        Set VariableSet TomeIntelligence[NumHeroAquiringTome] = (TomeIntelligence[NumHeroAquiringTome] + 2)
      Else - Actions
Autocreate Variables
  Events
  Conditions
  Actions
    -------- Leave as is. Used to autocreate variables when copy & pasting to a new map --------
    Set VariableSet SaveLoad_Initialized = False
    Set VariableSet currentHerotoSave = 0
    Set VariableSet currentHerotoLoad = 0
    Set VariableSet SaveText[0] = Hero Codes:
    Set VariableSet UnitsHidden = False
    Set VariableSet Code = Code
    Set VariableSet Save[1] = 0
    Set VariableSet SaveCount = 1
    Set VariableSet Validate = False
    Set VariableSet SaveLoad_Compress[1] = 0
    Set VariableSet SaveLoad_Uncompress[1] = 0
    Set VariableSet SaveLoad_Heroes[1] = Paladin
    Set VariableSet SaveLoad_Abilities[1] = Banish
    Set VariableSet SaveLoad_Items[1] = Claws of Attack +15
    Set VariableSet SaveLoad_Items_LastIndex = 0
    Set VariableSet SaveLoad_Heroes_LastIndex = 0
    Set VariableSet SaveLoad_Abilities_LastIndex = 0
Start 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 0.00%
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Set Combat Sounds to 0.00%
    Sound - Set Fire Sounds to 0.00%
    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 600.00, z-end 6500.00, density 0.50 and color (100.00%, 0.00%, 100.00%)
    Environment - Set sky to Lordaeron Winter Sky (Pink)
    Selection - Clear selection
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet Opening_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Opening_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Opening_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Game - Turn the day/night cycle Off
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 9.00 seconds the text: Nethergarde Keep, Southern Azeroth.
    Game - Display to (All players) for 9.00 seconds the text:
    Game - Display to (All players) for 9.00 seconds the text:
    Game - Display to (All players) for 9.00 seconds the text:
    Game - Display to (All players) for 9.00 seconds the text:
    Wait 4.00 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 44.00 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 Hydromancer 0365 <gen> named Manath Magesinger: Play No sound and display While Nethergarde's defenses are nothing to be scoffed at, we are no match for the armies that are preparing to lay siege to us in our current state.. Modify duration: Set to 19.00 seconds and Don't wait
    Wait 19.00 seconds
    Cinematic - Send transmission to (All players) from DANATHhero named Danath Trollbane: Play No sound and display Then why have you not yet sent out the signal requesting reinforcements? Turalyon's forces will have already set forth from Stormwind and should be within range to see our call for aid.. Modify duration: Set to 22.00 seconds and Don't wait
    Wait 22.00 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 71.00 seconds)
    Cinematic - Send transmission to (All players) from Hydromancer 0365 <gen> named Manath Magesinger: Play No sound and display As soon as we send out our entreaty for assistance, the orcs will most likely attack immediately. While they will surely begin their attack sooner or later regardless of whether we have sent out the signal requesting reinforcements, the main issue is I do not think it would be a wise course of action to trigger the orcs' assault while Nethergarde is still in a state of civil war.. Modify duration: Set to 33.00 seconds and Don't wait
    Wait 33.00 seconds
    Cinematic - Send transmission to (All players) from Hydromancer 0365 <gen> named Manath Magesinger: Play No sound and display While you two were off in the swamp, alliance cities across Azeroth and Lordaeron came under siege by rebels loyal to Alterac. While the last time I heard he was still under the close watch of the regiment assigned to maintaining his house arrest, something terrible must have happened within the last few days to enable him to launch an insurrection on such a scale without being thwarted by the alliance.. Modify duration: Set to 38.00 seconds and Don't wait
    Wait 38.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_007 for (Picked player) over 0 seconds)
    Wait 10.00 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 19.00 seconds)
    Cinematic - Send transmission to (All players) from Hydromancer 0365 <gen> named Manath Magesinger: Play No sound and display I will leave the choice of whether to send out the request signal immediately or dispatching the rebel forces first in your hands, Trollbane. You should know, however, that the inner sanctum, which is where the rebels have taken refuge, holds most of the keep's resources. In the fight against the orcs, even a small resource advantage could make the difference.. Modify duration: Set to 32.00 seconds and Don't wait
    Wait 19.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_008 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_009 for (Picked player) over 13.00 seconds)
    Wait 10.00 seconds
    -------- Building Show Vision --------
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of building_blue1 <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of building_blue1 <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of building_blue2 <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of building_blue2 <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of building_blue3 <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of building_blue3 <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Fade out over 3.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    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 KURDRANhero for Player 2 (Blue)
    Selection - Select DANATHhero for Player 3 (Teal)
    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
    Wait 4.00 seconds
    Trigger - Add Opening_Cin_Quest_and_Hint <gen> to the trigger queue (Checking conditions)
Opening Cinematic Skipped
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    Opening_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Opening_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Wait 0.50 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    Cinematic - Enable user control for (All players).
    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 KURDRANhero for Player 2 (Blue)
    Selection - Select DANATHhero for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 4.00 seconds
    Trigger - Add Opening_Cin_Quest_and_Hint <gen> to the trigger queue (Checking conditions)
Opening Cin Quest and Hint
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rRequest for Relief - Walk into the circle of power to activate the beacon
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of beacon <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of beacon <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of beacon <gen>) for 7.00 seconds
    Quest - Mark QuestRelief as Discovered
    Quest - Flash the quest dialog button
    Wait 7.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of portal_side_quest <gen>) for 7.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of portal_side_quest <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of portal_side_quest <gen>) to a radius of 850.00.
    Visibility - Destroy (Last created visibility modifier)
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00OPTIONAL QUEST|rA New Threat - Proceed to the inner sanctum of Nethergarde Keep
    Quest - Mark QuestRebel as Discovered
    Quest - Flash the quest dialog button
    Wait Campaign quest delay seconds
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Once you begin the main quest by walking into the circle of power near the graveyard, the side quest will become unavailable for completion, so if you wish to complete the side quest you must finish it before activating the main quest, as the teleporters will become disabled. Walk through the waygate at the north east to start the optional quest.
    Wait 12.00 seconds
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Until the main quest is activated, Danath's or Kurdran's death will result in an automatic failure of the mission.
    Wait 8.00 seconds
    Destructible - Remove Pathing Blocker (Both) (Large) 1416 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1417 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1418 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1419 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1420 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1421 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1422 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1423 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1424 <gen>
    Trigger - Remove (This trigger) from the trigger queue
Gain Priest Trig
  Events
    Unit - A unit enters priest_new_unit <gen>
  Conditions
    ((Entering unit) Equal to DANATHhero) or ((Entering unit) Equal to KURDRANhero)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Gain_Priest <gen> to the trigger queue (Checking conditions)
Gain Priest
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Position of Monk 0038 <gen>) for 6.00 seconds
    Unit - Change ownership of Monk 0038 <gen> to Player 2 (Blue) and Change color
    Unit - Change ownership of Monk 0223 <gen> to Player 2 (Blue) and Change color
    Wait 2.00 seconds
    Quest - Display to (All players) the New Unit Acquired message: |cff32ceebNEW UNIT ACQUIRED|rMonk - Defensive Spellcaster. Can initially cast Barrier, which increases friendly units' armour. Can also learn Divine Shell and Righteous Singe.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Synara Intro Trig
  Events
    Unit - A unit enters talk_to_synara_sindweller <gen>
  Conditions
    ((Entering unit) Equal to DANATHhero) or ((Entering unit) Equal to KURDRANhero)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Synara_Intro <gen> to the trigger queue (Checking conditions)
Synara Intro
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make DANATHhero Invulnerable
    Unit - Make KURDRANhero Invulnerable
    Unit - Remove All buffs from DANATHhero
    Unit - Remove All buffs from KURDRANhero
    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 selectsynarastart1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet selectsynarastart2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet SynaraOpen_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (SynaraOpen_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet SynaraOpen_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 DANATHhero
    Unit - Unpause KURDRANhero
    Unit - Unpause Arcane Huntress 0116 <gen>
    Unit Group - Add all units of (Units owned by Player 2 (Blue) matching (((Matching unit) is hidden) Equal to False).) to synarahiddenunit
    Unit Group - Pick every unit in synarahiddenunit and do (Hide (Picked unit))
    Unit - Unhide KURDRANhero
    Unit - Move KURDRANhero instantly to (Center of kurdran_tp_synara <gen>), facing (Center of kurdran_walk_synara <gen>)
    Unit - Order KURDRANhero to Move To.(Center of kurdran_walk_synara <gen>)
    Unit - Move DANATHhero instantly to (Center of danath_tp_synara <gen>), facing (Center of danath_walk_synara <gen>)
    Unit - Order DANATHhero to Move To.(Center of danath_walk_synara <gen>)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_010 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 Arcane Huntress 0116 <gen> named Synara Sindweller: Play No sound and display Thank the arcane! Help has finally arrived!. Modify duration: Set to 7.00 seconds and Don't wait
    Wait 7.00 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 51.00 seconds)
    Cinematic - Send transmission to (All players) from KURDRANhero named Kurdran Wildhammer: Play No sound and display It is good to see a friendly face here, milady. We were operating under the assumption that everyone we would encounter within the inner sanctum would be a foe.. Modify duration: Set to 20.00 seconds and Don't wait
    Wait 20.00 seconds
    Cinematic - Send transmission to (All players) from Arcane Huntress 0116 <gen> named Synara Sindweller: Play No sound and display Your assumption was correct for the most part, and unfortunately not "everyone" you will meet in the inner sanctum will be human. You see, after the riot that overthrew the Nethergarde forces took place, my colleague Num Lock and I were forced by the rebels to summon entities from beyond our world into Azeroth. . Modify duration: Set to 31.00 seconds and Don't wait
    Wait 31.00 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 45.00 seconds)
    Cinematic - Send transmission to (All players) from Arcane Huntress 0116 <gen> named Synara Sindweller: Play No sound and display The rebels initial goal was to bolster their forces with these otherworld life forms, but the creatures quickly turned on the insurgents and took control of the deepest part of the sanctum. While I managed to escape when the creatures began their attack, Num Lock was not so lucky. Please, delve deeper into the sanctum and liberate him from the otherworld entities' clutches.. Modify duration: Set to 36.00 seconds and Don't wait
    Wait 36.00 seconds
    Cinematic - Send transmission to (All players) from Arcane Huntress 0116 <gen> named Synara Sindweller: Play No sound and display There is no telling what they will coerce him into doing.... Modify duration: Set to 9.00 seconds and Don't wait
    Wait 7.00 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 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit Group - Pick every unit in synarahiddenunit and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select selectsynarastart1 for Player 2 (Blue)
    Selection - Select selectsynarastart2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DANATHhero Vulnerable
    Unit - Make KURDRANhero Vulnerable
    Cinematic - Enable user control for (All players).
    Game - Turn the day/night cycle On
    Wait 3.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of quest_update_worgen <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of quest_update_worgen <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of quest_update_worgen <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Update message: |cffffcc00OPTIONAL QUEST UPDATE|rA New Threat - |cff808080Proceed to the inner sanctum of Nethergarde Keep (Completed)|r - Liberate Synara's colleague Num Lock from the clutches of his captors
    Quest - Mark QuestRebelRQ1 as Completed
    Quest - Create a quest requirement for QuestRebel with the description Liberate Synara's colleague Num Lock from the clutches of his captors
    Set VariableSet QuestRebelRQ2 = (Last created quest requirement)
    Wait Campaign quest delay seconds
    Destructible - Remove Pathing Blocker (Both) (Large) 1431 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1432 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1433 <gen>
    Trigger - Remove (This trigger) from the trigger queue
Synara Intro Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    SynaraOpen_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet SynaraOpen_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Move KURDRANhero instantly to (Center of kurdran_walk_synara <gen>), facing (Position of Arcane Huntress 0116 <gen>)
    Unit - Move DANATHhero instantly to (Center of danath_walk_synara <gen>), facing (Position of Arcane Huntress 0116 <gen>)
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    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 selectsynarastart1 for Player 2 (Blue)
    Selection - Select selectsynarastart2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DANATHhero Vulnerable
    Unit - Make KURDRANhero Vulnerable
    Cinematic - Enable user control for (All players).
    Wait 3.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of quest_update_worgen <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of quest_update_worgen <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of quest_update_worgen <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Update message: |cffffcc00OPTIONAL QUEST UPDATE|rA New Threat - |cff808080Proceed to the inner sanctum of Nethergarde Keep (Completed)|r - Liberate Synara's colleague Num Lock from the clutches of his captors
    Quest - Mark QuestRebelRQ1 as Completed
    Quest - Create a quest requirement for QuestRebel with the description Liberate Synara's colleague Num Lock from the clutches of his captors
    Set VariableSet QuestRebelRQ2 = (Last created quest requirement)
    Wait Campaign quest delay seconds
    Destructible - Remove Pathing Blocker (Both) (Large) 1431 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1432 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1433 <gen>
    Trigger - Remove Synara_Intro <gen> from the trigger queue
Gain Magician Trig
  Events
    Unit - A unit enters magician_new_unit <gen>
  Conditions
    ((Entering unit) Equal to DANATHhero) or ((Entering unit) Equal to KURDRANhero)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Gain_Magici <gen> to the trigger queue (Checking conditions)
Gain Magici
  Events
  Conditions
  Actions
    Unit - Unhide Magician 0226 <gen>
    Unit - Unhide Magician 0367 <gen>
    Cinematic - Ping minimap for (All players) at (Position of Magician 0226 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Unit - Order Magician 0226 <gen> to Move To.(Center of left_magi_run <gen>)
    Unit - Order Magician 0367 <gen> to Move To.(Center of right_magi_run <gen>)
    Unit - Change ownership of Magician 0226 <gen> to Player 2 (Blue) and Change color
    Unit - Change ownership of Magician 0367 <gen> to Player 2 (Blue) and Change color
    Cinematic - Send transmission to (All players) from Magician 0226 <gen> named Magician: Play No sound and display Beware, warriors. The leader of these strange beasts lies somewhere ahead.. Modify duration: Set to 12.00 seconds and Don't wait
    Wait 12.00 seconds
    Sound - Reset all volume channels to 100%
    Wait 3.00 seconds
    Quest - Display to (All players) the New Unit Acquired message: |cff32ceebNEW UNIT ACQUIRED|rMagician - Versatile Spellcaster. Can initially cast Bewitch, which decreases enemy units' armour. Can also learn Magic Bolt and Arcane Twister.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Worgen Foot Trig
  Events
    Unit - A unit enters worgen_footman <gen>
  Conditions
    ((Entering unit) Equal to DANATHhero) or ((Entering unit) Equal to KURDRANhero)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Worgen_Foot_Transform <gen> to the trigger queue (Checking conditions)
Worgen Foot Transform
  Events
  Conditions
  Actions
    Unit - Unhide Footman 0244 <gen>
    Unit - Unhide Footman 0245 <gen>
    Unit - Order Footman 0244 <gen> to Move To.(Center of footman_1_run <gen>)
    Unit - Order Footman 0245 <gen> to Move To.(Center of footman_2_run <gen>)
    Cinematic - Ping minimap for (All players) at (Position of Footman 0244 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Footman 0244 <gen> named Footman: Play No sound and display Milord! You must help us! We have been infec... ahhhh!. Modify duration: Set to 7.00 seconds and Don't wait
    Wait 7.00 seconds
    Sound - Reset all volume channels to 100%
    Unit - Make Footman 0244 <gen> Vulnerable
    Unit - Make Footman 0245 <gen> Vulnerable
    Unit - Remove Footman 0244 <gen> from the game
    Unit - Remove Footman 0245 <gen> from the game
    Special Effect - Create a special effect at (Center of footman_1_run <gen>) using Units\Undead\Abomination\AbominationExplosion.mdl
    Set VariableSet Footmanexplode1 = (Last created special effect)
    Special Effect - Create a special effect at (Center of worgen_right_look <gen>) using Units\Undead\Abomination\AbominationExplosion.mdl
    Set VariableSet Footmanexplode2 = (Last created special effect)
    Unit - Create 1 Worgen Footman for Player 5 (Yellow) at (Center of footman_1_run <gen>) facing (Center of worgen_left_look <gen>)
    Unit - Create 1 Worgen Footman for Player 5 (Yellow) at (Center of footman_2_run <gen>) facing (Center of worgen_right_look <gen>)
    Wait 3.00 seconds
    Special Effect - Destroy Footmanexplode1
    Special Effect - Destroy Footmanexplode2
    Trigger - Remove (This trigger) from the trigger queue
Worgen Knight Trig
  Events
    Unit - A unit enters worgen_knight <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Owner of (Entering unit)) Equal to Player 3 (Teal))
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Worgen_Knight_Diag <gen> to the trigger queue (Checking conditions)
Worgen Knight Diag
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Position of Worgen Knight 0312 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Worgen Knight 0312 <gen> named Darkfang: Play No sound and display You will not pass, humans!. Modify duration: Set to 5.00 seconds and Don't wait
    Wait 5.00 seconds
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Baracades
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
    (Worgen Knight 0312 <gen> is dead) Equal to True
    (Fur Warlord 0311 <gen> is dead) Equal to True
    (Fur Warlord 0310 <gen> is dead) Equal to True
    (Fur Warlord 0305 <gen> is dead) Equal to True
    (White Balverine 0303 <gen> is dead) Equal to True
    (White Balverine 0304 <gen> is dead) Equal to True
    (White Balverine 0301 <gen> is dead) Equal to True
    (White Balverine 0302 <gen> is dead) Equal to True
    (Dire Balverine 0309 <gen> is dead) Equal to True
    (Dire Balverine 0308 <gen> is dead) Equal to True
    (Dire Balverine 0306 <gen> is dead) Equal to True
    (Dire Balverine 0307 <gen> is dead) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Remove Pathing Blocker (Both) (Large) 1434 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1435 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1436 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1437 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1438 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1439 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1440 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1441 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1442 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1443 <gen>
Worgen boss Cin trig
  Events
    Unit - A unit enters Region_052 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Owner of (Entering unit)) Equal to Player 3 (Teal))
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Worg_Boss_Cin <gen> to the trigger queue (Checking conditions)
Worg Boss Cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make DANATHhero Invulnerable
    Unit - Make KURDRANhero Invulnerable
    Unit - Remove All buffs from DANATHhero
    Unit - Remove All buffs from KURDRANhero
    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 selectworgenboss1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet selectworgenboss2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet Worgboss_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Worgboss_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Worgboss_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 DANATHhero
    Unit - Unpause KURDRANhero
    Unit - Unpause Arcane Huntress 0116 <gen>
    Unit Group - Add all units of (Units owned by Player 2 (Blue) matching (((Matching unit) is hidden) Equal to False).) to worgenbosshiddenunit
    Unit Group - Pick every unit in worgenbosshiddenunit and do (Hide (Picked unit))
    Unit - Unhide KURDRANhero
    Unit - Move KURDRANhero instantly to (Center of kurdan_worg_boss_tp <gen>), facing (Center of kurdran_worg_boss_walk <gen>)
    Unit - Order KURDRANhero to Move To.(Center of kurdran_worg_boss_walk <gen>)
    Unit - Move DANATHhero instantly to (Center of danath_worg_boss_tp <gen>), facing (Center of danath_worg_boss_walk <gen>)
    Unit - Order DANATHhero to Move To.(Center of danath_worg_boss_walk <gen>)
    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 29.00 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 Worgen Herald 0313 <gen> named Adelas Deathclaw: Play No sound and display You should never have come, humans. This matter is between us and the warlock.. Modify duration: Set to 12.00 seconds and Don't wait
    Wait 12.00 seconds
    Cinematic - Send transmission to (All players) from DANATHhero named Danath Trollbane: Play No sound and display If you think we are going to let you slaughter all the inhabitants here, then you are gravely mistaken, monster.. Modify duration: Set to 16.00 seconds and Don't wait
    Wait 16.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_017 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_018 for (Picked player) over 31.00 seconds)
    Cinematic - Send transmission to (All players) from Worgen Herald 0313 <gen> named Adelas Deathclaw: Play No sound and display Your willingness to assume we are evil in nature without first interacting with us belies you inner prejudice. Things here are not what they seem, and if you were just willing to accept a different perspective on this matter, you may find you and your friend are standing on the wrong side of this conflict.. Modify duration: Set to 31.00 seconds and Don't wait
    Wait 31.00 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 23.00 seconds)
    Cinematic - Send transmission to (All players) from Number Warlock 0366 <gen> named Num Lock: Play No sound and display Their leader wishes to deceive you! Penetrate through this animal's web of lies and you will see that it merely wishes to weaken your resolve so as to make ripping out your throats all the more easier!. 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_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 19.00 seconds)
    Cinematic - Send transmission to (All players) from DANATHhero named Danath Trollbane: Play No sound and display I thank you for your warnings, warlock, but I do not think that my companion and I are so gullible so as to fall for this monster's falsehoods.. Modify duration: Set to 19.00 seconds and Don't wait
    Wait 17.00 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 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit Group - Pick every unit in worgenbosshiddenunit and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select selectworgenboss1 for Player 2 (Blue)
    Selection - Select selectworgenboss2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DANATHhero Vulnerable
    Unit - Make KURDRANhero Vulnerable
    -------- Worgen BOss Vulnerable --------
    Unit - Make Worgen Herald 0313 <gen> Vulnerable
    Cinematic - Enable user control for (All players).
    Game - Turn the day/night cycle On
    Trigger - Remove (This trigger) from the trigger queue
Worg Boss Cin Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    Worgboss_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Worgboss_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Move KURDRANhero instantly to (Center of kurdran_worg_boss_walk <gen>), facing (Center of quest_update_worgen <gen>)
    Unit - Move DANATHhero instantly to (Center of danath_worg_boss_walk <gen>), facing (Center of quest_update_worgen <gen>)
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    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 selectworgenboss1 for Player 2 (Blue)
    Selection - Select selectworgenboss2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DANATHhero Vulnerable
    Unit - Make KURDRANhero Vulnerable
    -------- Worgen BOss Vulnerable --------
    Unit - Make Worgen Herald 0313 <gen> Vulnerable
    Cinematic - Enable user control for (All players).
    Trigger - Remove Worg_Boss_Cin <gen> from the trigger queue
Worgen Boss Trig
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
    (Worgen Herald 0313 <gen> is dead) Equal to True
    (White Balverine 0317 <gen> is dead) Equal to True
    (White Balverine 0319 <gen> is dead) Equal to True
    (Dire Balverine 0318 <gen> is dead) Equal to True
    (Dire Balverine 0320 <gen> is dead) Equal to True
    (Dire Balverine 0321 <gen> is dead) Equal to True
    (Fur Warlord 0316 <gen> is dead) Equal to True
    (Fur Warlord 0315 <gen> is dead) Equal to True
    (Fur Warlord 0314 <gen> is dead) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Worgen_Boss_Dies <gen> to the trigger queue (Checking conditions)
Worgen Boss Dies
  Events
  Conditions
  Actions
    Quest - Mark QuestRebel as Completed
    Quest - Mark QuestRebelRQ2 as Completed
    Quest - Display to (All players) the Quest Completed message: |cffffcc00OPTIONAL QUEST COMPLETED|r A New Threat
    Wait Campaign quest delay seconds
    Cinematic - Ping minimap for (All players) at (Position of Number Warlock 0366 <gen>) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Number Warlock 0366 <gen> named Num Lock: Play No sound and display I am in your debt, warriors. With these creatures dead, the inner sanctum is once again under Nethergarde's control. I bid you two farewell.. Modify duration: Set to 19.00 seconds and Don't wait
    Wait 19.00 seconds
    Unit - Order Number Warlock 0366 <gen> to Move To.(Center of byebye_warlock <gen>)
    Sound - Reset all volume channels to 100%
    Wait 5.00 seconds
    Unit - Move Number Warlock 0366 <gen> instantly to (Center of warlock_end <gen>), facing (Center of warlock_end_face <gen>)
    Unit - Move Arcane Huntress 0116 <gen> instantly to (Center of rougue_end <gen>), facing (Center of rogue_end_face <gen>)
    Unit - Change ownership of Number Warlock 0366 <gen> to Player 11 (Dark Green) and Change color
    Unit - Change ownership of Arcane Huntress 0116 <gen> to Player 11 (Dark Green) and Change color
    Trigger - Add Kurdran_Dialogue_suspicious <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Kurdran Dialogue suspicious
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Position of KURDRANhero) for 5.00 seconds
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from KURDRANhero named Kurdran Wildhammer: Play No sound and display There is something off about this entire situation, Danath. The leader of those creatures chose to engage in dialogue with us instead of immediately ordering his underlings to attack. Furthermore, none of the rebels we encountered had the magical talent to summon beings from another dimension.. Modify duration: Set to 31.00 seconds and Don't wait
    Wait 31.00 seconds
    Cinematic - Send transmission to (All players) from DANATHhero named Danath Trollbane: Play No sound and display That is something I never even considered, Kurdran. While my inner animosity against non-human races runs deep within me, the fact that you came back to help me in the swamp even after I treated you so despicably showed me that perhaps there is a different path to take in regards to interacting with different non-human races.. Modify duration: Set to 33.00 seconds and Don't wait
    Wait 33.00 seconds
    Cinematic - Send transmission to (All players) from KURDRANhero named Kurdran Wildhammer: Play No sound and display I am impressed with your growth as a person, Danath. Now, I think it is time we go and pay Synara another visit.... Modify duration: Set to 16.00 seconds and Don't wait
    Wait 16.00 seconds
    Sound - Reset all volume channels to 100%
    Destructible - Make Demonic Gate 1015 <gen> Vulnerable
    Destructible - Open Demonic Gate 1015 <gen>
    Trigger - Add Optional_Quest_Gold_Lum <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Optional Quest Gold Lum
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Blue has received gold and lumber as a reward for "completing" the optional quest. Remember, gold and lumber can only be used once you activate the main quest and gain control of your buildings.
    Player - Add 1500 to Player 2 (Blue).Current gold
    Player - Add 400 to Player 2 (Blue).Current lumber
    Wait 12.00 seconds
    Trigger - Remove (This trigger) from the trigger queue
Open Portal to Boss
  Events
    Unit - A unit enters reveal_insane_or <gen>
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Neutral Building - Enable Way Gate 0126 <gen>
Rebel Boss Trig
  Events
    Unit - A unit enters final_bandit <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Owner of (Entering unit)) Equal to Player 3 (Teal))
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Rebel_Boss_Start_Cin <gen> to the trigger queue (Checking conditions)
Rebel Boss Start Cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make DANATHhero Invulnerable
    Unit - Make KURDRANhero Invulnerable
    Unit - Remove All buffs from DANATHhero
    Unit - Remove All buffs from KURDRANhero
    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
    Unit - Make Number Warlock 0366 <gen> Vulnerable
    Unit - Make Arcane Huntress 0116 <gen> Vulnerable
    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 selectrebelboss1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet selectrebelboss2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet RebelStart_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (RebelStart_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet RebelStart_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 DANATHhero
    Unit - Unpause KURDRANhero
    Unit - Unpause Arcane Huntress 0116 <gen>
    Unit Group - Add all units of (Units owned by Player 2 (Blue) matching (((Matching unit) is hidden) Equal to False).) to rebelbosshiddenunit
    Unit Group - Pick every unit in rebelbosshiddenunit and do (Hide (Picked unit))
    Unit - Unhide KURDRANhero
    Unit - Move KURDRANhero instantly to (Center of kurdran_tp_rebel <gen>), facing (Center of kurdran_face_rebel <gen>)
    Unit - Order KURDRANhero to Move To.(Center of kurdran_face_rebel <gen>)
    Unit - Move DANATHhero instantly to (Center of danath_tp_rebel <gen>), facing (Center of danath_face_rebel <gen>)
    Unit - Order DANATHhero to Move To.(Center of danath_face_rebel <gen>)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_023 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 KURDRANhero named Kurdran Wildhammer: Play No sound and display I knew there was something wrong about this entire situation.. 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_024 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_025 for (Picked player) over 20.00 seconds)
    Cinematic - Send transmission to (All players) from KURDRANhero named Kurdran Wildhammer: Play No sound and display Those feral creatures were not holding your "colleague" for some aimless purpose---they were merely trying to break free from your control. Is that not right, Synara?. Modify duration: Set to 20.00 seconds and Don't wait
    Wait 20.00 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 26.00 seconds)
    Cinematic - Send transmission to (All players) from Arcane Huntress 0116 <gen> named Synara Sindweller: Play No sound and display I thought I caught you watching me suspiciously when we first met, dwarf. If only you and your friend had returned to the outer citadel once you had freed Num Lock, we might have been able to avoid this unfortunate encounter.. 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_028 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_029 for (Picked player) over 49.00 seconds)
    Cinematic - Send transmission to (All players) from Arcane Huntress 0116 <gen> named Synara Sindweller: Play No sound and display Though to be fair, if it were not for the fact that the Alpha Worgen refused to allow his kind to be shackled to our will and led an insurrection against us, then that pesky Manath Magesinger would not even be aware that anything was wrong in the inner citadel.. Modify duration: Set to 29.00 seconds and Don't wait
    Wait 29.00 seconds
    Cinematic - Send transmission to (All players) from Arcane Huntress 0116 <gen> named Synara Sindweller: Play No sound and display Regardless, with the Alpha dead, we will now be able to thoroughly subjugate the worgen we summon into Azeroth and overrun the Alliance in the name of King Perenolde.. Modify duration: Set to 20.00 seconds and Don't wait
    Wait 20.00 seconds
    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 9.00 seconds)
    Cinematic - Send transmission to (All players) from Arcane Huntress 0116 <gen> named Synara Sindweller: Play No sound and display Of course, we will first need to deal with you two.... Modify duration: Set to 9.00 seconds and Don't wait
    Wait 7.00 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 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit Group - Pick every unit in rebelbosshiddenunit and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select selectrebelboss1 for Player 2 (Blue)
    Selection - Select selectrebelboss2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DANATHhero Vulnerable
    Unit - Make KURDRANhero Vulnerable
    Cinematic - Enable user control for (All players).
    Game - Turn the day/night cycle On
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of rogue_end_face <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of rogue_end_face <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    If ((Monk 0223 <gen> is alive) Equal to True) then do (Move Monk 0223 <gen> instantly to (Center of left_priest_reb <gen>), facing (Center of kurdran_face_rebel <gen>)) else do (Do nothing)
    If ((Monk 0038 <gen> is alive) Equal to True) then do (Move Monk 0038 <gen> instantly to (Center of right_priest_reb <gen>), facing (Center of kurdran_face_rebel <gen>)) else do (Do nothing)
    If ((Magician 0367 <gen> is alive) Equal to True) then do (Move Magician 0367 <gen> instantly to (Center of left_mag_reb <gen>), facing (Center of kurdran_face_rebel <gen>)) else do (Do nothing)
    If ((Magician 0226 <gen> is alive) Equal to True) then do (Move Magician 0226 <gen> instantly to (Center of right_mag_reb <gen>), facing (Center of kurdran_face_rebel <gen>)) else do (Do nothing)
    Wait 3.00 seconds
    Trigger - Remove (This trigger) from the trigger queue
Rebel Boss Start Cin Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    RebelStart_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet RebelStart_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Move KURDRANhero instantly to (Center of kurdran_face_rebel <gen>), facing (Center of rogue_end_face <gen>)
    Unit - Move DANATHhero instantly to (Center of danath_face_rebel <gen>), facing (Center of warlock_end_face <gen>)
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    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 selectrebelboss1 for Player 2 (Blue)
    Selection - Select selectrebelboss2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DANATHhero Vulnerable
    Unit - Make KURDRANhero Vulnerable
    Cinematic - Enable user control for (All players).
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of rogue_end_face <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of rogue_end_face <gen>) to a radius of 600.00.
    Visibility - Destroy (Last created visibility modifier)
    If ((Monk 0223 <gen> is alive) Equal to True) then do (Move Monk 0223 <gen> instantly to (Center of left_priest_reb <gen>), facing (Center of kurdran_face_rebel <gen>)) else do (Do nothing)
    If ((Monk 0038 <gen> is alive) Equal to True) then do (Move Monk 0038 <gen> instantly to (Center of right_priest_reb <gen>), facing (Center of kurdran_face_rebel <gen>)) else do (Do nothing)
    If ((Magician 0367 <gen> is alive) Equal to True) then do (Move Magician 0367 <gen> instantly to (Center of left_mag_reb <gen>), facing (Center of kurdran_face_rebel <gen>)) else do (Do nothing)
    If ((Magician 0226 <gen> is alive) Equal to True) then do (Move Magician 0226 <gen> instantly to (Center of right_mag_reb <gen>), facing (Center of kurdran_face_rebel <gen>)) else do (Do nothing)
    Wait 3.00 seconds
    Trigger - Remove Rebel_Boss_Start_Cin <gen> from the trigger queue
Rebel Boss Dies
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
    (Recruit 0325 <gen> is dead) Equal to True
    (Sharpshooter 0331 <gen> is dead) Equal to True
    (Gryphon Knight 0334 <gen> is dead) Equal to True
    (Magician 0322 <gen> is dead) Equal to True
    (Monk 0329 <gen> is dead) Equal to True
    (Monk 0324 <gen> is dead) Equal to True
    (Magician 0323 <gen> is dead) Equal to True
    (Gryphon Knight 0328 <gen> is dead) Equal to True
    (Sharpshooter 0332 <gen> is dead) Equal to True
    (Recruit 0327 <gen> is dead) Equal to True
    (Arcane Huntress 0116 <gen> is dead) Equal to True
    (Number Warlock 0366 <gen> is dead) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Insanemodeactivated Equal to True
      Then - Actions
        Item - Create |cffff8c00Feral Eyeball|r at (Center of warlock_end_face <gen>)
        Item - Create |cffff8c00Worgen Claw|r at (Center of rogue_end_face <gen>)
        Neutral Building - Enable Way Gate 0188 <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 "X".
        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:
      Else - Actions
        Neutral Building - Enable Way Gate 0188 <gen>
Red Peons
  Events
  Conditions
  Actions
    -------- red gold --------
    Unit - Create 1.Weakling for Player 1 (Red) at (Center of red_gold1 <gen>) facing 90.00 degrees
    Unit - Create 1.Weakling for Player 1 (Red) at (Center of red_gold2 <gen>) facing 90.00 degrees
    Unit - Create 1.Weakling for Player 1 (Red) at (Center of red_gold3 <gen>) facing 90.00 degrees
    Unit - Create 1.Weakling for Player 1 (Red) at (Center of red_gold4 <gen>) facing 90.00 degrees
    Unit - Create 1.Weakling for Player 1 (Red) at (Center of red_gold5 <gen>) facing 90.00 degrees
    -------- red lumber --------
    Unit - Create 1.Weakling for Player 1 (Red) at (Center of red_lum1 <gen>) facing 90.00 degrees
    Unit - Create 1.Weakling for Player 1 (Red) at (Center of red_lum2 <gen>) facing 90.00 degrees
    Unit - Create 1.Weakling for Player 1 (Red) at (Center of red_lum3 <gen>) facing 90.00 degrees
Purple Peons
  Events
  Conditions
  Actions
    -------- purple gold --------
    Unit - Create 1.Weakling for Player 4 (Purple) at (Center of puprle_gold1 <gen>) facing 90.00 degrees
    Unit - Create 1.Weakling for Player 4 (Purple) at (Center of purple_gold2 <gen>) facing 90.00 degrees
    Unit - Create 1.Weakling for Player 4 (Purple) at (Center of purple_gold3 <gen>) facing 90.00 degrees
    Unit - Create 1.Weakling for Player 4 (Purple) at (Center of purple_gold4 <gen>) facing 90.00 degrees
    Unit - Create 1.Weakling for Player 4 (Purple) at (Center of purple_gold5 <gen>) facing 90.00 degrees
    -------- purple lumber --------
    Unit - Create 1.Weakling for Player 4 (Purple) at (Center of purple_lum1 <gen>) facing 90.00 degrees
    Unit - Create 1.Weakling for Player 4 (Purple) at (Center of purple_lum2 <gen>) facing 90.00 degrees
    Unit - Create 1.Weakling for Player 4 (Purple) at (Center of purple_lum3 <gen>) facing 90.00 degrees
Grey Peons
  Events
  Conditions
  Actions
    -------- grey gold --------
    Unit - Create 1.Farmhand for Player 9 (Gray) at (Center of grey_gold1 <gen>) facing 90.00 degrees
    Unit - Create 1.Farmhand for Player 9 (Gray) at (Center of grey_gold2 <gen>) facing 90.00 degrees
    Unit - Create 1.Farmhand for Player 9 (Gray) at (Center of grey_gold3 <gen>) facing 90.00 degrees
    Unit - Create 1.Farmhand for Player 9 (Gray) at (Center of grey_gold4 <gen>) facing 90.00 degrees
    Unit - Create 1.Farmhand for Player 9 (Gray) at (Center of grey_gold5 <gen>) facing 90.00 degrees
    -------- grey lumber --------
    Unit - Create 1.Farmhand for Player 9 (Gray) at (Center of grey_lum1 <gen>) facing 90.00 degrees
    Unit - Create 1.Farmhand for Player 9 (Gray) at (Center of grey_lum2 <gen>) facing 90.00 degrees
    Unit - Create 1.Farmhand for Player 9 (Gray) at (Center of grey_lum3 <gen>) facing 90.00 degrees
    Unit - Create 1.Farmhand for Player 9 (Gray) at (Center of grey_lum4 <gen>) facing 90.00 degrees
    Unit - Create 1.Farmhand for Player 9 (Gray) at (Center of grey_lum5 <gen>) facing 90.00 degrees
Beacon Act Trig
  Events
    Unit - A unit enters beacon <gen>
  Conditions
    ((Entering unit) Equal to DANATHhero) or ((Entering unit) Equal to KURDRANhero)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Beacon_Opening_Cin <gen> to the trigger queue (Checking conditions)
Beacon Opening Cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make DANATHhero Invulnerable
    Unit - Make KURDRANhero Invulnerable
    Unit - Remove All buffs from DANATHhero
    Unit - Remove All buffs from KURDRANhero
    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
    Trigger - Turn off Defeat_Blue <gen>
    Trigger - Turn off Defeat_Teal <gen>
    Neutral Building - Disable Way Gate 0106 <gen>
    Unit - Make Hydromancer 0365 <gen> Vulnerable
    Unit - Change ownership of Rune Nexus 0107 <gen> to Player 2 (Blue) and Change color
    Unit - Change ownership of Garrison 0104 <gen> to Player 2 (Blue) and Change color
    Unit - Change ownership of Sanctorium 0105 <gen> to Player 2 (Blue) and Change color
    Unit - Change ownership of Bulwark 0342 <gen> to Player 2 (Blue) and Change color
    Unit - Change ownership of Altar of Unity 0033 <gen> to Player 2 (Blue) and Change color
    Unit - Change ownership of Alternate Altar of Unity 0034 <gen> to Player 3 (Teal) and Change color
    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 selectbeaconopen1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet selectbeaconopen2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet Beacon_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Beacon_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Beacon_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 DANATHhero
    Unit - Unpause KURDRANhero
    Unit Group - Add all units of (Units owned by Player 2 (Blue) matching (((Matching unit) is hidden) Equal to False).) to beaconstarthiddenunit
    Unit Group - Pick every unit in beaconstarthiddenunit and do (Hide (Picked unit))
    Unit - Unhide KURDRANhero
    Unit - Move KURDRANhero instantly to (Center of kurdran_beacon <gen>), facing (Center of beacon <gen>)
    Unit - Move DANATHhero instantly to (Center of danath_beacon <gen>), facing (Center of beacon <gen>)
    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 7.00 seconds)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Special Effect - Create a special effect at (Center of beacon <gen>) using Abilities\Spells\Human\Flare\FlareTarget.mdl
    Set VariableSet BeaconFlareeffect = (Last created special effect)
    Wait 6.00 seconds
    Special Effect - Destroy BeaconFlareeffect
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_036 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_037 for (Picked player) over 19.00 seconds)
    Cinematic - Send transmission to (All players) from Hydromancer 0365 <gen> named Manath Magesinger: Play No sound and display The beacon has been activated. Now it is only a matter of time before the horde realizes what we are doing and begins their assault.. Modify duration: Set to 19.00 seconds and Don't wait
    Wait 17.00 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 - Unhide Blademaster 0251 <gen>
    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 51.00 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 Blademaster 0251 <gen> named Grom Hellscream: Play No sound and display A signal? So, the puny humans have realized that they stand no chance against the true power of the horde. Onward, my warriors! We will ensure that by the time their allies come to their rescue, only their ashes will remain!. Modify duration: Set to 25.00 seconds and Don't wait
    Wait 23.00 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 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    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 beaconstarthiddenunit and do (Unhide (Picked unit))
    Unit - Unpause all units
    Selection - Select selectbeaconopen1 for Player 2 (Blue)
    Selection - Select selectbeaconopen2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Trigger - Run Grey_Peons <gen> (checking conditions)
    Trigger - Run Grey_AI <gen> (checking conditions)
    Trigger - Run Grey_gold_check <gen> (checking conditions)
    Trigger - Run Grey_lumber_check <gen> (checking conditions)
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of grom_vision <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of grom_vision <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Unit - Make DANATHhero Vulnerable
    Unit - Make KURDRANhero Vulnerable
    Cinematic - Enable user control for (All players).
    Game - Turn the day/night cycle On
    Unit - Move KURDRANhero instantly to (Center of kurdran_tp_beacon_end <gen>), facing 90.00 degrees
    Unit - Move DANATHhero instantly to (Center of danath_tp_beacon_end <gen>), facing 90.00 degrees
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    If ((Monk 0223 <gen> is alive) Equal to True) then do (Move Monk 0223 <gen> instantly to (Center of left_monk_beacon <gen>), facing (Center of right_monk_beacon <gen>)) else do (Do nothing)
    If ((Monk 0038 <gen> is alive) Equal to True) then do (Move Monk 0038 <gen> instantly to (Center of right_monk_beacon <gen>), facing (Center of left_monk_beacon <gen>)) else do (Do nothing)
    Trigger - Turn off Music_Nether_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 3.00 seconds
    Sound - Play 02_The_Shaping_of_the_World <gen>
    Trigger - Turn on Music_Shaping_trigger <gen>
    Cinematic - Ping minimap for (All players) at (Position of Bulwark 0050 <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Update message: |cffffcc00MAIN QUEST UPDATE|rRequest for Relief - |cff808080Walk into the circle of power to activate the beacon (Completed)|r - Keep the Nethergarde Bulwark alive for 30 minutes
    Quest - Mark QuestReliefRQ1 as Completed
    Quest - Create a quest requirement for QuestRelief with the description Keep the Nethergarde Bulwark alive for 30 minutes
    Set VariableSet QuestReliefRQ2 = (Last created quest requirement)
    Trigger - Run Purple_Peons <gen> (checking conditions)
    Trigger - Run Purple_AI <gen> (checking conditions)
    Trigger - Run Purple_gold_check <gen> (checking conditions)
    Trigger - Run Purple_lumber_check <gen> (checking conditions)
    Trigger - Run Relief_Start_Timer <gen> (checking conditions)
    Trigger - Run Rexxar_Start_Timer <gen> (checking conditions)
    Trigger - Run Gaz_Start_the_Timer <gen> (checking conditions)
    Trigger - Turn on Periodic_Income <gen>
    Hero - Make Player 2 (Blue) Heroes gain 20.00% experience from future kills
    Hero - Make Player 3 (Teal) Heroes gain 20.00% experience from future kills
    Destructible - Remove Pathing Blocker (Both) (Large) 1410 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1411 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1412 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1413 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1414 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1415 <gen>
    Trigger - Remove (This trigger) from the trigger queue
Beacon Opening Cin Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    Beacon_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Beacon_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Unhide Blademaster 0251 <gen>
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    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 selectbeaconopen1 for Player 2 (Blue)
    Selection - Select selectbeaconopen2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Trigger - Run Grey_Peons <gen> (checking conditions)
    Trigger - Run Grey_AI <gen> (checking conditions)
    Trigger - Run Grey_gold_check <gen> (checking conditions)
    Trigger - Run Grey_lumber_check <gen> (checking conditions)
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of grom_vision <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of grom_vision <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Unit - Make DANATHhero Vulnerable
    Unit - Make KURDRANhero Vulnerable
    Cinematic - Enable user control for (All players).
    Unit - Move KURDRANhero instantly to (Center of kurdran_tp_beacon_end <gen>), facing 90.00 degrees
    Unit - Move DANATHhero instantly to (Center of danath_tp_beacon_end <gen>), facing 90.00 degrees
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    If ((Monk 0223 <gen> is alive) Equal to True) then do (Move Monk 0223 <gen> instantly to (Center of left_monk_beacon <gen>), facing (Center of right_monk_beacon <gen>)) else do (Do nothing)
    If ((Monk 0038 <gen> is alive) Equal to True) then do (Move Monk 0038 <gen> instantly to (Center of right_monk_beacon <gen>), facing (Center of left_monk_beacon <gen>)) else do (Do nothing)
    Trigger - Turn off Music_Nether_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 3.00 seconds
    Sound - Play 02_The_Shaping_of_the_World <gen>
    Trigger - Turn on Music_Shaping_trigger <gen>
    Cinematic - Ping minimap for (All players) at (Position of Bulwark 0050 <gen>) for 7.00 seconds
    Quest - Display to (All players) the Quest Update message: |cffffcc00MAIN QUEST UPDATE|rRequest for Relief - |cff808080Walk into the circle of power to activate the beacon (Completed)|r - Keep the Nethergarde Bulwark alive for 30 minutes
    Quest - Mark QuestReliefRQ1 as Completed
    Quest - Create a quest requirement for QuestRelief with the description Keep the Nethergarde Bulwark alive for 30 minutes
    Set VariableSet QuestReliefRQ2 = (Last created quest requirement)
    Trigger - Run Purple_Peons <gen> (checking conditions)
    Trigger - Run Purple_AI <gen> (checking conditions)
    Trigger - Run Purple_gold_check <gen> (checking conditions)
    Trigger - Run Purple_lumber_check <gen> (checking conditions)
    Trigger - Run Relief_Start_Timer <gen> (checking conditions)
    Trigger - Run Rexxar_Start_Timer <gen> (checking conditions)
    Trigger - Run Gaz_Start_the_Timer <gen> (checking conditions)
    Trigger - Turn on Periodic_Income <gen>
    Hero - Make Player 2 (Blue) Heroes gain 20.00% experience from future kills
    Hero - Make Player 3 (Teal) Heroes gain 20.00% experience from future kills
    Destructible - Remove Pathing Blocker (Both) (Large) 1410 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1411 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1412 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1413 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1414 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1415 <gen>
    Trigger - Remove Beacon_Opening_Cin <gen> from the trigger queue
Periodic Income
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Player - Add 245 to Player 2 (Blue).Current gold
    Player - Add 60 to Player 2 (Blue).Current lumber
Relief Start Timer
  Events
  Conditions
  Actions
    -------- 30 Minutes --------
    Countdown Timer - Create a timer window for ReliefTimer with title Reinforcements Arrive
    Set VariableSet ReliefTimerWindow = (Last created timer window)
    Countdown Timer - Show ReliefTimerWindow
    Countdown Timer - Start ReliefTimer as a One-shot timer that will expire in 1800.00 seconds
Rexxar Start Timer
  Events
  Conditions
  Actions
    -------- 9 minutes --------
    Countdown Timer - Start RexxarTimer as a One-shot timer that will expire in 540.00 seconds
Gaz Start the Timer
  Events
  Conditions
  Actions
    -------- 19 --------
    Countdown Timer - Start GazTimer as a One-shot timer that will expire in 1140.00 seconds
Rexxar Timer End
  Events
    Time - RexxarTimer expires
  Conditions
  Actions
    Trigger - Add Rexxar_Cin <gen> to the trigger queue (Checking conditions)
Gaz Timer End
  Events
    Time - GazTimer expires
  Conditions
  Actions
    Trigger - Add Gaz_Soulripper_Cin <gen> to the trigger queue (Checking conditions)
Relief Timer End
  Events
    Time - ReliefTimer expires
  Conditions
  Actions
    Countdown Timer - Destroy ReliefTimerWindow
    Trigger - Add Turalyon_Arrives_Cin <gen> to the trigger queue (Checking conditions)
Bandit Destroy Timer Copy
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ReliefTimerStart Equal to False
      Then - Actions
        Countdown Timer - Pause ReliefTimer
        Countdown Timer - Hide ReliefTimerWindow
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ReliefTimerStart Equal to False
      Then - Actions
        Countdown Timer - Resume ReliefTimer
        Countdown Timer - Show ReliefTimerWindow
      Else - Actions
        Do nothing
Fire Orb Trig
  Events
    Unit - Blademaster 0251 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Fire_Orb_Hint <gen> to the trigger queue (Checking conditions)
Fire Orb Hint
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Danath's Strength gain from his passive is affected by the number of units he hits, so if you buy him an orb of fire from the shop, his strength gain will increase vastly.
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Rexxar 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
    Countdown Timer - Pause ReliefTimer
    Countdown Timer - Hide ReliefTimerWindow
    Countdown Timer - Pause GazTimer
    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 selectrexxar1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet selectrexxar2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Unhide Mok'Nathal Warrior 0249 <gen>
    Unit - Unhide Winged Nightmare 0191 <gen>
    Unit - Unhide Dragonspawn Hound 0235 <gen>
    Unit - Pause all units
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet Rexxar_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Rexxar_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Rexxar_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
    Trigger - Turn off Periodic_Income <gen>
    Unit - Unpause Mok'Nathal Warrior 0249 <gen>
    Unit - Unpause Winged Nightmare 0191 <gen>
    Unit - Unpause Dragonspawn Hound 0235 <gen>
    Unit - Order Winged Nightmare 0191 <gen> to Move To.(Center of flying_dragon_run_to <gen>)
    Unit - Order Dragonspawn Hound 0235 <gen> to Move To.(Center of ground_dragon_run_to <gen>)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_038 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_039 for (Picked player) over 33.00 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 Winged Nightmare 0191 <gen> named Winged Nightmare: Play No sound and display Greetings, warrior. Gorefiend requested our detachment be sent here to ensure the humans' focus remains attached to this region, so as to allow him and Fenris to obtain the remaining artifacts with as little interference as possible.. Modify duration: Set to 25.00 seconds and Don't wait
    Wait 25.00 seconds
    Cinematic - Send transmission to (All players) from Mok'Nathal Warrior 0249 <gen> named Rexxar: Play No sound and display Your aid is greatly appreciated, dragon.. Modify duration: Set to 7.00 seconds and Don't wait
    Wait 5.00 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 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Unpause all units
    Selection - Select selectrexxar1 for Player 2 (Blue)
    Selection - Select selectrexxar2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DANATHhero Vulnerable
    Unit - Make KURDRANhero Vulnerable
    Cinematic - Enable user control for (All players).
    Game - Turn the day/night cycle On
    Countdown Timer - Resume ReliefTimer
    Countdown Timer - Show ReliefTimerWindow
    Countdown Timer - Resume GazTimer
    Wait 3.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of rexxar_vision <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of rexxar_vision <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Trigger - Run Red_Peons <gen> (checking conditions)
    Trigger - Run Red_AI <gen> (checking conditions)
    Trigger - Run Red_gold_check <gen> (checking conditions)
    Trigger - Run Red_lumber_check <gen> (checking conditions)
    Trigger - Turn on Periodic_Income <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1430 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1429 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1428 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1427 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1426 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1425 <gen>
    Trigger - Remove (This trigger) from the trigger queue
Rexxar Cin Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    Rexxar_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Rexxar_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Unpause all units
    Selection - Select selectrexxar1 for Player 2 (Blue)
    Selection - Select selectrexxar2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DANATHhero Vulnerable
    Unit - Make KURDRANhero Vulnerable
    Cinematic - Enable user control for (All players).
    Countdown Timer - Resume ReliefTimer
    Countdown Timer - Show ReliefTimerWindow
    Countdown Timer - Resume GazTimer
    Wait 3.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of rexxar_vision <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of rexxar_vision <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Trigger - Run Red_Peons <gen> (checking conditions)
    Trigger - Run Red_AI <gen> (checking conditions)
    Trigger - Run Red_gold_check <gen> (checking conditions)
    Trigger - Run Red_lumber_check <gen> (checking conditions)
    Destructible - Remove Pathing Blocker (Both) (Large) 1430 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1429 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1428 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1427 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1426 <gen>
    Destructible - Remove Pathing Blocker (Both) (Large) 1425 <gen>
    Trigger - Remove Rexxar_Cin <gen> from the trigger queue
Gaz Soulripper 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
    Countdown Timer - Pause ReliefTimer
    Countdown Timer - Hide ReliefTimerWindow
    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 selectsoulripper1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet selectsoulripper2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Unhide Gaz Soulripper 0418 <gen>
    Unit - Pause all units
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet Gaz_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Gaz_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Gaz_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
    Trigger - Turn off Periodic_Income <gen>
    Unit - Unpause Gaz Soulripper 0418 <gen>
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_040 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_041 for (Picked player) over 18.00 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 Gaz Soulripper 0418 <gen> named Gaz Soulripper: Play No sound and display The humans are proving to be more troublesome than originally anticipated. Perhaps it is time I took the stage.... Modify duration: Set to 17.00 seconds and Don't wait
    Wait 15.00 seconds
    Animation - Play Gaz Soulripper 0418 <gen>'s spell (animationname) animation
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Animation - Reset Gaz Soulripper 0418 <gen>'s animation
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Unpause all units
    Selection - Select selectsoulripper1 for Player 2 (Blue)
    Selection - Select selectsoulripper2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DANATHhero Vulnerable
    Unit - Make KURDRANhero Vulnerable
    Cinematic - Enable user control for (All players).
    Game - Turn the day/night cycle On
    Countdown Timer - Resume ReliefTimer
    Countdown Timer - Show ReliefTimerWindow
    Wait 3.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of soulripper_vision <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of soulripper_vision <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Trigger - Run Undead_first_wave <gen> (checking conditions)
    Trigger - Turn on Undead_Skel_Wave <gen>
    Trigger - Turn on Undead_Revenant_Wave <gen>
    Trigger - Turn on Undead_Ogre_Wave <gen>
    Trigger - Turn on Undead_Grunt_Wave <gen>
    Trigger - Turn on Periodic_Income <gen>
    Trigger - Remove (This trigger) from the trigger queue
Gaz Soulripper Cin Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    Gaz_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Gaz_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - Pan camera for Player 2 (Blue) to (Position of KURDRANhero) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of DANATHhero) over 0 seconds
    Sound - Set Ambient Sounds to 100.00%
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Sound - Set Fire Sounds to 100.00%
    Unit - Unpause all units
    Selection - Select selectsoulripper1 for Player 2 (Blue)
    Selection - Select selectsoulripper2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make DANATHhero Vulnerable
    Unit - Make KURDRANhero Vulnerable
    Cinematic - Enable user control for (All players).
    Countdown Timer - Resume ReliefTimer
    Countdown Timer - Show ReliefTimerWindow
    Wait 3.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of soulripper_vision <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of soulripper_vision <gen>) to a radius of 700.00.
    Visibility - Destroy (Last created visibility modifier)
    Trigger - Run Undead_first_wave <gen> (checking conditions)
    Trigger - Turn on Undead_Skel_Wave <gen>
    Trigger - Turn on Undead_Revenant_Wave <gen>
    Trigger - Turn on Undead_Ogre_Wave <gen>
    Trigger - Turn on Undead_Grunt_Wave <gen>
    Trigger - Remove (This trigger) from the trigger queue
Undead first wave
  Events
  Conditions
  Actions
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_1 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_2 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_3 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_4 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_5 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_6 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_7 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Alliance Lieutenant 0048 <gen> is alive) Equal to True
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Position of Alliance Lieutenant 0048 <gen>) for 5.00 seconds
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from DANATHhero named Danath Trollbane: Play No sound and display The dead themselves are rising to fight us!. Modify duration: Set to 8.00 seconds and Don't wait
        Wait 8.00 seconds
        Sound - Reset all volume channels to 100%
      Else - Actions
        Do nothing
Undead Skel Wave
  Events
    Time - Every 17.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_1 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_2 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_3 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_4 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_5 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_6 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Cadaver for Player 7 (Green) at (Random point in undead_7 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
Undead Revenant Wave
  Events
    Time - Every 29.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Undying Revenant for Player 7 (Green) at (Random point in undead_1 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Undying Revenant for Player 7 (Green) at (Random point in undead_2 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Undying Revenant for Player 7 (Green) at (Random point in undead_3 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Undying Revenant for Player 7 (Green) at (Random point in undead_4 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Undying Revenant for Player 7 (Green) at (Random point in undead_5 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Undying Revenant for Player 7 (Green) at (Random point in undead_6 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Undying Revenant for Player 7 (Green) at (Random point in undead_7 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
Undead Ogre Wave
  Events
    Time - Every 41.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Risen Ogre for Player 7 (Green) at (Random point in undead_1 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Risen Ogre for Player 7 (Green) at (Random point in undead_2 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Risen Ogre for Player 7 (Green) at (Random point in undead_3 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Risen Ogre for Player 7 (Green) at (Random point in undead_4 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Risen Ogre for Player 7 (Green) at (Random point in undead_5 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Risen Ogre for Player 7 (Green) at (Random point in undead_6 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Risen Ogre for Player 7 (Green) at (Random point in undead_7 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
Undead Grunt Wave
  Events
    Time - Every 59.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Fallen Grunt for Player 7 (Green) at (Random point in undead_1 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Fallen Grunt for Player 7 (Green) at (Random point in undead_2 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Fallen Grunt for Player 7 (Green) at (Random point in undead_3 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Fallen Grunt for Player 7 (Green) at (Random point in undead_4 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Fallen Grunt for Player 7 (Green) at (Random point in undead_5 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Fallen Grunt for Player 7 (Green) at (Random point in undead_6 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
    Unit - Create 1.Fallen Grunt for Player 7 (Green) at (Random point in undead_7 <gen>) facing 180.00 degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of undead_attack <gen>)
Turalyon Arrives Cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make DANATHhero Invulnerable
    Unit - Make KURDRANhero Invulnerable
    Unit - Remove All buffs from DANATHhero
    Unit - Remove All buffs from KURDRANhero
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Trigger - Turn off Music_Shaping_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 1.00 seconds
    Sound - Play 11_Netherstorm <gen>
    Trigger - Turn on Music_Nether_trigger <gen>
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn subtitle display override On
    Game - Turn the day/night cycle Off
    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
    Trigger - Turn off Undead_Skel_Wave <gen>
    Trigger - Turn off Undead_Revenant_Wave <gen>
    Trigger - Turn off Undead_Ogre_Wave <gen>
    Trigger - Turn off Undead_Grunt_Wave <gen>
    Unit - Pause all units
    -------- Cinematic Skip Message --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Display to (All players) for 5.00 seconds the text: Player blue may now skip the cinematic by pressing "Escape" within the next five seconds.
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Game - Display to (All players) for 5.00 seconds the text:
    Set VariableSet Ending_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Ending_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Ending_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Unpause DANATHhero
    Unit - Unpause KURDRANhero
    -------- Towards Alliance --------
    Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Neutral
    Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Neutral
    -------- Towards Horde --------
    Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Neutral
    Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Neutral
    Unit Group - Add all units of (Units owned by Player 1 (Red) matching (((Matching unit) is hidden) Equal to False).) to Endingcinematichiddenunit
    Unit Group - Add all units of (Units owned by Player 2 (Blue) matching (((Matching unit) is hidden) Equal to False).) to Endingcinematichiddenunit
    Unit Group - Add all units of (Units owned by Player 4 (Purple) matching (((Matching unit) is hidden) Equal to False).) to Endingcinematichiddenunit
    Unit Group - Add all units of (Units owned by Player 8 (Pink) matching (((Matching unit) is hidden) Equal to False).) to Endingcinematichiddenunit
    Unit Group - Add all units of (Units owned by Player 7 (Green) matching (((Matching unit) is hidden) Equal to False).) to Endingcinematichiddenunit
    Unit Group - Add all units of (Units owned by Player 9 (Gray) matching (((Matching unit) is hidden) Equal to False).) to Endingcinematichiddenunit
    Unit Group - Pick every unit in Endingcinematichiddenunit and do (Hide (Picked unit))
    Unit - Unhide KURDRANhero
    If ((KURDRANhero is dead) Equal to True) then do (Instantly revive KURDRANhero at (Center of kurdran_ending_tp <gen>), Hide revival graphics) else do (Move KURDRANhero instantly to (Center of kurdran_ending_tp <gen>))
    Unit - Make KURDRANhero face (Center of grom_ending_tp <gen>) over 0 seconds
    If ((DANATHhero is dead) Equal to True) then do (Instantly revive DANATHhero at (Center of danath_ending_tp <gen>), Hide revival graphics) else do (Move DANATHhero instantly to (Center of danath_ending_tp <gen>))
    Unit - Make DANATHhero face (Center of grom_ending_tp <gen>) over 0 seconds
    Unit - Create 1 Hydromancer for Player 2 (Blue) at (Center of magesinger_ending_tp <gen>) facing (Center of grom_ending_tp <gen>)
    Unit - Change color of (Last created unit) to Gray
    Unit - Unpause (Last created unit)
    Unit - Create 1 Recruit for Player 2 (Blue) at (Center of footman_ending_tp <gen>) facing (Center of grom_ending_tp <gen>)
    Unit - Change color of (Last created unit) to Gray
    Unit - Pause (Last created unit)
    Unit - Create 1 Sharpshooter for Player 2 (Blue) at (Center of rifle_ending_tp <gen>) facing (Center of grom_ending_tp <gen>)
    Unit - Change color of (Last created unit) to Gray
    Unit - Pause (Last created unit)
    Unit - Create 1 Monk for Player 2 (Blue) at (Center of cleric_ending_tp <gen>) facing (Center of grom_ending_tp <gen>)
    Unit - Change color of (Last created unit) to Gray
    Unit - Pause (Last created unit)
    Unit - Create 1 Magician for Player 2 (Blue) at (Center of magician_ending_tp <gen>) facing (Center of grom_ending_tp <gen>)
    Unit - Change color of (Last created unit) to Gray
    Unit - Pause (Last created unit)
    Unit - Create 1 Blademaster for Player 5 (Yellow) at (Center of grom_ending_tp <gen>) facing (Center of danath_ending_tp <gen>)
    Set VariableSet CinematicGROM = (Last created unit)
    Unit - Change color of (Last created unit) to Purple
    Unit - Unpause (Last created unit)
    Unit - Create 1 Mok'Nathal Warrior for Player 5 (Yellow) at (Center of rex_ending_tp <gen>) facing (Center of danath_ending_tp <gen>)
    Set VariableSet CinematicREX = (Last created unit)
    Unit - Change color of (Last created unit) to Red
    Unit - Unpause (Last created unit)
    Unit - Create 1 Gaz Soulripper for Player 5 (Yellow) at (Center of gaz_ending_tp <gen>) facing (Center of danath_ending_tp <gen>)
    Set VariableSet CinematicGAZ = (Last created unit)
    Unit - Change color of (Last created unit) to Green
    Unit - Unpause (Last created unit)
    Unit - Create 1 Fighter for Player 5 (Yellow) at (Center of grunt_ending_tp <gen>) facing (Center of danath_ending_tp <gen>)
    Set VariableSet CinematicGrunt = (Last created unit)
    Unit - Change color of (Last created unit) to Red
    Unit - Unpause (Last created unit)
    Unit - Create 1 Spear Thrower for Player 5 (Yellow) at (Center of spear_ending_tp <gen>) facing (Center of danath_ending_tp <gen>)
    Set VariableSet CinematicSpearthrow = (Last created unit)
    Unit - Change color of (Last created unit) to Red
    Unit - Unpause (Last created unit)
    Unit - Create 1 Ogre Spellbinder for Player 5 (Yellow) at (Center of ogre_ending_tp <gen>) facing (Center of danath_ending_tp <gen>)
    Set VariableSet CinematicOgre = (Last created unit)
    Unit - Change color of (Last created unit) to Red
    Unit - Unpause (Last created unit)
    Unit - Create 1 Orc Mage for Player 5 (Yellow) at (Center of orcmage_ending_tp <gen>) facing (Center of danath_ending_tp <gen>)
    Set VariableSet CinematicOrcmage = (Last created unit)
    Unit - Change color of (Last created unit) to Red
    Unit - Unpause (Last created unit)
    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 30.00 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 CinematicGROM named Grom Hellscream: Play No sound and display You fought well, humans, but the outcome of this battle was decided the moment the horde became a participant. If there are any of your kind left once we are done here, perhaps your race's historians will lavish your group as warriors who died bravely trying to hold their fortress.. 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_044 for (Picked player) over 0 seconds)
    Cinematic - Send transmission to (All players) from CinematicGROM named Grom Hellscream: Play No sound and display But everyone standing here will know you humans begged for mercy as we butchered your kind like animals. Slaughter them in the name of.... Modify duration: Set to 20.00 seconds and Don't wait
    Wait 20.00 seconds
    Cinematic - Send transmission to (All players) from CinematicGROM named Grom Hellscream: Play No sound and display ...What?. Modify duration: Set to 5.00 seconds and Don't wait
    Unit - Make CinematicGROM face (Center of tura_end_tp <gen>) over 2.00 seconds
    Wait 5.00 seconds
    Unit - Create 1 High Commander for Player 2 (Blue) at (Center of tura_end_tp <gen>) facing (Center of knights_tura_run_to <gen>)
    Set VariableSet CinematicTURA = (Last created unit)
    Unit - Unpause (Last created unit)
    Unit - Create 1 Lord Wizard for Player 2 (Blue) at (Center of khadgar_end_tp <gen>) facing (Center of knights_tura_run_to <gen>)
    Set VariableSet CinematicKhadgar = (Last created unit)
    Unit - Change color of (Last created unit) to Teal
    Unit - Unpause (Last created unit)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_045 for (Picked player) over 0 seconds)
    Cinematic - Send transmission to (All players) from CinematicTURA named Turalyon: Play No sound and display In the name of the light, push these orcs back!. Modify duration: Set to 8.00 seconds and Don't wait
    Wait 8.00 seconds
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_right1 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <gen>)
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_right2 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <gen>)
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_right3 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <gen>)
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_right4 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <gen>)
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_right5 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <gen>)
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_right6 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <gen>)
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_right7 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <gen>)
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_left1 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <gen>)
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_left2 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <gen>)
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_left3 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <gen>)
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_left4 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <gen>)
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_left5 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <gen>)
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_left6 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <gen>)
    Unit - Create 1 Gryphon Knight for Player 2 (Blue) at (Center of knight_end_left7 <gen>) facing (Center of knights_tura_run_to <gen>)
    Unit - Unpause (Last created unit)
    Unit - Order (Last created unit) to Move To.(Center of knights_tura_run_to <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 4.00 seconds)
    Wait 4.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_048 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_049 for (Picked player) over 21.00 seconds)
    Cinematic - Send transmission to (All players) from CinematicGROM named Grom Hellscream: Play No sound and display Retreat! We cannot risk getting cornered inside the fortress. We will regroup outside and continue the assault once we have a grasp on the numbers we are facing!. Modify duration: Set to 21.00 seconds and Don't wait
    Wait 5.00 seconds
    Unit - Order CinematicGrunt to Move To.(Center of grom_vision <gen>)
    Unit - Order CinematicSpearthrow to Move To.(Center of grom_vision <gen>)
    Unit - Order CinematicOgre to Move To.(Center of grom_vision <gen>)
    Unit - Order CinematicOrcmage to Move To.(Center of grom_vision <gen>)
    Wait 2.00 seconds
    Unit - Order CinematicGROM to Move To.(Center of grom_vision <gen>)
    Unit - Order CinematicREX to Move To.(Center of grom_vision <gen>)
    Wait 14.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_050 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_051 for (Picked player) over 20.00 seconds)
    Unit - Remove CinematicGrunt from the game
    Unit - Remove CinematicOgre from the game
    Unit - Remove CinematicOrcmage from the game
    Unit - Remove CinematicSpearthrow from the game
    Cinematic - Send transmission to (All players) from CinematicGAZ named Gaz Soulripper: Play No sound and display Incompetent fools! Victory is within our grasp; if we give the alliance even the slightest reprieve, all our efforts here today will be for naught! . Modify duration: Set to 20.00 seconds and Don't wait
    Wait 19.00 seconds
    Unit - Move CinematicGROM instantly to (Center of cingromfacegaz <gen>), facing (Center of gaz_ending_tp <gen>)
    Unit - Move CinematicREX instantly to (Center of cinrexfacegaz <gen>), facing (Center of gaz_ending_tp <gen>)
    Wait 1.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_052 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_053 for (Picked player) over 28.00 seconds)
    Cinematic - Send transmission to (All players) from CinematicGROM named Grom Hellscream: Play No sound and display Soulripper! The losses will be so great should we stay that any victory would be meaningless. Gorefiend left me in charge of our forces here, and until he decides otherwise, you will follow my orders or I will execute you for treason. Pull back immediately!. Modify duration: Set to 28.00 seconds and Don't wait
    Wait 28.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_054 for (Picked player) over 0 seconds)
    Cinematic - Send transmission to (All players) from CinematicGAZ named Gaz Soulripper: Play No sound and display .... Modify duration: Set to 5.00 seconds and Don't wait
    Wait 5.00 seconds
    Unit - Order CinematicGAZ to Move To.(Center of grom_vision <gen>)
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds