1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still haven't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. From the gates of hell, the 5th Special Effect Contest Results have emerged.
    Dismiss Notice
  5. Rubbed the right way, the genie is out of its lamp! The 12th Concept Art Contest Results have been announced.
    Dismiss Notice
  6. Race against the odds and Reforge, Don't Refund. The 14th Techtree Contest has begun!
    Dismiss Notice
  7. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
Do you have good ideas for new contests? If so, please open new threads in the Contest Submission sub-forum to discuss them.
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

BDPmission13v0.041.w3x
Variables
Initialization
Intial
Research Alliance
Code to start map
Code start correct
Difficulty
Easy Mode
Normal Mode
Insane Mode
Defeat
Defeat Kel
Music trigs
Music Dalaran INITIAL
Music Dalarand trigger
Music Angrathar trigger
Scoreboardf
Scoreboard
Create Scoreboard
Constant Leaderboard
Opening Cin
Opening Cinematic
Opening Cinematic Skipped
Opening Cin Quest and Hint
Teleportation Circles
Circle One
Circle Two
Circle Three
To Outside
Exam 1 stuff
Exam 1 Kobolds
Kobolds zone 1 A
Kobolds zone 1 B
Kobolds zone 1 C
Kobolds zone 1 D
Kobolds zone 1 E
Kobolds zone 2 A
Kobolds zone 2 B
Kobolds zone 2 C
Kobolds zone 2 D
Kobolds zone 2 E
Kobolds zone 2 F
Kobolds zone 2 G
Kobolds zone 3 A
Kobolds zone 3 B
Kobolds zone 3 C
Kobolds zone 3 D
Kobolds zone 3 E
Kobolds zone 3 F
Kobolds zone 4 A
Kobolds zone 4 B
Kobolds zone 4 C
Kobolds zone 4 D
Kobolds zone 4 E
Kobolds zone 4 F
Kobolds zone 4 G
Kobolds zone 5 A
Kobolds zone 5 B
Kobolds zone 5 C
Kobolds zone 5 D
Kobolds zone 5 E
Kobolds zone 6 A
Kobolds zone 6 B
Kobold Dies
Assessment 1 Trig
Assessment 1 Cin
Assessment 1 Skip
Assessment 1 End
Exam 2 stuff
Exam 2 Mortars
Mortars attacking
All Mortars Die
Wendigos Die
Assessment 2 Trig
Assessment 2 Cin
Assessment 2 Skip
Assessment 2 End
Exam three stuff
Exam 3 stuff
Boats Move
Circle Boat
Death Blinks
Deathblink1
Deathblink2
Deathblink3
Deathblink4
Deathblink5
Deathblink6
Deathblink7
Deathblink8
Deathblink9
Deathblink10
Deathblink11
Deathblink12
Deathblink13
Deathblink14
Deathblink15
Corrupted Ship Dies
Assessment 3 Trig
Assessment 3 Cin
Assessment 3 Skip
Assessment 3 End
Exam 4 stuff
Puzzle Stuff 1
Puzzle Vision1
Puzzle Dialogue 1
Puzzle Answer One
Puzzle Stuff 2
Puzzle Vision 2
Puzzle Dialogue 2
Puzzle Answer Two
Puzzle Stuff 3
Puzzle Vision 3
Puzzle Dialogue 3
Puzzle Answer Three
Puzzle Stuff 4
Puzzle Vision 4
Puzzle Dialogue 4
Puzzle Answer Four
Puzzle 4 Completed
Assessment 4 Complete
Assessment 4 Skip
Assessment 4 End
Ending Cin
End Trig
End Cine
End Cine Skip
Move Units
Move BR Relic
Move BR Relic 2
Move BR Pit
Move TL Relic
Move TL Relic2
Move TL Pit
Spawn Dal
Spawn Units-Dal-Tiny
TL Tiny
MID Tiny
BR Tiny
Spawn Units-Dal-Rock
TL Rock
MID Rock
BR Rock
Spawn Units-Dal-Snow
TL Snow
MID Snow
BR Snow
Spawn Units-Dal-Water
TL Water
MID Water
BR Water
Spawn Units-Dal-Ulti
TL Ulti
MID Ulti
BR Ulti
Spawn Skele
Spawn Units-Skele
TL Relic
TL Relic 2
BR Relic
BR Relic 2
TL Pit
BR Pit
MID Shrine
MID Altar
MID Necro
Alternate Altar
Human
Horde Unit Spells
Shredder
Stop Skele Spawn
Stop Skele Spawn
Stop BR relic
Stop BR relic 2
Stop BR pit
Stop TL relic
Stop TL relic 2
Stop TL pit
Stop MID shrine
Stop MID altar
Stop MID necro
Single Player
Single Player share
Blue leaves
Teal leaves
Rexxar
Rexxar
Rexxar
Rexxar
Rexxar
Rexxar
Rexxar
Unit Indexer System ( Bribe )
---------------------------
Unit Indexer
---------------------------
Khadgar
Krasus
Krasus Spells Fire Blast
Fire blast init
Fire Blast loop
Krasus Spells Blaze
Blaze init
Blaze loop
Krasus Spells Molten Armour
Molten Armor
Krasus Spells Draconian Invocation
Antonidas
Antonidas Spells Stop
Stop cast
Stop loop
Antonidas Spells Temporal Flick
Flick INIT
Flick
Reflect
Trigg Reflect
Reflect
Deathwing Spells Sandstorm
SandStormCast
SandStormMovement
Deathwing Spells Shadowwalk
Shadow Walk
Extra
Khadgar Item Teleport
TP Actions to apply basic
TP Actions to apply FULL
Example Jaina
How to import
How it's work
TP Setup
TP Call
TP Loop
Rexxar Spells Assassin Aura
AA Preload
AA Effect
Fenris Spells Water Wave
WaterWaveCast
WaveMovement
Meteor Slash
Meteor Slash On
Meteor Slash Loop
Holy Shockwave
Details
HS init
HS cast
HS loop
HS cancel
IsDestructableTree
init Copy
system
system
init
event
prepare
Holy Cross
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
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
ANTONHERO unit 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
Assess4rq1 questitem No
Assess4rq2 questitem No
Assess4rq3 questitem No
Assess4rq4 questitem No
Assess_Four_Cinematic_Is_On boolean No
Assess_One_Cinematic_Is_On boolean No
Assess_Three_Cinematic_Is_On boolean No
Assess_Two_Cinematic_Is_On boolean No
assessment3visibilityblue fogmodifier No
assessment3visibilityteal fogmodifier No
AssessmentRiddle quest No
ASTarget unit No
ASTargetPoint location No
ASTime real No
BB integervar No
BB2 integervar No
BB_Angle real Yes
BB_Attacked unit No
BB_Caster unit Yes
BB_Casting unit Yes
BB_CastNumber integer No
BB_Chance integer No
BB_Damage real Yes
BB_Distance real Yes
BB_Expire integer Yes
BB_Group group No
BB_Height real Yes
BB_LEVEL integer No
BB_Loop integervar No
BB_Missile unit Yes
BB_Off boolean Yes
BB_Point location Yes
BB_Real_Damage_Spam integer Yes
BB_Skip integer No
BB_Speed real Yes
BB_Switch integer No
BB_Targ unit Yes
BB_Times integer No
BB_Up boolean Yes
Beast_Attack_Ability_Level integer No
Beast_Attack_Atribute integer No
Beast_Attack_Atribute_Damage real No
Beast_Attack_Caster unit No
Beast_Attack_Damage_Splitter integer No
Beast_Attack_Life_Damage real No
Beast_Attack_Location location No
Beast_Attack_Location2 location No
Beast_Attack_Max_Life real No
Beast_Attack_Target unit No
Beast_Attack_Total_Damage real No
BFAbility abilcode Yes
BFAura unit Yes
BFAura2 unit Yes
BFAura3 unit Yes
BFCaster unit Yes
BFCasterAbility abilcode Yes
BFCount integer No
BFGroup group Yes
BFHas boolean Yes
BFIndex integer No
BFInteger integervar No
BFLastRecycled integer No
BFMax integer No
BFRecycledList integer Yes
BFTimer real Yes
BlazeCaster unit Yes
BlazeDuration real Yes
BlazeIndexsize integer No
BlazeInteger integer Yes
BlazeLoop integervar No
BlazeMaxsize integer No
BlazePoint location No
BlazeTemp integer No
Caster unit No
CE_Ability_Level integer No
CE_Area_of_Effect real No
CE_Base_Damage real No
CE_Caster unit No
CE_Damage_Group group No
CE_Destroy_Trees boolean No
CE_Knock_Angle real No
CE_Knock_Distance real No
CE_Knock_Group group No
CE_Knock_Loc1 location No
CE_Knock_Loc2 location No
CE_Knock_Speed real No
CE_Knocktable hashtable No
CE_Location location No
CE_Location2 location No
CE_Pathing_On boolean No
CE_Special_Effect effect No
CE_Special_Effect1 effect No
CE_Total_Damage real No
Currant_intstances integer No
DDS_Detect group No
Debug integervar No
Degrees_set real No
dentargtpeffect effect 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
End_Cinematic_Is_On boolean No
endhiddenunit 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
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
gamecodetypedin boolean No
GDD__Integers integer Yes
GDD__LeftMapGroup group No
GDD__TriggerArray trigger Yes
GDD__UnitArray unit Yes
GDD_Damage real No
GDD_DamagedUnit unit No
GDD_DamageSource unit No
GDD_Event real No
Gravity_unit unit No
Gravity_Unit_ID handle No
Handle_Absol integer No
HashAbsol hashtable No
Hashtable hashtable No
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
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
kelhealth leaderboard No
kellifeinterger integer No
KoS_Angle real Yes
KOS_BackstabEffect string No
KRASHERO 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
MortarVision1 fogmodifier No
MortarVision2 fogmodifier No
Opening_Cinematic_Is_On boolean 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
puzzle1blue fogmodifier No
puzzle1teal fogmodifier No
puzzle2blue fogmodifier No
puzzle2teal fogmodifier No
puzzle3blue fogmodifier No
puzzle3teal fogmodifier No
puzzle4blue fogmodifier No
puzzle4teal fogmodifier No
puzzlefourison boolean No
puzzleoneison boolean No
puzzlethreeison boolean No
puzzletwoison boolean No
QuestGolem quest No
QuestGolemRQ1 questitem No
QuestGolemRQ2 questitem No
QuestUndying quest No
QuestUndyingRQ1 questitem No
QuestUndyingRQ2 questitem No
Reflect_Users group No
Returning_to_normal_fly_height group No
RS_Angle real Yes
RS_Boolean boolean Yes
RS_Caster unit Yes
RS_CurDis real Yes
RS_Damage real Yes
RS_Index integer Yes
RS_LevelA integer Yes
RS_Loc location Yes
RS_MaxD real Yes
RS_MaxH real Yes
RS_Player player Yes
RS_Real real Yes
RS_Speed real Yes
RS_Target unit Yes
S_caster unit Yes
S_dummy unit Yes
S_dummypoint location No
S_index1 integer Yes
S_index2 integer No
S_index3 integervar No
S_index_max integer No
S_index_size integer No
S_pause boolean Yes
S_speed real Yes
S_stopduration real Yes
S_stopgroup group Yes
S_targetpoint location No
SandStorm group No
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
selectassessmentfour1 group No
selectassessmentfour2 group No
selectassessmentone1 group No
selectassessmentone2 group No
selectassessmentthree1 group No
selectassessmentthree2 group No
selectassessmenttwo1 group No
selectassessmenttwo2 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
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
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
terontpeffect effect 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
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
VisionKobold1 fogmodifier No
VisionKobold2 fogmodifier 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
Wendigospawned boolean No
Wendigounit1 unit No
Wendigounit2 unit No
Wendigounit3 unit No
Wendigounit4 unit No
WhirlPools group No
WoS_Angle real Yes
WoS_AttackEffect string Yes
WoS_AttackRange real Yes
WoS_AttackTimer real Yes
WoS_Caster unit Yes
WoS_Damage real Yes
WoS_Index integer Yes
WoS_MaxSpeed real Yes
WoS_Off boolean Yes
WoS_OnAttackSpeedDecrease real Yes
WoS_ShadowEffect string Yes
WoS_ShadowEffectCreatingDelay real Yes
WoS_ShadowEffectDuration real Yes
WoS_ShadowEffectTimer real Yes
WoS_Speed real Yes
WoS_SpeedIncreasement real Yes
WoS_SpellDuration real Yes
WoS_TargetedUnit unit Yes
WS integervar No
WS_Angle real Yes
WS_Caster unit Yes
WS_CastNumber integer No
WS_Chance integer No
WS_Distance real Yes
WS_Dummie unit Yes
WS_Effect1 unit Yes
WS_Effect2 unit Yes
WS_Effect3 unit Yes
WS_Off boolean Yes
WS_Point location Yes
WS_Speed real Yes
WS_Switch integer No
zzTestReal real No
ZZZZredandpurple force No
Intial
  Events
    Map initialization
  Conditions
  Actions
    -------- Variables --------
    Player Group - Add Player 2 (Blue) to ZZZZredandpurple
    Player Group - Add Player 3 (Teal) to ZZZZredandpurple
    Set VariableSet ANTONHERO = Kirin Tor Ruler 0040 <gen>
    Set VariableSet KRASHERO = Consort of Alexstrasza 0039 <gen>
    Set VariableSet puzzleoneison = False
    Set VariableSet puzzletwoison = False
    Set VariableSet puzzlethreeison = False
    Set VariableSet puzzlefourison = False
    -------- Quests --------
    -------- Golem --------
    Quest - Create a Required quest titled Golem Assessment with the description An unknown enemy has raised an army of skeletal monsters and has sent it against the Violet Citadel. The only hope of surviving this horde of creatures is to activate the golems. Antonidas and Krasus must complete the Dalaran assessments and activate the golems. Additionally, Kel'Thuzad must not fall, or the defenseless students of Dalaran will be slaughtered., using icon path ReplaceableTextures\CommandButtons\BTNRockGolem.blp
    Set VariableSet QuestGolem = (Last created quest)
    Quest - Create a quest requirement for QuestGolem with the description Complete the assessments and activate the ultimate golem
    Set VariableSet QuestGolemRQ1 = (Last created quest requirement)
    Quest - Create a quest requirement for QuestGolem with the description Kel'Thuzad must survive
    Set VariableSet QuestGolemRQ2 = (Last created quest requirement)
    -------- Undying --------
    Quest - Create a Required, undiscovered quest titled The Undying Unearthed with the description With the ultimate golems activated, it is now time to take the fight to the enemy. Push back against the skeletal legions and defeat the skeleton king who is seemingly behind this attack., using icon path ReplaceableTextures\CommandButtons\BTNSkeletonMage.blp
    Set VariableSet QuestUndying = (Last created quest)
    Quest - Create a quest requirement for QuestUndying with the description Defeat Dethecus, the Skeleton King.
    Set VariableSet QuestUndyingRQ1 = (Last created quest requirement)
    Quest - Create a quest requirement for QuestUndying with the description Kel'Thuzad must survive
    Set VariableSet QuestUndyingRQ2 = (Last created quest requirement)
    -------- Potion --------
    Quest - Create a Optional quest titled Assessment 1 with the description Use Antonidas' chrono spell to freeze enemy units and escort Krasus to the kobold boss. Allow the boss unit to attack Krasus. Only his passive spell, which is activated when he is attacked, can defeat the boss unit. You must reduce the damage Krasus receives on the way to the kobold boss, since he needs enough hit points to allow his passive to activate multiple times., using icon path ReplaceableTextures\CommandButtons\BTNKoboldGeomancer.blp
    Quest - Create a Optional quest titled Assessment 2 with the description Use Antonidas' reflect spell to kill the attacking mortar teams. Once dead, the Wendigo units will spawn, and Krasus will be able to kill them with his fire spell., using icon path ReplaceableTextures\CommandButtons\BTNWendigo.blp
    Quest - Create a Optional quest titled Assessment 3 with the description Use Antonidas' blink spell to teleport across the region with Krasus, dodging all enemy units. Once you reach the corrupted sunken ship, have Krasus attack it, and then proceed to use his blaze spell, which will damage the corrupted sunken ship over time as it chases Krasus., using icon path ReplaceableTextures\CommandButtons\BTNShip.blp
    Quest - Create a Optional quest titled Assessment 4 with the description Have Antonidas' teleport to each puzzle master, and answer the question. Incorrect answers will result in death, while correct answers will allow you to proceed to the next area. Even though only Antonidas can activate the puzzles, the person who answers must be blue. During this time, Krasus should be outside defending Kel'Thuzad. Each answer must begin with a "-", and should end with a ".". If there is more than one number in the answer, use "," for the numbers that are not last, and write the smallest numbers first. If there are multiple correct combinations, use the smallest numerical combination. Do not use spaces. Below are some examples., using icon path ReplaceableTextures\CommandButtons\BTNMurloc.blp
    Set VariableSet AssessmentRiddle = (Last created quest)
    Quest - Create a quest requirement for AssessmentRiddle with the description -9.
    Set VariableSet Assess4rq1 = (Last created quest requirement)
    Quest - Create a quest requirement for AssessmentRiddle with the description -3,8.
    Set VariableSet Assess4rq2 = (Last created quest requirement)
    Quest - Create a quest requirement for AssessmentRiddle with the description -5,6,7.
    Set VariableSet Assess4rq3 = (Last created quest requirement)
    Quest - Create a quest requirement for AssessmentRiddle with the description -44.
    Set VariableSet Assess4rq4 = (Last created quest requirement)
    -------- Hide --------
    Unit - Hide Deathwing (flying) 0228 <gen>
    Unit - Hide Circle of Power 0145 <gen>
    Unit - Hide Circle of Power 0144 <gen>
    Unit - Hide Rock Golem 0136 <gen>
    Unit - Hide Snow Golem 0019 <gen>
    Unit - Hide Water Golem 0135 <gen>
    Unit - Hide Ultimate Golem 0138 <gen>
    -------- Invul --------
    Unit - Make Fast Corrupted Rowboat 0272 <gen> Invulnerable
    Unit - Make Fast Corrupted Rowboat 0289 <gen> Invulnerable
    Unit - Make Deathwing (flying) 0228 <gen> Invulnerable
    Unit - Make Skeleton King 0077 <gen> Invulnerable
    Unit - Make ForgottenTomb 0023 <gen> Invulnerable
    Unit - Make ForgottenTomb 0025 <gen> Invulnerable
    Unit - Make Pit of Death 0027 <gen> Invulnerable
    Unit - Make Shrine of Bones 0028 <gen> Invulnerable
    Unit - Make Altar of Bones 0134 <gen> Invulnerable
    Unit - Make Skeletal Citadel 0020 <gen> Invulnerable
    Unit - Make Pit of Death 0026 <gen> Invulnerable
    Unit - Make ForgottenTomb 0024 <gen> Invulnerable
    Unit - Make ForgottenTomb 0022 <gen> Invulnerable
    -------- Hero XP --------
    Hero - Set ANTONHERO Hero-level to 10, Hide level-up graphics
    Hero - Set KRASHERO Hero-level to 10, Hide level-up graphics
    Hero - Disable experience gain for ANTONHERO.
    Hero - Disable experience gain for KRASHERO.
    -------- Death Anime Golems --------
    Animation - Play Rock Golem 0136 <gen>'s death (animationname) animation
    Animation - Play Snow Golem 0019 <gen>'s death (animationname) animation
    Animation - Play Water Golem 0135 <gen>'s death (animationname) animation
    Animation - Play Ultimate Golem 0138 <gen>'s death (animationname) animation
    -------- Hero Spells Disabled --------
    Unit - Add Chrono Stop to ANTONHERO
    Unit - Add Molten Armor to KRASHERO
    -------- Learn Hero Spells --------
    Hero - Learn skill for ANTONHERO: Chrono Stop
    Unit - Set level of Chrono Stop for ANTONHERO to 3
    Hero - Learn skill for KRASHERO: Molten Armor
    Unit - Set level of Molten Armor for KRASHERO to 3
    -------- COLOUR yellow slain chaplains --------
    Unit - Change color of Chaplain 0013 <gen> to Yellow
    Unit - Change color of Hydromancer 0130 <gen> to Yellow
    Unit - Change color of Chaplain 0205 <gen> to Yellow
    Unit - Change color of Chaplain 0068 <gen> to Yellow
    Unit - Change color of Chaplain 0213 <gen> to Yellow
    Unit - Change color of Chaplain 0014 <gen> to Yellow
    Unit - Change color of Hydromancer 0222 <gen> to Yellow
    Unit - Change color of Hydromancer 0131 <gen> to Yellow
    Unit - Change color of Hydromancer 0199 <gen> to Yellow
    -------- Booleans --------
    Set VariableSet Dfficultychosen = True
    Set VariableSet gamecodetypedin = True
    -------- Item --------
    Hero - Create Periapt of Bone and give it to Skeleton King 0077 <gen>
Research Alliance
  Events
    Map initialization
  Conditions
  Actions
    -------- Research --------
    Player - Make Alternate Altar of Unity Unavailable for training/construction by Player 2 (Blue)
    Player - Set the current research level of R007 (techcode) to 3 for Player 7 (Green)
    Player - Set the current research level of R008 (techcode) to 3 for Player 7 (Green)
    Player - Set the current research level of R009 (techcode) to 3 for Player 7 (Green)
    Player - Set the current research level of R00A (techcode) to 3 for Player 7 (Green)
    -------- Alliances --------
    -------- To Blue --------
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Neutral
    Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Neutral
    Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Neutral
    Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Neutral
    -------- To Teal --------
    Player - Make Player 1 (Red) treat Player 3 (Teal) as an Neutral
    Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Neutral
    Player - Make Player 9 (Gray) treat Player 3 (Teal) as an Neutral
    Player - Make Player 12 (Brown) treat Player 3 (Teal) as an Neutral
    -------- To 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 7 (Green) treat Player 5 (Yellow) as an Neutral
    Player - Make Player 12 (Brown) treat Player 5 (Yellow) as an Neutral
    -------- Towards pink --------
    Player - Make Player 1 (Red) treat Player 8 (Pink) as an Neutral
    Player - Make Player 4 (Purple) treat Player 8 (Pink) as an Neutral
    Player - Make Player 12 (Brown) treat Player 8 (Pink) as an Neutral
    -------- to Red --------
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Neutral
    Player - Make Player 3 (Teal) treat Player 1 (Red) as an Neutral
    Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Neutral
    Player - Make Player 8 (Pink) treat Player 1 (Red) as an Neutral
    Player - Make Player 12 (Brown) treat Player 1 (Red) as an Neutral
    -------- To purple --------
    Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Neutral
    Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Neutral
    Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Neutral
    Player - Make Player 8 (Pink) treat Player 4 (Purple) as an Neutral
    Player - Make Player 12 (Brown) treat Player 4 (Purple) as an Neutral
    -------- To green --------
    Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Neutral
    -------- To Blue --------
    Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Neutral
    Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Neutral
Code to start map
  Events
    Map initialization
  Conditions
  Actions
    Sound - Set Ambient Sounds to 0.00%
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Set Combat Sounds to 0.00%
    Sound - Set Fire Sounds to 0.00%
    Unit - 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: This is the bonus alliance mission. You need the code from the bonus horde mission to unlock this chapter.
    Game - Display to (All players) for 30.00 seconds the text:
    Game - Display to (All players) for 30.00 seconds the text: Please type in the code without capital letters. Do not include any spaces either.
    Game - Display to (All players) for 30.00 seconds the text:
    Game - Display to (All players) for 30.00 seconds the text: At the start include a "-" before the code.
    Game - Display to (All players) for 30.00 seconds the text:
    Game - Display to (All players) for 30.00 seconds the text: Examples: -ottermadness -doghumanlovestory -frogprisonbreak -gromscaredofflower -evilrexxarkillssickbrother -lordoftheringsmeetswarcraft
    Game - Display to (All players) for 30.00 seconds the text:
    Set VariableSet gamecodetypedin = False
Code start correct
  Events
    Player - Player 2 (Blue) types a chat message containing -antonvdkindalaran (stringnoformat) as An exact match
  Conditions
    gamecodetypedin Equal to False
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Set VariableSet gamecodetypedin = True
    Trigger - Run Difficulty <gen> (checking conditions)
    Wait 1.00 seconds
Difficulty
  Events
  Conditions
  Actions
    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 Dfficultychosen = False
Easy Mode
  Events
    Player - Player 2 (Blue) types a chat message containing -Easy (stringnoformat) as An exact match
  Conditions
    Dfficultychosen Equal to False
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Player - Set Player 7 (Green) handicap to 33.00%
    Set VariableSet Dfficultychosen = True
    Trigger - Run Opening_Cinematic <gen> (checking conditions)
Normal Mode
  Events
    Player - Player 2 (Blue) types a chat message containing -Easy (stringnoformat) as An exact match
  Conditions
    Dfficultychosen Equal to False
  Actions
    Cinematic - Clear the screen of text messages for (All players).
    Player - Set Player 7 (Green) handicap to 66.00%
    Set VariableSet Dfficultychosen = True
    Trigger - Run Opening_Cinematic <gen> (checking conditions)
Insane Mode
  Events
    Player - Player 2 (Blue) types a chat message containing -Insane (stringnoformat) as An exact match
  Conditions
    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 Opening_Cinematic <gen> (checking conditions)
Defeat Kel
  Events
    Unit - Kel'Thuzad 0198 <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!
Music Dalaran INITIAL
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Sound - Play 06_Dalaran <gen>
Music Dalarand trigger
  Events
    Time - Every 206.00 seconds of game time
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 5.00 seconds
    Sound - Play 06_Dalaran <gen>
Music Angrathar trigger
  Events
    Time - Every 176.00 seconds of game time
  Conditions
  Actions
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait 5.00 seconds
    Sound - Play 20_Angrathar_s_Shadow <gen>
Create Scoreboard
  Events
  Conditions
  Actions
    Leaderboard - Create a leaderboard for (All players) titled Kel'Thuzad Health
    Set VariableSet kelhealth = (Last created leaderboard)
    Leaderboard - Add Player 3 (Teal) to (Last created leaderboard) with label HP and value 99000
Constant Leaderboard
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    Set VariableSet kellifeinterger = (Integer((Life of Kel'Thuzad 0198 <gen>)))
    Leaderboard - Change the value for Player 3 (Teal) in kelhealth to kellifeinterger
Opening Cinematic
  Events
  Conditions
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn subtitle display override On
    Cinematic - Disable user control for (All players).
    Unit - Unpause all units
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    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%
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 1500.00, z-end 11000.00, density 0.50 and color (100.00%, 0.00%, 100.00%)
    Environment - Set sky to Lordaeron Winter Sky
    Environment - Create at left_side_map <gen> the weather effect Northrend Snow (Heavy)
    Environment - Turn (Last created weather effect) On
    Environment - Create at right_side_map <gen> the weather effect Northrend Snow (Heavy)
    Environment - Turn (Last created weather effect) On
    Environment - Create at top_right_side_map <gen> the weather effect Northrend Snow (Heavy)
    Environment - Turn (Last created weather effect) On
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across left_side_map <gen>
    Visibility - Enable (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across left_side_map <gen>
    Visibility - Enable (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across right_side_map <gen>
    Visibility - Enable (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across right_side_map <gen>
    Visibility - Enable (Last created visibility modifier)
    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: Violet Citadel Northern Region, Hillsbrad Foothills.
    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_022 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_023 for (Picked player) over 52.00 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 ANTONHERO named Antonidas: Play No sound and display The surge of dark energy clearly erupted nearby, but there does not seem to be any sign of foul play here.. Modify duration: Set to 17.00 seconds and Don't wait
    Wait 17.00 seconds
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display The spellwork could not have been the doing of any of the students here--- the malice that accompanied the surge belied an evil presence that.... Modify duration: Set to 20.00 seconds and Don't wait
    Wait 20.00 seconds
    Cinematic - Send transmission to (All players) from Magician 0044 <gen> named Magician: Play No sound and display By the gods! The dead themselves have risen to exact their revenge on us!. Modify duration: Set to 12.00 seconds and Don't wait
    Unit - Make Kel'Thuzad 0198 <gen> face (Center of MID_spawn <gen>) over 1.00 seconds
    Unit - Make ANTONHERO face (Center of MID_spawn <gen>) over 1.00 seconds
    Unit - Make KRASHERO face (Center of MID_spawn <gen>) over 1.00 seconds
    Wait 12.00 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 31.00 seconds)
    Cinematic - Send transmission to (All players) from Kel'Thuzad 0198 <gen> named Kel'Thuzad: Play No sound and display I can sense countless more of those skeletal creatures being created. If we do not take action immediately, this region will be flooded with the dead. While we could easily manage a certain quantity of them, if we do not eliminate the source of the energy that is raising the creatures, we will fall against their unending numbers.. Modify duration: Set to 31.00 seconds and Don't wait
    Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Enemy
    Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Enemy
    Wait 31.00 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 13.00 seconds)
    Cinematic - Send transmission to (All players) from Skeleton King 0077 <gen> named Dethecus: Play No sound and display Slaughter the mages! The living will know the power of the undying on this day!. Modify duration: Set to 13.00 seconds and Don't wait
    Wait 13.00 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 51.00 seconds)
    Unit - Make Kel'Thuzad 0198 <gen> face (Position of ANTONHERO) over 1.00 seconds
    Unit - Make KRASHERO face (Position of ANTONHERO) over 1.00 seconds
    Unit - Make ANTONHERO face (Position of KRASHERO) over 1.00 seconds
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display While the golem defenses will soon automatically activate, they will likely fail to stem the tide of those horrors as they have not been upgraded since the end of the Second War.. Modify duration: Set to 21.00 seconds and Don't wait
    Wait 21.00 seconds
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display Then we will need to empower the golems before those monstrosities overwhelm us. Kel'Thuzad, you will need to hold this area until Krasus and I return. Your are the last line of defense that stands between that horde and the helpless students in the Citadel--- if you fall, all will be lost.. Modify duration: Set to 30.00 seconds and Don't wait
    Wait 12.00 seconds
    Unit - Make KRASHERO face (Position of Kel'Thuzad 0198 <gen>) over 1.00 seconds
    Unit - Make ANTONHERO face (Position of Kel'Thuzad 0198 <gen>) over 1.00 seconds
    Wait 18.00 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 35.00 seconds)
    Cinematic - Send transmission to (All players) from Kel'Thuzad 0198 <gen> named Kel'Thuzad: Play No sound and display I will hold the outer defenses with my life, Antonidas.. Modify duration: Set to 8.00 seconds and Don't wait
    Wait 8.00 seconds
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display Thank you, old friend. If all goes well, Krasus and I will empower the golems and return here to take the fight to this mysterious enemy who is responsible for unearthing the undying.... Modify duration: Set to 25.00 seconds and Don't wait
    Wait 22.00 seconds
    Cinematic - Fade out over 3.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Unit - Move Kel'Thuzad 0198 <gen> instantly to (Center of Kel_Tp <gen>), facing (Center of Kel_Tp_Face <gen>)
    Unit - Move ANTONHERO instantly to (Center of Antonidas_tp_golem_room <gen>), facing (Center of Anton_Face_golem_room <gen>)
    Unit - Move KRASHERO instantly to (Center of Krasus_Tp_golem_Room <gen>), facing (Center of Krasus_face_golem_room <gen>)
    Wait 2.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_032 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_033 for (Picked player) over 60.00 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 ANTONHERO named Antonidas: Play No sound and display No... The empowered golems are not even assembled. None of the scrolls concerning the construction of golems are anywhere near our current location. We do not even have time to search for the mages who specialize in golems---Kel'Thuzad can only hold out against that horde for so long.. Modify duration: Set to 30.00 seconds and Don't wait
    Wait 30.00 seconds
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display Then we have only one option available to us--- we need to activate them by completing the assessments we force the students here to undergo. Completing the assessments will release a certain type of energy that we can manipulate to manually activate the golems.. Modify duration: Set to 28.00 seconds and Don't wait
    Unit - Make KRASHERO face (Position of ANTONHERO) over 1.00 seconds
    Unit - Make ANTONHERO face (Position of KRASHERO) over 1.00 seconds
    Wait 28.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_034 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_035 for (Picked player) over 52.00 seconds)
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display You cannot be serious! Those assessments are probably the most stringent evaluations of magical ability in all of Azeroth. It has almost been 50 years since I was last a student.... Modify duration: Set to 21.00 seconds and Don't wait
    Wait 21.00 seconds
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display I understand your reluctance, Antonidas. In an ideal world, old men such as us would never go near an assessment designed for youths filled with vigour and magical prowess. Sadly, we do not live in an ideal world, and if we are to save Dalaran from the horrors outside, this may be our only hope.. 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_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 32.00 seconds)
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display If I remember right, there are four upgraded golems in total here. Each assessment will release enough energy to activate one golem. Unfortunately, the easier assessments will not release enough energy to activate the strongest golem. We need to start from the weakest one and move our way up. After activating each golem, it will take to the battlefield and fight for us.. Modify duration: Set to 32.00 seconds and Don't wait
    Wait 32.00 seconds
    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 30.00 seconds)
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display The assessment for the first golem--- the rock golem--- requires us to make our way through a kobold-infested corridor and defeat their leader. One of us with will need to be in charge of disabling the normal kobolds while the other will need to be in charge of defeating the kobold boss.. Modify duration: Set to 30.00 seconds and Don't wait
    Wait 28.00 seconds
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Game - Turn the day/night cycle On
    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
    Unit - Move Kel'Thuzad 0198 <gen> instantly to (Center of Kel_Tp <gen>), facing (Center of Kel_Tp_Face <gen>)
    Unit - Move ANTONHERO instantly to (Center of Antonidas_tp_golem_room <gen>), facing (Center of Anton_Face_golem_room <gen>)
    Unit - Move KRASHERO instantly to (Center of Krasus_Tp_golem_Room <gen>), facing (Center of Krasus_face_golem_room <gen>)
    Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Enemy
    Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Enemy
    Trigger - Add Opening_Cin_Quest_and_Hint <gen> to the trigger queue (Checking conditions)
Opening Cin Quest and Hint
  Events
  Conditions
  Actions
    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 KRASHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of ANTONHERO) 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 KRASHERO for Player 2 (Blue)
    Selection - Select ANTONHERO 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 - Run Create_Scoreboard <gen> (checking conditions)
    Trigger - Turn on Constant_Leaderboard <gen>
    Trigger - Turn on TL_Tiny <gen>
    Trigger - Turn on MID_Tiny <gen>
    Trigger - Turn on BR_Tiny <gen>
    -------- Skeleton Turn on --------
    Trigger - Turn on TL_Relic <gen>
    Trigger - Turn on TL_Relic_2 <gen>
    Trigger - Turn on BR_Relic <gen>
    Trigger - Turn on BR_Relic_2 <gen>
    Trigger - Turn on TL_Pit <gen>
    Trigger - Turn on BR_Pit <gen>
    Trigger - Turn on MID_Shrine <gen>
    Trigger - Turn on MID_Altar <gen>
    Trigger - Turn on MID_Necro <gen>
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rGolem Assessment - Complete the assessments and activate the ultimate golem - Kel'Thuzad must survive
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across kobold_region_vision <gen>
    Set VariableSet VisionKobold1 = (Last created visibility modifier)
    Visibility - Enable VisionKobold1
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across kobold_region_vision <gen>
    Set VariableSet VisionKobold2 = (Last created visibility modifier)
    Visibility - Enable VisionKobold2
    Cinematic - Ping minimap for (All players) at (Center of Kobold_Boss_place <gen>) for 7.00 seconds
    Quest - Flash the quest dialog button
    Wait Campaign quest delay game-time seconds
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Go into the circle in front of each golem to begin the assessments (you must start from the weakest and work your way up to the strongest).
    Wait Campaign quest delay game-time seconds
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Information about each assessment can be found in the "Side Quest" tab of f9.
    Wait Campaign quest delay game-time seconds
    Trigger - Remove (This trigger) from the trigger queue
Circle One
  Events
    Unit - A unit enters circle_1_rock <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Move (Entering unit) instantly to (Center of Tp_to_assessment1 <gen>), facing Default building facing degrees
Circle Two
  Events
    Unit - A unit enters circle_2_snow <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Move (Entering unit) instantly to (Center of Tp_to_asssessment_2 <gen>), facing Default building facing degrees
Circle Three
  Events
    Unit - A unit enters circle_3_water <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Move (Entering unit) instantly to (Center of Tp_to_assessment_3 <gen>), facing Default building facing degrees
To Outside
  Events
    Unit - A unit enters go_outside <gen>
  Conditions
    (Entering unit) Equal to KRASHERO
  Actions
    Unit - Move (Entering unit) instantly to (Center of tp_outside_tregion <gen>), facing Default building facing degrees
Kobolds zone 1 A
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0192 <gen> to Attack-Move To.(Random point in kobold_patrol_region1 <gen>)
Kobolds zone 1 B
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0190 <gen> to Attack-Move To.(Random point in kobold_patrol_region1 <gen>)
Kobolds zone 1 C
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0149 <gen> to Attack-Move To.(Random point in kobold_patrol_region1 <gen>)
Kobolds zone 1 D
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0191 <gen> to Attack-Move To.(Random point in kobold_patrol_region1 <gen>)
Kobolds zone 1 E
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0150 <gen> to Attack-Move To.(Random point in kobold_patrol_region1 <gen>)
Kobolds zone 2 A
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0152 <gen> to Attack-Move To.(Random point in kobold_patrol_region2 <gen>)
Kobolds zone 2 B
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0153 <gen> to Attack-Move To.(Random point in kobold_patrol_region2 <gen>)
Kobolds zone 2 C
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0151 <gen> to Attack-Move To.(Random point in kobold_patrol_region2 <gen>)
Kobolds zone 2 D
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0154 <gen> to Attack-Move To.(Random point in kobold_patrol_region2 <gen>)
Kobolds zone 2 E
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0155 <gen> to Attack-Move To.(Random point in kobold_patrol_region2 <gen>)
Kobolds zone 2 F
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0161 <gen> to Attack-Move To.(Random point in kobold_patrol_region2 <gen>)
Kobolds zone 2 G
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0162 <gen> to Attack-Move To.(Random point in kobold_patrol_region2 <gen>)
Kobolds zone 3 A
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0163 <gen> to Attack-Move To.(Random point in kobold_patrol_region3 <gen>)
Kobolds zone 3 B
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0164 <gen> to Attack-Move To.(Random point in kobold_patrol_region3 <gen>)
Kobolds zone 3 C
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0165 <gen> to Attack-Move To.(Random point in kobold_patrol_region3 <gen>)
Kobolds zone 3 D
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0166 <gen> to Attack-Move To.(Random point in kobold_patrol_region3 <gen>)
Kobolds zone 3 E
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0167 <gen> to Attack-Move To.(Random point in kobold_patrol_region3 <gen>)
Kobolds zone 3 F
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0168 <gen> to Attack-Move To.(Random point in kobold_patrol_region3 <gen>)
Kobolds zone 4 A
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0170 <gen> to Attack-Move To.(Random point in kobold_patrol_region4 <gen>)
Kobolds zone 4 B
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0171 <gen> to Attack-Move To.(Random point in kobold_patrol_region4 <gen>)
Kobolds zone 4 C
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0169 <gen> to Attack-Move To.(Random point in kobold_patrol_region4 <gen>)
Kobolds zone 4 D
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0172 <gen> to Attack-Move To.(Random point in kobold_patrol_region4 <gen>)
Kobolds zone 4 E
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0173 <gen> to Attack-Move To.(Random point in kobold_patrol_region4 <gen>)
Kobolds zone 4 F
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0174 <gen> to Attack-Move To.(Random point in kobold_patrol_region4 <gen>)
Kobolds zone 4 G
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0175 <gen> to Attack-Move To.(Random point in kobold_patrol_region4 <gen>)
Kobolds zone 5 A
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0177 <gen> to Attack-Move To.(Random point in kobold_patrol_region5 <gen>)
Kobolds zone 5 B
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0176 <gen> to Attack-Move To.(Random point in kobold_patrol_region5 <gen>)
Kobolds zone 5 C
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0179 <gen> to Attack-Move To.(Random point in kobold_patrol_region5 <gen>)
Kobolds zone 5 D
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0182 <gen> to Attack-Move To.(Random point in kobold_patrol_region5 <gen>)
Kobolds zone 5 E
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0183 <gen> to Attack-Move To.(Random point in kobold_patrol_region5 <gen>)
Kobolds zone 6 A
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0184 <gen> to Attack-Move To.(Random point in kobold_patrol_region6 <gen>)
Kobolds zone 6 B
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit - Order Kobold Defender 0185 <gen> to Attack-Move To.(Random point in kobold_patrol_region6 <gen>)
Assessment 1 Trig
  Events
    Unit - Empowered Kobold 0269 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Leaderboard - Hide kelhealth
    Trigger - Add Assessment_1_Cin <gen> to the trigger queue (Checking conditions)
Assessment 1 Cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make ANTONHERO Invulnerable
    Unit - Make KRASHERO Invulnerable
    Unit - Remove All buffs from ANTONHERO
    Unit - Remove All buffs from KRASHERO
    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 selectassessmentone1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet selectassessmentone2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    Unit - Unpause Evil Wendigo 0270 <gen>
    Trigger - Turn off TL_Tiny <gen>
    Trigger - Turn off MID_Tiny <gen>
    Trigger - Turn off BR_Tiny <gen>
    -------- Skeleton --------
    Trigger - Turn off BR_Relic <gen>
    Trigger - Turn off BR_Relic_2 <gen>
    Trigger - Turn off BR_Pit <gen>
    Trigger - Turn off TL_Relic <gen>
    Trigger - Turn off TL_Relic_2 <gen>
    Trigger - Turn off TL_Pit <gen>
    Trigger - Turn off MID_Shrine <gen>
    Trigger - Turn off MID_Altar <gen>
    Trigger - Turn off MID_Necro <gen>
    -------- 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 Assess_One_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Assess_One_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Assess_One_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 Rock Golem 0136 <gen>
    If ((ANTONHERO is dead) Equal to True) then do (Instantly revive ANTONHERO at (Center of Antonidas_tp_golem_room <gen>), Hide revival graphics) else do (Move ANTONHERO instantly to (Center of Antonidas_tp_golem_room <gen>))
    Unit - Make ANTONHERO face (Center of Krasus_Tp_golem_Room <gen>) over 0 seconds
    If ((KRASHERO is dead) Equal to True) then do (Instantly revive KRASHERO at (Center of Krasus_Tp_golem_Room <gen>), Hide revival graphics) else do (Move KRASHERO instantly to (Center of Krasus_Tp_golem_Room <gen>))
    Unit - Make KRASHERO face (Center of Antonidas_tp_golem_room <gen>) over 0 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_036 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 3.00 seconds
    Unit - Unhide Rock Golem 0136 <gen>
    Animation - Play Rock Golem 0136 <gen>'s birth (animationname) animation
    Wait 3.00 seconds
    Animation - Play Rock Golem 0136 <gen>'s stand (animationname) animation
    Cinematic - Send transmission to (All players) from Rock Golem 0136 <gen> named Rock Golem: Play No sound and display I heed the call of the Kirin Tor. The enemies of Dalaran will know my wrath!. Modify duration: Set to 11.00 seconds and Don't wait
    Wait 11.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_032 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_033 for (Picked player) over 18.00 seconds)
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display Excellent! The first golem has been empowered. What do you know about the assessment for the second golem, Krasus?. Modify duration: Set to 18.00 seconds and Don't wait
    Wait 18.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_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 26.00 seconds)
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display The assessment for the second golem--- the snow golem--- requires us to slay four evil wendigos. My fire spells should be more than a match for them. Unfortunately, they are particularly good at concealing themselves in the snow.. Modify duration: Set to 26.00 seconds and Don't wait
    Wait 20.00 seconds
    Unit - Order Evil Wendigo 0270 <gen> to Move To.(Center of Wendigo_run <gen>)
    Wait 6.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_042 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_043 for (Picked player) over 20.00 seconds)
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display However, they seem particularly drawn to death, so perhaps if we were to kill the nearby innocent mortar teams, the wendigos might be drawn out of hiding.. Modify duration: Set to 20.00 seconds and Don't wait
    Wait 18.00 seconds
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Game - Turn the day/night cycle On
    Trigger - Add Assessment_1_End <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Assessment 1 Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    Assess_One_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Assess_One_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    If ((ANTONHERO is dead) Equal to True) then do (Instantly revive ANTONHERO at (Center of Antonidas_tp_golem_room <gen>), Hide revival graphics) else do (Move ANTONHERO instantly to (Center of Antonidas_tp_golem_room <gen>))
    Unit - Make ANTONHERO face (Center of Krasus_Tp_golem_Room <gen>) over 0 seconds
    If ((KRASHERO is dead) Equal to True) then do (Instantly revive KRASHERO at (Center of Krasus_Tp_golem_Room <gen>), Hide revival graphics) else do (Move KRASHERO instantly to (Center of Krasus_Tp_golem_Room <gen>))
    Unit - Unhide Rock Golem 0136 <gen>
    Animation - Play Rock Golem 0136 <gen>'s stand (animationname) animation
    Trigger - Add Assessment_1_End <gen> to the trigger queue (Checking conditions)
    Trigger - Remove Assessment_1_Cin <gen> from the trigger queue
Assessment 1 End
  Events
  Conditions
  Actions
    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 KRASHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of ANTONHERO) 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%
    Unit - Unpause all units
    Unit - Make ANTONHERO Vulnerable
    Unit - Make KRASHERO Vulnerable
    Selection - Select selectassessmentone1 for Player 2 (Blue)
    Selection - Select selectassessmentone2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Remove Circle of Power 0142 <gen> from the game
    Unit - Unhide Circle of Power 0145 <gen>
    Unit - Create 1.Rock Golem dal for Player 8 (Pink) at (Center of TL_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_relic <gen>)
    Unit - Create 1.Rock Golem dal for Player 8 (Pink) at (Center of MID_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Skele_Main_Base <gen>)
    Unit - Create 1.Rock Golem dal for Player 8 (Pink) at (Center of BR_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_relic <gen>)
    Trigger - Turn on TL_Rock <gen>
    Trigger - Turn on MID_Rock <gen>
    Trigger - Turn on BR_Rock <gen>
    -------- Skeleton Turn on --------
    Trigger - Turn on TL_Relic <gen>
    Trigger - Turn on TL_Relic_2 <gen>
    Trigger - Turn on BR_Relic <gen>
    Trigger - Turn on BR_Relic_2 <gen>
    Trigger - Turn on TL_Pit <gen>
    Trigger - Turn on BR_Pit <gen>
    Trigger - Turn on MID_Shrine <gen>
    Trigger - Turn on MID_Altar <gen>
    Trigger - Turn on MID_Necro <gen>
    Visibility - Disable VisionKobold1
    Visibility - Disable VisionKobold2
    Trigger - Turn off Circle_One <gen>
    Trigger - Turn on Circle_Two <gen>
    Trigger - Turn on Mortars_attacking <gen>
    Unit - Remove Evil Wendigo 0270 <gen> from the game
    Unit - Remove Chrono Stop from ANTONHERO
    Unit - Remove Molten Armor from KRASHERO
    Unit - Add Reflect to ANTONHERO
    Hero - Learn skill for ANTONHERO: Reflect
    Unit - Set level of Reflect for ANTONHERO to 3
    Trigger - Turn off Kobolds_zone_1_A <gen>
    Trigger - Turn off Kobolds_zone_1_B <gen>
    Trigger - Turn off Kobolds_zone_1_C <gen>
    Trigger - Turn off Kobolds_zone_1_D <gen>
    Trigger - Turn off Kobolds_zone_1_E <gen>
    Trigger - Turn off Kobolds_zone_2_A <gen>
    Trigger - Turn off Kobolds_zone_2_B <gen>
    Trigger - Turn off Kobolds_zone_2_C <gen>
    Trigger - Turn off Kobolds_zone_2_D <gen>
    Trigger - Turn off Kobolds_zone_2_E <gen>
    Trigger - Turn off Kobolds_zone_2_F <gen>
    Trigger - Turn off Kobolds_zone_2_G <gen>
    Trigger - Turn off Kobolds_zone_3_A <gen>
    Trigger - Turn off Kobolds_zone_3_B <gen>
    Trigger - Turn off Kobolds_zone_3_C <gen>
    Trigger - Turn off Kobolds_zone_3_D <gen>
    Trigger - Turn off Kobolds_zone_3_E <gen>
    Trigger - Turn off Kobolds_zone_3_F <gen>
    Trigger - Turn off Kobolds_zone_4_A <gen>
    Trigger - Turn off Kobolds_zone_4_B <gen>
    Trigger - Turn off Kobolds_zone_4_C <gen>
    Trigger - Turn off Kobolds_zone_4_D <gen>
    Trigger - Turn off Kobolds_zone_4_E <gen>
    Trigger - Turn off Kobolds_zone_4_F <gen>
    Trigger - Turn off Kobolds_zone_4_G <gen>
    Trigger - Turn off Kobolds_zone_5_A <gen>
    Trigger - Turn off Kobolds_zone_5_B <gen>
    Trigger - Turn off Kobolds_zone_5_C <gen>
    Trigger - Turn off Kobolds_zone_5_D <gen>
    Trigger - Turn off Kobolds_zone_5_E <gen>
    Trigger - Turn off Kobolds_zone_6_A <gen>
    Trigger - Turn off Kobolds_zone_6_B <gen>
    Wait 4.00 seconds
    Leaderboard - Show kelhealth
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Mortar_region <gen>
    Set VariableSet MortarVision1 = (Last created visibility modifier)
    Visibility - Enable MortarVision1
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Mortar_region <gen>
    Set VariableSet MortarVision2 = (Last created visibility modifier)
    Visibility - Enable MortarVision2
    Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Enemy
    Player - Make Player 12 (Brown) treat Player 3 (Teal) as an Enemy
    Trigger - Remove (This trigger) from the trigger queue
Mortars attacking
  Events
    Time - Every 3.50 seconds of game time
  Conditions
  Actions
    Unit - Order Innocent Mortar Team 0157 <gen> to Attack Ground.(Random point in Mortar_attack_place <gen>)
    Unit - Order Innocent Mortar Team 0158 <gen> to Attack Ground.(Random point in Mortar_attack_place <gen>)
    Unit - Order Innocent Mortar Team 0159 <gen> to Attack Ground.(Random point in Mortar_attack_place <gen>)
    Unit - Order Innocent Mortar Team 0160 <gen> to Attack Ground.(Random point in Mortar_attack_place <gen>)
All Mortars Die
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
    (Innocent Mortar Team 0157 <gen> is dead) Equal to True
    (Innocent Mortar Team 0158 <gen> is dead) Equal to True
    (Innocent Mortar Team 0159 <gen> is dead) Equal to True
    (Innocent Mortar Team 0160 <gen> is dead) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Mortars_attacking <gen>
    Set VariableSet Wendigospawned = True
    Unit - Create 1.Evil Wendigo for Player 12 (Brown) at (Center of Wendigo_region_1 <gen>) facing Default building facing degrees
    Set VariableSet Wendigounit1 = (Last created unit)
    Unit - Create 1.Evil Wendigo for Player 12 (Brown) at (Center of Wendigo_region_2 <gen>) facing Default building facing degrees
    Set VariableSet Wendigounit2 = (Last created unit)
    Unit - Create 1.Evil Wendigo for Player 12 (Brown) at (Center of Wendigo_region_3 <gen>) facing Default building facing degrees
    Set VariableSet Wendigounit3 = (Last created unit)
    Unit - Create 1.Evil Wendigo for Player 12 (Brown) at (Center of Wendigo_region_4 <gen>) facing Default building facing degrees
    Set VariableSet Wendigounit4 = (Last created unit)
    Unit - Remove Reflect from ANTONHERO
    Unit - Add Fire Blast to KRASHERO
    Hero - Learn skill for KRASHERO: Fire Blast
    Unit - Set level of Fire Blast for KRASHERO to 3
Assessment 2 Trig
  Events
    Unit - A unit Dies
  Conditions
    And - All (Conditions) are true
      Conditions
    (Wendigounit1 is dead) Equal to True
    (Wendigounit2 is dead) Equal to True
    (Wendigounit3 is dead) Equal to True
    (Wendigounit4 is dead) Equal to True
    Wendigospawned Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Leaderboard - Hide kelhealth
    Trigger - Add Assessment_2_Cin <gen> to the trigger queue (Checking conditions)
Assessment 2 Cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make ANTONHERO Invulnerable
    Unit - Make KRASHERO Invulnerable
    Unit - Remove All buffs from ANTONHERO
    Unit - Remove All buffs from KRASHERO
    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 selectassessmenttwo1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet selectassessmenttwo2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    Trigger - Turn off TL_Rock <gen>
    Trigger - Turn off MID_Rock <gen>
    Trigger - Turn off BR_Rock <gen>
    -------- Skeleton --------
    Trigger - Turn off BR_Relic <gen>
    Trigger - Turn off BR_Relic_2 <gen>
    Trigger - Turn off BR_Pit <gen>
    Trigger - Turn off TL_Relic <gen>
    Trigger - Turn off TL_Relic_2 <gen>
    Trigger - Turn off TL_Pit <gen>
    Trigger - Turn off MID_Shrine <gen>
    Trigger - Turn off MID_Altar <gen>
    Trigger - Turn off MID_Necro <gen>
    -------- 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 Assess_Two_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Assess_Two_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Assess_Two_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 Snow Golem 0019 <gen>
    If ((ANTONHERO is dead) Equal to True) then do (Instantly revive ANTONHERO at (Center of Antonidas_tp_golem_room <gen>), Hide revival graphics) else do (Move ANTONHERO instantly to (Center of Antonidas_tp_golem_room <gen>))
    Unit - Make ANTONHERO face (Center of Krasus_Tp_golem_Room <gen>) over 0 seconds
    If ((KRASHERO is dead) Equal to True) then do (Instantly revive KRASHERO at (Center of Krasus_Tp_golem_Room <gen>), Hide revival graphics) else do (Move KRASHERO instantly to (Center of Krasus_Tp_golem_Room <gen>))
    Unit - Make KRASHERO face (Center of Antonidas_tp_golem_room <gen>) over 0 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_044 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 3.00 seconds
    Unit - Unhide Snow Golem 0019 <gen>
    Animation - Play Snow Golem 0019 <gen>'s birth (animationname) animation
    Wait 3.00 seconds
    Animation - Play Snow Golem 0019 <gen>'s stand (animationname) animation
    Cinematic - Send transmission to (All players) from Snow Golem 0019 <gen> named Snow Golem: Play No sound and display My foes will feel the ice-cold wrath of the of the snow golems!. Modify duration: Set to 9.00 seconds and Don't wait
    Wait 9.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_032 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_033 for (Picked player) over 22.00 seconds)
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display Excellent! The second golem has been empowered. Defeating that second assessment made me feel 30 years younger. I wonder what the third assessment has in store for us?. 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_057 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_058 for (Picked player) over 28.00 seconds)
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display The assessment for the third golem--- the water golem--- requires us to navigate our way across a treacherous water zone and defeat a corrupted sunken ship. This assessment will test our teamwork, since you will need to get me to the end of the zone with your temporal flick ability, so that I can defeat the ship.. 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_045 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_046 for (Picked player) over 19.00 seconds)
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display Then what are we still standing around here for? Adventure calls, young Krasus, and the bones of this old wizard are prepared to heed that call!. 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
    Game - Turn the day/night cycle On
    Trigger - Add Assessment_2_End <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Assessment 2 Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    Assess_Two_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Assess_Two_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    If ((ANTONHERO is dead) Equal to True) then do (Instantly revive ANTONHERO at (Center of Antonidas_tp_golem_room <gen>), Hide revival graphics) else do (Move ANTONHERO instantly to (Center of Antonidas_tp_golem_room <gen>))
    Unit - Make ANTONHERO face (Center of Krasus_Tp_golem_Room <gen>) over 0 seconds
    If ((KRASHERO is dead) Equal to True) then do (Instantly revive KRASHERO at (Center of Krasus_Tp_golem_Room <gen>), Hide revival graphics) else do (Move KRASHERO instantly to (Center of Krasus_Tp_golem_Room <gen>))
    Unit - Make KRASHERO face (Center of Antonidas_tp_golem_room <gen>) over 0 seconds
    Unit - Unhide Snow Golem 0019 <gen>
    Animation - Play Snow Golem 0019 <gen>'s stand (animationname) animation
    Trigger - Add Assessment_2_End <gen> to the trigger queue (Checking conditions)
    Trigger - Remove Assessment_2_Cin <gen> from the trigger queue
Assessment 2 End
  Events
  Conditions
  Actions
    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 KRASHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of ANTONHERO) 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%
    Unit - Unpause all units
    Unit - Make ANTONHERO Vulnerable
    Unit - Make KRASHERO Vulnerable
    Selection - Select selectassessmenttwo1 for Player 2 (Blue)
    Selection - Select selectassessmenttwo2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Remove Circle of Power 0145 <gen> from the game
    Unit - Unhide Circle of Power 0144 <gen>
    Unit - Create 1.Snow Golem dal for Player 8 (Pink) at (Center of TL_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_relic <gen>)
    Unit - Create 1.Snow Golem dal for Player 8 (Pink) at (Center of MID_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Skele_Main_Base <gen>)
    Unit - Create 1.Snow Golem dal for Player 8 (Pink) at (Center of BR_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_relic <gen>)
    Trigger - Turn on TL_Snow <gen>
    Trigger - Turn on MID_Snow <gen>
    Trigger - Turn on BR_Snow <gen>
    -------- Skeleton Turn on --------
    Trigger - Turn on TL_Relic <gen>
    Trigger - Turn on TL_Relic_2 <gen>
    Trigger - Turn on BR_Relic <gen>
    Trigger - Turn on BR_Relic_2 <gen>
    Trigger - Turn on TL_Pit <gen>
    Trigger - Turn on BR_Pit <gen>
    Trigger - Turn on MID_Shrine <gen>
    Trigger - Turn on MID_Altar <gen>
    Trigger - Turn on MID_Necro <gen>
    Visibility - Disable MortarVision1
    Visibility - Disable MortarVision2
    Trigger - Turn off Circle_Two <gen>
    Trigger - Turn on Circle_Three <gen>
    Trigger - Run Boats_Move <gen> (checking conditions)
    Unit - Remove Fire Blast from KRASHERO
    Unit - Add Temporal Flick to ANTONHERO
    Unit - Add Blaze to KRASHERO
    Hero - Learn skill for ANTONHERO: Temporal Flick
    Unit - Set level of Temporal Flick for ANTONHERO to 3
    Hero - Learn skill for KRASHERO: Blaze
    Unit - Set level of Blaze for KRASHERO to 3
    Wait 4.00 seconds
    Leaderboard - Show kelhealth
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Vision_assess_3 <gen>
    Set VariableSet assessment3visibilityblue = (Last created visibility modifier)
    Visibility - Enable assessment3visibilityblue
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Vision_assess_3 <gen>
    Set VariableSet assessment3visibilityteal = (Last created visibility modifier)
    Visibility - Enable assessment3visibilityteal
    Trigger - Remove (This trigger) from the trigger queue
Boats Move
  Events
  Conditions
  Actions
    Unit - Order Fast Corrupted Rowboat 0272 <gen> to Patrol To.(Center of fast_boat_patrol <gen>)
    Unit - Order Fast Corrupted Rowboat 0289 <gen> to Patrol To.(Center of second_fast_ship_run_to <gen>)
    Unit - Order Slow Corrupted Rowboat 0271 <gen> to Hold Position.
    Unit - Order Slow Corrupted Rowboat 0291 <gen> to Hold Position.
    Unit - Order Slow Corrupted Rowboat 0290 <gen> to Hold Position.
    Unit - Order Slow Corrupted Rowboat 0274 <gen> to Hold Position.
    Unit - Order Slow Corrupted Rowboat 0294 <gen> to Hold Position.
    Unit - Order Slow Corrupted Rowboat 0293 <gen> to Hold Position.
    Unit - Order Slow Corrupted Rowboat 0299 <gen> to Hold Position.
    Unit - Order Slow Corrupted Rowboat 0296 <gen> to Hold Position.
    Unit - Order Slow Corrupted Rowboat 0292 <gen> to Hold Position.
    Unit - Order Slow Corrupted Rowboat 0295 <gen> to Hold Position.
    Unit - Order Slow Corrupted Rowboat 0297 <gen> to Hold Position.
    Unit - Order Slow Corrupted Rowboat 0298 <gen> to Hold Position.
    Unit - Order Slow Corrupted Rowboat 0275 <gen> to Hold Position.
Circle Boat
  Events
    Unit - A unit enters boat_tp_circle_top <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Move (Entering unit) instantly to (Center of boat_tp_circle_down <gen>), facing Default building facing degrees
Deathblink1
  Events
    Unit - A unit enters assess3_nogo1 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink2
  Events
    Unit - A unit enters assess3_nogo2 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink3
  Events
    Unit - A unit enters assess3_nogo3 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink4
  Events
    Unit - A unit enters assess3_nogo4 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink5
  Events
    Unit - A unit enters assess3_nogo5 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink6
  Events
    Unit - A unit enters assess3_nogo6 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink7
  Events
    Unit - A unit enters assess3_nogo7 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink8
  Events
    Unit - A unit enters assess3_nogo8 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink9
  Events
    Unit - A unit enters assess3_nogo9 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink10
  Events
    Unit - A unit enters assess3_nogo10 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink11
  Events
    Unit - A unit enters assess3_nogo11 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink12
  Events
    Unit - A unit enters assess3_nogo12 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink13
  Events
    Unit - A unit enters assess3_nogo13 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink14
  Events
    Unit - A unit enters assess3_nogo14 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Deathblink15
  Events
    Unit - A unit enters assess3_nogo15 <gen>
  Conditions
    ((Entering unit) Equal to ANTONHERO) or ((Entering unit) Equal to KRASHERO)
  Actions
    Unit - Kill (Entering unit)
Assessment 3 Trig
  Events
    Unit - Corrupted Sunken Ship 0273 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Leaderboard - Hide kelhealth
    Trigger - Add Assessment_3_Cin <gen> to the trigger queue (Checking conditions)
Assessment 3 Cin
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make ANTONHERO Invulnerable
    Unit - Make KRASHERO Invulnerable
    Unit - Remove All buffs from ANTONHERO
    Unit - Remove All buffs from KRASHERO
    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 selectassessmentthree1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet selectassessmentthree2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    Trigger - Turn off TL_Snow <gen>
    Trigger - Turn off MID_Snow <gen>
    Trigger - Turn off BR_Snow <gen>
    -------- Skeleton --------
    Trigger - Turn off BR_Relic <gen>
    Trigger - Turn off BR_Relic_2 <gen>
    Trigger - Turn off BR_Pit <gen>
    Trigger - Turn off TL_Relic <gen>
    Trigger - Turn off TL_Relic_2 <gen>
    Trigger - Turn off TL_Pit <gen>
    Trigger - Turn off MID_Shrine <gen>
    Trigger - Turn off MID_Altar <gen>
    Trigger - Turn off MID_Necro <gen>
    -------- 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 Assess_Three_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Assess_Three_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Assess_Three_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 Water Golem 0135 <gen>
    If ((ANTONHERO is dead) Equal to True) then do (Instantly revive ANTONHERO at (Center of Antonidas_tp_golem_room <gen>), Hide revival graphics) else do (Move ANTONHERO instantly to (Center of Antonidas_tp_golem_room <gen>))
    Unit - Make ANTONHERO face (Center of Krasus_Tp_golem_Room <gen>) over 0 seconds
    If ((KRASHERO is dead) Equal to True) then do (Instantly revive KRASHERO at (Center of Krasus_Tp_golem_Room <gen>), Hide revival graphics) else do (Move KRASHERO instantly to (Center of Krasus_Tp_golem_Room <gen>))
    Unit - Make KRASHERO face (Center of Antonidas_tp_golem_room <gen>) over 0 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_047 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 3.00 seconds
    Unit - Unhide Water Golem 0135 <gen>
    Animation - Play Water Golem 0135 <gen>'s birth (animationname) animation
    Wait 3.00 seconds
    Animation - Play Water Golem 0135 <gen>'s stand (animationname) animation
    Cinematic - Send transmission to (All players) from Water Golem 0135 <gen> named Water Golem: Play No sound and display The current will drag those who oppose me to their deaths!. Modify duration: Set to 9.00 seconds and Don't wait
    Wait 9.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_032 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_033 for (Picked player) over 22.00 seconds)
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display We are almost there! The third golem has been empowered. Krasus, let us proceed to the final assessment with haste- Kel'Thuzad will not be able to hold out much longer.. 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_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 55.00 seconds)
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display I am afraid this is where we go our separate ways, Antonidas, for the assessment for the final golem--- the ultimate golem--- requires challengers to teleport to the final arena, and the strain of the previous assessments has left me weakened.. Modify duration: Set to 27.00 seconds and Don't wait
    Wait 27.00 seconds
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display I will aid the golems in the fight against the undead, and buy you enough time to activate the ultimate golem.. Modify duration: Set to 14.00 seconds and Don't wait
    Wait 14.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_045 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_046 for (Picked player) over 19.00 seconds)
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display I understand. Tell me what you know of the final assessment, and I will brace myself for what is to come.. Modify duration: Set to 14.00 seconds and Don't wait
    Wait 14.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_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 24.00 seconds)
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display Well, if I remember correctly, the final assessment will pit you against the mysterious Puzzle Master "Tulee" in a battle of wits. Legend has it that no student has ever be able to answer his questions correctly.. Modify duration: Set to 24.00 seconds and Don't wait
    Wait 24.00 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 26.00 seconds)
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display Puzzles? In what way does answering puzzles advance a Dalaran student's magical ability?. Modify duration: Set to 12.00 seconds and Don't wait
    Wait 12.00 seconds
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display It does not, not even a little bit. We only added it because YOU insisted on torturing the students.... Modify duration: Set to 14.00 seconds and Don't wait
    Wait 14.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_054 for (Picked player) over 0 seconds)
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display ........................................................................... Modify duration: Set to 6.00 seconds and Don't wait
    Wait 4.00 seconds
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Game - Turn the day/night cycle On
    Trigger - Add Assessment_3_End <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Assessment 3 Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    Assess_Three_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Assess_Three_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    If ((ANTONHERO is dead) Equal to True) then do (Instantly revive ANTONHERO at (Center of Antonidas_tp_golem_room <gen>), Hide revival graphics) else do (Move ANTONHERO instantly to (Center of Antonidas_tp_golem_room <gen>))
    Unit - Make ANTONHERO face (Center of Krasus_Tp_golem_Room <gen>) over 0 seconds
    If ((KRASHERO is dead) Equal to True) then do (Instantly revive KRASHERO at (Center of Krasus_Tp_golem_Room <gen>), Hide revival graphics) else do (Move KRASHERO instantly to (Center of Krasus_Tp_golem_Room <gen>))
    Unit - Make KRASHERO face (Center of Antonidas_tp_golem_room <gen>) over 0 seconds
    Unit - Unhide Water Golem 0135 <gen>
    Animation - Play Water Golem 0135 <gen>'s stand (animationname) animation
    Trigger - Add Assessment_3_End <gen> to the trigger queue (Checking conditions)
    Trigger - Remove Assessment_3_Cin <gen> from the trigger queue
Assessment 3 End
  Events
  Conditions
  Actions
    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 KRASHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of ANTONHERO) 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%
    Unit - Unpause all units
    Unit - Make ANTONHERO Vulnerable
    Unit - Make KRASHERO Vulnerable
    Selection - Select selectassessmentthree1 for Player 2 (Blue)
    Selection - Select selectassessmentthree2 for Player 3 (Teal)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Visibility - Disable assessment3visibilityblue
    Visibility - Disable assessment3visibilityteal
    Unit - Remove Circle of Power 0144 <gen> from the game
    Unit - Create 1.Water Golem dal for Player 8 (Pink) at (Center of TL_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_relic <gen>)
    Unit - Create 1.Water Golem dal for Player 8 (Pink) at (Center of MID_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Skele_Main_Base <gen>)
    Unit - Create 1.Water Golem dal for Player 8 (Pink) at (Center of BR_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_relic <gen>)
    Trigger - Turn on TL_Water <gen>
    Trigger - Turn on MID_Water <gen>
    Trigger - Turn on BR_Water <gen>
    -------- Skeleton Turn on --------
    Trigger - Turn on TL_Relic <gen>
    Trigger - Turn on TL_Relic_2 <gen>
    Trigger - Turn on BR_Relic <gen>
    Trigger - Turn on BR_Relic_2 <gen>
    Trigger - Turn on TL_Pit <gen>
    Trigger - Turn on BR_Pit <gen>
    Trigger - Turn on MID_Shrine <gen>
    Trigger - Turn on MID_Altar <gen>
    Trigger - Turn on MID_Necro <gen>
    Trigger - Turn off Circle_Three <gen>
    Trigger - Turn off Boats_Move <gen>
    Unit - Remove Temporal Flick from ANTONHERO
    Unit - Add Mystical Materialization to ANTONHERO
    Hero - Learn skill for ANTONHERO: Mystical Materialization
    Unit - Add Fire Blast to KRASHERO
    Unit - Add Molten Armor to KRASHERO
    Unit - Add Draconian Invocation to KRASHERO
    Hero - Learn skill for KRASHERO: Fire Blast
    Unit - Set level of Fire Blast for KRASHERO to 3
    Hero - Learn skill for KRASHERO: Molten Armor
    Unit - Set level of Molten Armor for KRASHERO to 3
    Hero - Learn skill for KRASHERO: Draconian Invocation
    Wait 4.00 seconds
    Leaderboard - Show kelhealth
    Quest - Display to (All players) the Simple Hint message: |cff32CD32HINT|r - Krasus can now leave the assessment building and defend Kel'Thuzad. You are advised to use Antonidas' teleport ability to complete the Puzzle Master's test.
    Trigger - Turn on To_Outside <gen>
    Wait Campaign quest delay game-time seconds
    Cinematic - Ping minimap for (All players) at (Position of Teleport to Me 0277 <gen>) for 7.00 seconds
    Unit - Change ownership of Teleport to Me 0277 <gen> to Player 3 (Teal) and Change color
    Trigger - Remove (This trigger) from the trigger queue
Puzzle Vision1
  Events
    Unit - A unit enters show_first_puzzle_vision <gen>
  Conditions
    (Entering unit) Equal to ANTONHERO
  Actions
    Trigger - Turn off (This trigger)
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across vision_puzzle_one <gen>
    Set VariableSet puzzle1blue = (Last created visibility modifier)
    Visibility - Enable puzzle1blue
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across vision_puzzle_one <gen>
    Set VariableSet puzzle1teal = (Last created visibility modifier)
    Visibility - Enable puzzle1teal
Puzzle Dialogue 1
  Events
    Unit - A unit enters activate_first_puzzle <gen>
  Conditions
    (Entering unit) Equal to ANTONHERO
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Ping minimap for (All players) at (Center of vision_puzzle_one <gen>) for 7.00 seconds
    Cinematic - Send transmission to (All players) from Tulee 0280 <gen> named Tulee: Play No sound and display Move one gate to make four triangles. (Read f9 quest log to understand how to answer). Wait for text to fade before answering, but answer as soon as it has faded or errors will occur.. Modify duration: Set to 10.00 seconds and Don't wait
    Trigger - Turn on Puzzle_Answer_One <gen>
    Set VariableSet puzzleoneison = True
Puzzle Answer One
  Events
    Player - Player 2 (Blue) types a chat message containing - (stringnoformat) as A substring
  Conditions
    puzzleoneison Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entered chat string) Equal to -2.
      Then - Actions
        Set VariableSet puzzleoneison = False
        Trigger - Turn off (This trigger)
        Cinematic - Clear the screen of text messages for (All players).
        Cinematic - Ping minimap for (All players) at (Center of vision_puzzle_one <gen>) for 7.00 seconds
        Cinematic - Send transmission to (All players) from Tulee 0280 <gen> named Tulee: Play No sound and display Correct! (4 TRIANGLES).. Modify duration: Set to 8.00 seconds and Don't wait
        Unit - Move 2 0216 <gen> instantly to (Center of 4triangle_move <gen>), facing (Center of 4_triangle_face <gen>)
        Wait 8.00 seconds
        Cinematic - Ping minimap for (All players) at (Position of Teleport to Me 0278 <gen>) for 7.00 seconds
        Unit - Change ownership of Teleport to Me 0277 <gen> to Neutral Passive and Change color
        Unit - Change ownership of Teleport to Me 0278 <gen> to Player 3 (Teal) and Change color
        Visibility - Disable puzzle1blue
        Visibility - Disable puzzle1teal
      Else - Actions
        Set VariableSet puzzleoneison = False
        Cinematic - Clear the screen of text messages for (All players).
        Cinematic - Ping minimap for (All players) at (Position of Tulee 0280 <gen>) for 7.00 seconds
        Cinematic - Send transmission to (All players) from Tulee 0280 <gen> named Tulee: Play No sound and display Wrong!. Modify duration: Set to 4.00 seconds and Don't wait
        Unit - Kill ANTONHERO
        Wait 4.00 seconds
        Trigger - Turn on Puzzle_Dialogue_1 <gen>
Puzzle Vision 2
  Events
    Unit - A unit enters shoe_second_puzzle_vision <gen>
  Conditions
    (Entering unit) Equal to ANTONHERO
  Actions
    Trigger - Turn off (This trigger)
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across vision_puzzle_two <gen>
    Set VariableSet puzzle2blue = (Last created visibility modifier)
    Visibility - Enable puzzle2blue
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across vision_puzzle_two <gen>
    Set VariableSet puzzle2teal = (Last created visibility modifier)
    Visibility - Enable puzzle2teal
Puzzle Dialogue 2
  Events
    Unit - A unit enters activate_second_puzzle <gen>
  Conditions
    (Entering unit) Equal to ANTONHERO
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Ping minimap for (All players) at (Center of vision_puzzle_two <gen>) for 7.00 seconds
    Cinematic - Send transmission to (All players) from Tulee 0282 <gen> named Tulee: Play No sound and display Move two gates to turn these three gates into six. (Read f9 quest log to understand how to answer). Wait for text to fade before answering, but answer as soon as it has faded or errors will occur.. Modify duration: Set to 10.00 seconds and Don't wait
    Trigger - Turn on Puzzle_Answer_Two <gen>
    Set VariableSet puzzletwoison = True
Puzzle Answer Two
  Events
    Player - Player 2 (Blue) types a chat message containing - (stringnoformat) as A substring
  Conditions
    puzzletwoison Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entered chat string) Equal to -1,2.
      Then - Actions
        Set VariableSet puzzletwoison = False
        Trigger - Turn off (This trigger)
        Cinematic - Clear the screen of text messages for (All players).
        Cinematic - Ping minimap for (All players) at (Center of vision_puzzle_two <gen>) for 7.00 seconds
        Cinematic - Send transmission to (All players) from Tulee 0282 <gen> named Tulee: Play No sound and display Correct! (ROMAN NUMERAL SIX).. Modify duration: Set to 8.00 seconds and Don't wait
        Wait 2.00 seconds
        Unit - Make 1 0193 <gen> face (Center of puzzle_2_new_face <gen>) over 0 seconds
        Unit - Make 2 0206 <gen> face (Center of puzzle_2_new_face_second <gen>) over 0 seconds
        Wait 6.00 seconds
        Cinematic - Ping minimap for (All players) at (Position of Teleport to Me 0279 <gen>) for 7.00 seconds
        Unit - Change ownership of Teleport to Me 0278 <gen> to Neutral Passive and Change color
        Unit - Change ownership of Teleport to Me 0279 <gen> to Player 3 (Teal) and Change color
        Visibility - Disable puzzle2blue
        Visibility - Disable puzzle2teal
      Else - Actions
        Set VariableSet puzzletwoison = False
        Cinematic - Clear the screen of text messages for (All players).
        Cinematic - Ping minimap for (All players) at (Position of Tulee 0282 <gen>) for 7.00 seconds
        Cinematic - Send transmission to (All players) from Tulee 0282 <gen> named Tulee: Play No sound and display Wrong!. Modify duration: Set to 4.00 seconds and Don't wait
        Unit - Kill ANTONHERO
        Wait 4.00 seconds
        Trigger - Turn on Puzzle_Dialogue_2 <gen>
Puzzle Vision 3
  Events
    Unit - A unit enters show_third_puzzle_vision <gen>
  Conditions
    (Entering unit) Equal to ANTONHERO
  Actions
    Trigger - Turn off (This trigger)
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across vision_puzzle_three <gen>
    Set VariableSet puzzle3blue = (Last created visibility modifier)
    Visibility - Enable puzzle3blue
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across vision_puzzle_three <gen>
    Set VariableSet puzzle3teal = (Last created visibility modifier)
    Visibility - Enable puzzle3teal
Puzzle Dialogue 3
  Events
    Unit - A unit enters activate_third_puzzle <gen>
  Conditions
    (Entering unit) Equal to ANTONHERO
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Ping minimap for (All players) at (Center of vision_puzzle_three <gen>) for 7.00 seconds
    Cinematic - Send transmission to (All players) from Tulee 0283 <gen> named Tulee: Play No sound and display Move one gate to turn the donkey. (Read f9 quest log to understand how to answer). Wait for text to fade before answering, but answer as soon as it has faded or errors will occur.. Modify duration: Set to 10.00 seconds and Don't wait
    Trigger - Turn on Puzzle_Answer_Three <gen>
    Set VariableSet puzzlethreeison = True
Puzzle Answer Three
  Events
    Player - Player 2 (Blue) types a chat message containing - (stringnoformat) as A substring
  Conditions
    puzzlethreeison Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entered chat string) Equal to -1.
      Then - Actions
        Set VariableSet puzzlethreeison = False
        Trigger - Turn off (This trigger)
        Cinematic - Clear the screen of text messages for (All players).
        Cinematic - Ping minimap for (All players) at (Center of vision_puzzle_three <gen>) for 7.00 seconds
        Cinematic - Send transmission to (All players) from Tulee 0283 <gen> named Tulee: Play No sound and display Correct! (Donkey has rotated 90 degrees clockwise and flipped).. Modify duration: Set to 8.00 seconds and Don't wait
        Unit - Move 1 0288 <gen> instantly to (Center of puzzlethreemoveto <gen>), facing (Center of puzzle_three_face <gen>)
        Wait 8.00 seconds
        Cinematic - Ping minimap for (All players) at (Position of Teleport to Me 0281 <gen>) for 7.00 seconds
        Unit - Change ownership of Teleport to Me 0279 <gen> to Neutral Passive and Change color
        Unit - Change ownership of Teleport to Me 0281 <gen> to Player 3 (Teal) and Change color
        Visibility - Disable puzzle3blue
        Visibility - Disable puzzle3teal
      Else - Actions
        Set VariableSet puzzlethreeison = False
        Cinematic - Clear the screen of text messages for (All players).
        Cinematic - Ping minimap for (All players) at (Position of Tulee 0283 <gen>) for 7.00 seconds
        Cinematic - Send transmission to (All players) from Tulee 0283 <gen> named Tulee: Play No sound and display Wrong!. Modify duration: Set to 4.00 seconds and Don't wait
        Unit - Kill ANTONHERO
        Wait 4.00 seconds
        Trigger - Turn on Puzzle_Dialogue_3 <gen>
Puzzle Vision 4
  Events
    Unit - A unit enters show_fourth_puzzle_vision <gen>
  Conditions
    (Entering unit) Equal to ANTONHERO
  Actions
    Trigger - Turn off (This trigger)
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across vision_puzzle_four <gen>
    Set VariableSet puzzle4blue = (Last created visibility modifier)
    Visibility - Enable puzzle4blue
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across vision_puzzle_four <gen>
    Set VariableSet puzzle4teal = (Last created visibility modifier)
    Visibility - Enable puzzle4teal
Puzzle Dialogue 4
  Events
    Unit - A unit enters activate_fourth_puzzle <gen>
  Conditions
    (Entering unit) Equal to ANTONHERO
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Ping minimap for (All players) at (Center of vision_puzzle_four <gen>) for 7.00 seconds
    Cinematic - Send transmission to (All players) from Tulee 0284 <gen> named Tulee: Play No sound and display Move one gate to fix the equation. (Read f9 quest log to understand how to answer). Wait for text to fade before answering, but answer as soon as it has faded or errors will occur.. Modify duration: Set to 10.00 seconds and Don't wait
    Trigger - Turn on Puzzle_Answer_Four <gen>
    Set VariableSet puzzlefourison = True
Puzzle Answer Four
  Events
    Player - Player 2 (Blue) types a chat message containing - (stringnoformat) as A substring
  Conditions
    puzzlefourison Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Entered chat string) Equal to -3.
      Then - Actions
        Set VariableSet puzzlefourison = False
        Trigger - Turn off (This trigger)
        Cinematic - Clear the screen of text messages for (All players).
        Cinematic - Ping minimap for (All players) at (Center of vision_puzzle_four <gen>) for 7.00 seconds
        Cinematic - Send transmission to (All players) from Tulee 0284 <gen> named Tulee: Play No sound and display Correct! (6+3-9=0).. Modify duration: Set to 8.00 seconds and Don't wait
        Unit - Move 3 0221 <gen> instantly to (Center of puzzle_four_moveto <gen>), facing (Center of puzzle_4_new_face <gen>)
        Wait 8.00 seconds
        Unit - Change ownership of Teleport to Me 0278 <gen> to Neutral Passive and Change color
        Visibility - Disable puzzle4blue
        Visibility - Disable puzzle4teal
        Trigger - Add Assessment_4_Complete <gen> to the trigger queue (Checking conditions)
      Else - Actions
        Set VariableSet puzzlefourison = False
        Cinematic - Clear the screen of text messages for (All players).
        Cinematic - Ping minimap for (All players) at (Position of Tulee 0284 <gen>) for 7.00 seconds
        Cinematic - Send transmission to (All players) from Tulee 0284 <gen> named Tulee: Play No sound and display Wrong!. Modify duration: Set to 4.00 seconds and Don't wait
        Unit - Kill ANTONHERO
        Wait 4.00 seconds
        Trigger - Turn on Puzzle_Dialogue_4 <gen>
Assessment 4 Complete
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Leaderboard - Hide kelhealth
    Unit - Make ANTONHERO Invulnerable
    Unit - Make KRASHERO Invulnerable
    Unit - Remove All buffs from ANTONHERO
    Unit - Remove All buffs from KRASHERO
    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 selectassessmentfour1 = (Units currently selected by Player 2 (Blue))
    Set VariableSet selectassessmentfour2 = (Units currently selected by Player 3 (Teal))
    Selection - Clear selection
    Unit - Pause all units
    Trigger - Turn off TL_Water <gen>
    Trigger - Turn off MID_Water <gen>
    Trigger - Turn off BR_Water <gen>
    -------- Skeleton --------
    Trigger - Turn off BR_Relic <gen>
    Trigger - Turn off BR_Relic_2 <gen>
    Trigger - Turn off BR_Pit <gen>
    Trigger - Turn off TL_Relic <gen>
    Trigger - Turn off TL_Relic_2 <gen>
    Trigger - Turn off TL_Pit <gen>
    Trigger - Turn off MID_Shrine <gen>
    Trigger - Turn off MID_Altar <gen>
    Trigger - Turn off MID_Necro <gen>
    -------- 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 Assess_Four_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (Assess_Four_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet Assess_Four_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 Ultimate Golem 0138 <gen>
    If ((ANTONHERO is dead) Equal to True) then do (Instantly revive ANTONHERO at (Center of anton_puzzle_4_tp <gen>), Hide revival graphics) else do (Move ANTONHERO instantly to (Center of anton_puzzle_4_tp <gen>))
    Unit - Make ANTONHERO face (Center of anton_puzzle_4_face <gen>) over 0 seconds
    Unit - Hide KRASHERO
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_055 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_056 for (Picked player) over 47.00 seconds)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Unit - Unhide Ultimate Golem 0138 <gen>
    Animation - Play Ultimate Golem 0138 <gen>'s birth (animationname) animation
    Wait 3.00 seconds
    Animation - Play Ultimate Golem 0138 <gen>'s stand (animationname) animation
    Cinematic - Send transmission to (All players) from Ultimate Golem 0138 <gen> named Ultimate Golem: Play No sound and display I, the ultimate golem creation, heed the call of Dalaran. Shall we take to the battlefield, Master Wizard?. Modify duration: Set to 16.00 seconds and Don't wait
    Wait 16.00 seconds
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display You will. With your power, the defenders of Dalaran should easily crush this unknown enemy. I, however, have something else to take care of. I have my suspicions as to the purpose of this attack, and intend on investigating further.... 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
    Unit - Unhide KRASHERO
    Game - Turn the day/night cycle On
    Trigger - Add Assessment_4_End <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
Assessment 4 Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    Assess_Four_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet Assess_Four_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Unit - Unhide Ultimate Golem 0138 <gen>
    Animation - Play Ultimate Golem 0138 <gen>'s stand (animationname) animation
    Trigger - Add Assessment_4_End <gen> to the trigger queue (Checking conditions)
    Trigger - Remove Assessment_4_Complete <gen> from the trigger queue
Assessment 4 End
  Events
  Conditions
  Actions
    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 KRASHERO) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Position of ANTONHERO) 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%
    Unit - Unpause all units
    Unit - Make ANTONHERO Vulnerable
    Unit - Make KRASHERO Vulnerable
    Selection - Select selectassessmentfour1 for Player 2 (Blue)
    Selection - Select selectassessmentfour2 for Player 3 (Teal)
    If ((ANTONHERO is dead) Equal to True) then do (Instantly revive ANTONHERO at (Center of Tp_ANTON_HIDE <gen>), Hide revival graphics) else do (Move ANTONHERO instantly to (Center of Tp_ANTON_HIDE <gen>))
    Unit - Change ownership of ANTONHERO to Neutral Passive and Change color
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Create 1.Ultimate Golem FIXED for Player 8 (Pink) at (Center of TL_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_relic <gen>)
    Unit - Create 1.Ultimate Golem FIXED for Player 8 (Pink) at (Center of MID_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Skele_Main_Base <gen>)
    Unit - Create 1.Ultimate Golem FIXED for Player 8 (Pink) at (Center of BR_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_relic <gen>)
    Trigger - Turn on TL_Ulti <gen>
    Trigger - Turn on MID_Ulti <gen>
    Trigger - Turn on BR_Ulti <gen>
    -------- Skeleton Turn on --------
    Trigger - Turn on TL_Relic <gen>
    Trigger - Turn on TL_Relic_2 <gen>
    Trigger - Turn on BR_Relic <gen>
    Trigger - Turn on BR_Relic_2 <gen>
    Trigger - Turn on TL_Pit <gen>
    Trigger - Turn on BR_Pit <gen>
    Trigger - Turn on MID_Shrine <gen>
    Trigger - Turn on MID_Altar <gen>
    Trigger - Turn on MID_Necro <gen>
    Unit - Remove Mystical Materialization from ANTONHERO
    Wait 4.00 seconds
    Leaderboard - Show kelhealth
    Unit - Make Skeleton King 0077 <gen> Vulnerable
    Unit - Make ForgottenTomb 0023 <gen> Vulnerable
    Unit - Make ForgottenTomb 0025 <gen> Vulnerable
    Unit - Make Pit of Death 0027 <gen> Vulnerable
    Unit - Make Shrine of Bones 0028 <gen> Vulnerable
    Unit - Make Altar of Bones 0134 <gen> Vulnerable
    Unit - Make Skeletal Citadel 0020 <gen> Vulnerable
    Unit - Make Pit of Death 0026 <gen> Vulnerable
    Unit - Make ForgottenTomb 0024 <gen> Vulnerable
    Unit - Make ForgottenTomb 0022 <gen> Vulnerable
    Trigger - Remove (This trigger) from the trigger queue
    Quest - Mark QuestGolem as Completed
    Quest - Mark QuestGolemRQ1 as Completed
    Quest - Mark QuestGolemRQ2 as Completed
    Quest - Display to (All players) the Quest Completed message: |cffffcc00MAIN QUEST COMPLETED|r Golem Assessment
    Wait Campaign quest delay seconds
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rThe Undying Unearthed - Defeat Dethecus, the Skeleton King. - Kel'Thuzad must survive
    Quest - Mark QuestUndying as Discovered
    Quest - Flash the quest dialog button
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of skele_boss <gen>) to a radius of 400.00.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of skele_boss <gen>) to a radius of 400.00.
    Visibility - Destroy (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of skele_boss <gen>) for 7.00 seconds
    Wait 7.00 seconds
End Trig
  Events
    Unit - Skeleton King 0077 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait Campaign quest delay seconds
    Leaderboard - Destroy kelhealth
    Quest - Mark QuestUndying as Completed
    Quest - Mark QuestUndyingRQ1 as Completed
    Quest - Mark QuestUndyingRQ2 as Completed
    Quest - Display to (All players) the Quest Completed message: |cffffcc00MAIN QUEST COMPLETED|r The Undying Unearthed
    Trigger - Turn off Music_Dalarand_trigger <gen>
    Sound - Clear the music list
    Sound - Stop music After fading
    Wait Campaign quest delay seconds
    Sound - Play 20_Angrathar_s_Shadow <gen>
    Trigger - Turn on Music_Angrathar_trigger <gen>
    Trigger - Turn off TL_Ulti <gen>
    Trigger - Turn off MID_Ulti <gen>
    Trigger - Turn off BR_Ulti <gen>
    Trigger - Add End_Cine <gen> to the trigger queue (Checking conditions)
End Cine
  Events
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Unit - Make KRASHERO Invulnerable
    Unit - Remove All buffs from KRASHERO
    Cinematic - Fade out over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Change ownership of ANTONHERO to Player 3 (Teal) and Change color
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn subtitle display override On
    Sound - Set Ambient Sounds to 0.00%
    Sound - Set Animation and Spell Sounds to 0.00%
    Sound - Set Combat Sounds to 0.00%
    Sound - Set Fire Sounds to 0.00%
    Selection - Clear selection
    Unit - Pause all units
    Unit - Unpause ANTONHERO
    Unit - Unpause Shadowmoon Archmagi 0156 <gen>
    Unit - Unpause Shadow Master 0189 <gen>
    Unit - Unpause Deathwing (flying) 0228 <gen>
    -------- 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 End_Cinematic_Is_On = True
    Wait 5.00 seconds
    If (End_Cinematic_Is_On Equal to False) then do (Skip remaining actions) else do (Do nothing)
    Set VariableSet End_Cinematic_Is_On = False
    -------- Cinematic Skip Message Ending --------
    Cinematic - Clear the screen of text messages for (All players).
    Game - Turn the day/night cycle Off
    Unit Group - Add all units of (Units owned by Player 2 (Blue) matching (((Matching unit) is hidden) Equal to False).) to endhiddenunit
    Unit Group - Add all units of (Units owned by Player 7 (Green) matching (((Matching unit) is hidden) Equal to False).) to endhiddenunit
    Unit Group - Add all units of (Units owned by Player 8 (Pink) matching (((Matching unit) is hidden) Equal to False).) to endhiddenunit
    Unit Group - Pick every unit in endhiddenunit and do (Hide (Picked unit))
    Unit - Unhide KRASHERO
    If ((KRASHERO is dead) Equal to True) then do (Instantly revive KRASHERO at (Center of Kras_End_Tp <gen>), Hide revival graphics) else do (Move KRASHERO instantly to (Center of Kras_End_Tp <gen>))
    Unit - Make KRASHERO face (Center of Kras_End_Face <gen>) over 0 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 34.00 seconds)
    Cinematic - Fade in over 2.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from KRASHERO named Krasus: Play No sound and display There is something very wrong about this situation. There are very few beings powerful enough to raise such grisly creatures. If one were nearby, the aura it would be emanating would be so palpable that even those who do not possess the gift of magic would be capable of perceiving it, let alone a mage of my strength. Yet, I can sense no such creature here.... Modify duration: Set to 31.00 seconds and Don't wait
    Animation - Play Chaplain 0213 <gen>'s death (animationname) animation
    Animation - Play Chaplain 0068 <gen>'s death (animationname) animation
    Animation - Play Chaplain 0205 <gen>'s death (animationname) animation
    Animation - Play Hydromancer 0130 <gen>'s death (animationname) animation
    Animation - Play Chaplain 0013 <gen>'s death (animationname) animation
    Animation - Play Chaplain 0014 <gen>'s death (animationname) animation
    Animation - Play Hydromancer 0222 <gen>'s death (animationname) animation
    Animation - Play Hydromancer 0131 <gen>'s death (animationname) animation
    Animation - Play Hydromancer 0199 <gen>'s death (animationname) animation
    Wait 26.00 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%
    Wait 3.00 seconds
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    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 12.00 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 Shadow Master 0189 <gen> named Teron Gorefiend: Play No sound and display The Eye is ours, Dentarg. Provided Fenris did not botch up his mission, we have everything necessary for the spellwork.. Modify duration: Set to 18.00 seconds and Don't wait
    Wait 16.00 seconds
    -------- Add EYE destruction --------
    Animation - Play Shadow Master 0189 <gen>'s attack (animationname) animation
    Wait 1.25 seconds
    Item - Remove gg_item_I00T_0230
    Animation - Reset Shadow Master 0189 <gen>'s animation
    Wait 0.75 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_005 for (Picked player) over 0 seconds)
    Unit - Make Shadowmoon Archmagi 0156 <gen> face (Position of Shadow Master 0189 <gen>) over 2.00 seconds
    Unit - Make Shadow Master 0189 <gen> face (Position of Shadowmoon Archmagi 0156 <gen>) over 2.00 seconds
    Cinematic - Send transmission to (All players) from Shadowmoon Archmagi 0156 <gen> named Dentarg: Play No sound and display Then let us make our escape. It is only a matter of time before the wizards realize the skeletal legion was just.... Modify duration: Set to 17.00 seconds and Don't wait
    Wait 17.00 seconds
    Animation - Play Death Knight 0148 <gen>'s death (animationname) animation
    Animation - Play Death Knight 0132 <gen>'s death (animationname) animation
    Animation - Play Death Knight 0015 <gen>'s death (animationname) animation
    Unit - Make Shadowmoon Archmagi 0156 <gen> face (Center of Anton_tp_eye <gen>) over 1.00 seconds
    Unit - Make Shadow Master 0189 <gen> face (Center of Anton_tp_eye <gen>) over 1.00 seconds
    Unit - Move ANTONHERO instantly to (Center of Anton_tp_eye <gen>), facing (Center of anton_tp_face_eye <gen>)
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display ... a distraction?. Modify duration: Set to 4.00 seconds and Don't wait
    Wait 4.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_006 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_007 for (Picked player) over 29.00 seconds)
    Cinematic - Send transmission to (All players) from Shadow Master 0189 <gen> named Teron Gorefiend: Play No sound and display Oh? And here I was thinking that all the mages of the Violet Citadel were just weaklings capable only of cheap parlour tricks.. Modify duration: Set to 18.00 seconds and Don't wait
    Wait 18.00 seconds
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display You will find that we are more than a match for the likes of you... death knight.. Modify duration: Set to 11.00 seconds and Don't wait
    Wait 11.00 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 20.00 seconds)
    Cinematic - Send transmission to (All players) from Shadow Master 0189 <gen> named Teron Gorefiend: Play No sound and display I highly doubt it, little archmage. Luckily for you, time is a precious commodity I would rather not waste on such a pointless duel. Dentarg, to me!. 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_010 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_011 for (Picked player) over 8.00 seconds)
    Unit - Order Shadowmoon Archmagi 0156 <gen> to Move To.(Center of dentarg_rune_eye <gen>)
    Wait 1.50 seconds
    Unit - Make Shadowmoon Archmagi 0156 <gen> face (Center of Anton_tp_eye <gen>) over 1.50 seconds
    Wait 1.50 seconds
    Special Effect - Create a special effect at (Center of dentarg_rune_eye <gen>) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
    Set VariableSet dentargtpeffect = (Last created special effect)
    Special Effect - Create a special effect at (Center of teron_special_effect <gen>) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
    Set VariableSet terontpeffect = (Last created special effect)
    Wait 3.00 seconds
    Unit - Move Shadow Master 0189 <gen> instantly to (Center of Teron_Tp_roof <gen>), facing (Center of teron_face_roof <gen>)
    Unit - Move Shadowmoon Archmagi 0156 <gen> instantly to (Center of Dentarg_Tp_Roof <gen>), facing (Center of dentarg_face_roof <gen>)
    Special Effect - Destroy dentargtpeffect
    Special Effect - Destroy terontpeffect
    Wait 1.50 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_012 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_013 for (Picked player) over 33.00 seconds)
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display Damn! They dark summoned themselves away before the anti-teleportation ward could activate! But...I can see their magical trail... and it does not lead out of Dalaran. I can set my teleport spell's destination to their trail, and it will bring me to wherever they beamed to.. Modify duration: Set to 29.00 seconds and Don't wait
    Wait 29.00 seconds
    Animation - Play ANTONHERO's spell (animationname) animation
    Wait 2.00 seconds
    Animation - Reset ANTONHERO's animation
    Special Effect - Create a special effect at (Center of Anton_tp_eye <gen>) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
    Unit - Move ANTONHERO instantly to (Center of Anton_Tp_roof <gen>), facing (Center of anton_face_roof <gen>)
    Unit - Hide ANTONHERO
    Wait 2.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_014 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_015 for (Picked player) over 23.00 seconds)
    Wait 2.00 seconds
    Special Effect - Create a special effect at (Center of Anton_Tp_roof <gen>) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
    Unit - Unhide ANTONHERO
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from ANTONHERO named Antonidas: Play No sound and display You were swifter in the vault, but I am swifter here. My anti-teleportation ward has already taken effect. There is nowhere to run.. Modify duration: Set to 19.00 seconds and Don't wait
    Wait 19.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_016 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_017 for (Picked player) over 9.00 seconds)
    Cinematic - Send transmission to (All players) from Shadow Master 0189 <gen> named Teron Gorefiend: Play No sound and display Perhaps not---But why should we run when we can fly?. Modify duration: Set to 9.00 seconds and Don't wait
    Wait 9.00 seconds
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_018 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_019 for (Picked player) over 8.50 seconds)
    Unit - Unhide Deathwing (flying) 0228 <gen>
    Unit - Order Deathwing (flying) 0228 <gen> to Move To.(Center of Deathwing_first_run_to <gen>)
    Wait 4.00 seconds
    Unit - Remove Shadowmoon Archmagi 0156 <gen> from the game
    Sound - Set position of Loading <gen> to (Center of dentarg_face_roof <gen>) with Z offset 0
    Sound - Play Loading <gen> at 100% volume, located at (Center of dentarg_face_roof <gen>) with Z offset 0
    Wait 1.50 seconds
    Sound - Set position of Loading <gen> to (Center of teron_face_roof <gen>) with Z offset 0
    Sound - Play Loading <gen> at 100% volume, located at (Center of teron_face_roof <gen>) with Z offset 0
    Unit - Remove Shadow Master 0189 <gen> from the game
    Wait 1.50 seconds
    Unit - Order Deathwing (flying) 0228 <gen> to Move To.(Center of deathwing_fly_to_end <gen>)
    Wait 1.00 seconds
    -------- Did not use camera 20, 21- chaned to new ones below --------
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_059 for (Picked player) over 0 seconds)
    Player Group - Pick every player in ZZZZredandpurple and do (.Apply. gg_cam_Camera_060 for (Picked player) over 4.00 seconds)
    Unit - Order ANTONHERO to Move To.(Center of anton_final_run <gen>)
    Wait 4.00 seconds
    Cinematic - Send transmission to (All players) from No unit named Christie Golden/Aaron Rosenberg: Play No sound and display Antonidas cursed under his breath as he watched the great dragon soar up into the sky. He knew the mighty creature would tear right through the wards he had enacted--- he had not built them to withstand giants.. Modify duration: Set to 28.00 seconds and Don't wait
    Wait 28.00 seconds
    Cinematic - Fade out over 3.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Send transmission to (All players) from No unit named Christie Golden/Aaron Rosenberg: Play No sound and display A stab of despair rippled through his body as the realization that he had failed in one of his main charges as leader of Dalaran--- keeping the Eye of Dalaran safe--- dawned on him. But for what purpose did the death knight need the artifact that he would organize such a bold heist?. Modify duration: Set to 31.00 seconds and Don't wait
    Wait 32.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Insanemodeactivated Equal to True
      Then - Actions
        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 mission on insane difficulty!
        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 "E".
        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:
        Wait 15.00 seconds
        Game - Victory Player 2 (Blue) (Show dialogs, Skip scores)
        Game - Victory Player 3 (Teal) (Show dialogs, Skip scores)
      Else - Actions
        Game - Victory Player 2 (Blue) (Show dialogs, Skip scores)
        Game - Victory Player 3 (Teal) (Show dialogs, Skip scores)
End Cine Skip
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
    End_Cinematic_Is_On Equal to True
  Actions
    Set VariableSet End_Cinematic_Is_On = False
    Cinematic - Clear the screen of text messages for (All players).
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from No unit named Christie Golden/Aaron Rosenberg: Play No sound and display Antonidas cursed under his breath as he watched the great dragon soar up into the sky. He knew the mighty creature would tear right through the wards he had enacted--- he had not built them to withstand giants.. Modify duration: Set to 28.00 seconds and Don't wait
    Wait 28.00 seconds
    Cinematic - Send transmission to (All players) from No unit named Christie Golden/Aaron Rosenberg: Play No sound and display A stab of despair rippled through his body as the realization that he had failed in one of his main charges as leader of Dalaran--- keeping the Eye of Dalaran safe--- dawned on him. But for what purpose did the death knight need the artifact that he would organize such a bold heist?. Modify duration: Set to 31.00 seconds and Don't wait
    Wait 32.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Insanemodeactivated Equal to True
      Then - Actions
        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 mission on insane difficulty!
        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 "E".
        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:
        Wait 15.00 seconds
        Game - Victory Player 2 (Blue) (Show dialogs, Skip scores)
        Game - Victory Player 3 (Teal) (Show dialogs, Skip scores)
      Else - Actions
        Game - Victory Player 2 (Blue) (Show dialogs, Skip scores)
        Game - Victory Player 3 (Teal) (Show dialogs, Skip scores)
Move BR Relic
  Events
    Unit - A unit enters BR_relic <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Entering unit)) Equal to Tiny Golem
        (Unit-type of (Entering unit)) Equal to Rock Golem dal
        (Unit-type of (Entering unit)) Equal to Snow Golem dal
        (Unit-type of (Entering unit)) Equal to Water Golem dal
        (Unit-type of (Entering unit)) Equal to Ultimate Golem
        (Unit-type of (Entering unit)) Equal to Ultimate Golem FIXED
        (Unit-type of (Entering unit)) Equal to Cadaver
        (Unit-type of (Entering unit)) Equal to Skeletal Wolf
        (Unit-type of (Entering unit)) Equal to Undying Revenant
        (Unit-type of (Entering unit)) Equal to Risen Ogre
        (Unit-type of (Entering unit)) Equal to Fallen Grunt
        (Unit-type of (Entering unit)) Equal to Fiendish Brute
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
      Then - Actions
        Unit - Order (Triggering unit) to Attack-Move To.(Center of BR_Relic2 <gen>)
      Else - Actions
        Unit - Order (Triggering unit) to Attack-Move To.(Center of Dal_Main_Base <gen>)
Move BR Relic 2
  Events
    Unit - A unit enters BR_Relic2 <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Entering unit)) Equal to Tiny Golem
        (Unit-type of (Entering unit)) Equal to Rock Golem dal
        (Unit-type of (Entering unit)) Equal to Snow Golem dal
        (Unit-type of (Entering unit)) Equal to Water Golem dal
        (Unit-type of (Entering unit)) Equal to Ultimate Golem
        (Unit-type of (Entering unit)) Equal to Ultimate Golem FIXED
        (Unit-type of (Entering unit)) Equal to Cadaver
        (Unit-type of (Entering unit)) Equal to Skeletal Wolf
        (Unit-type of (Entering unit)) Equal to Undying Revenant
        (Unit-type of (Entering unit)) Equal to Risen Ogre
        (Unit-type of (Entering unit)) Equal to Fallen Grunt
        (Unit-type of (Entering unit)) Equal to Fiendish Brute
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
      Then - Actions
        Unit - Order (Triggering unit) to Attack-Move To.(Center of BR_pit <gen>)
      Else - Actions
        Unit - Order (Triggering unit) to Attack-Move To.(Center of BR_relic <gen>)
Move BR Pit
  Events
    Unit - A unit enters BR_pit <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Entering unit)) Equal to Tiny Golem
        (Unit-type of (Entering unit)) Equal to Rock Golem dal
        (Unit-type of (Entering unit)) Equal to Snow Golem dal
        (Unit-type of (Entering unit)) Equal to Water Golem dal
        (Unit-type of (Entering unit)) Equal to Ultimate Golem
        (Unit-type of (Entering unit)) Equal to Ultimate Golem FIXED
        (Unit-type of (Entering unit)) Equal to Cadaver
        (Unit-type of (Entering unit)) Equal to Skeletal Wolf
        (Unit-type of (Entering unit)) Equal to Undying Revenant
        (Unit-type of (Entering unit)) Equal to Risen Ogre
        (Unit-type of (Entering unit)) Equal to Fallen Grunt
        (Unit-type of (Entering unit)) Equal to Fiendish Brute
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
      Then - Actions
        Unit - Order (Triggering unit) to Attack-Move To.(Center of Skele_Main_Base <gen>)
      Else - Actions
        Unit - Order (Triggering unit) to Attack-Move To.(Center of BR_Relic2 <gen>)
Move TL Relic
  Events
    Unit - A unit enters TL_relic <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Entering unit)) Equal to Tiny Golem
        (Unit-type of (Entering unit)) Equal to Rock Golem dal
        (Unit-type of (Entering unit)) Equal to Snow Golem dal
        (Unit-type of (Entering unit)) Equal to Water Golem dal
        (Unit-type of (Entering unit)) Equal to Ultimate Golem
        (Unit-type of (Entering unit)) Equal to Ultimate Golem FIXED
        (Unit-type of (Entering unit)) Equal to Cadaver
        (Unit-type of (Entering unit)) Equal to Skeletal Wolf
        (Unit-type of (Entering unit)) Equal to Undying Revenant
        (Unit-type of (Entering unit)) Equal to Risen Ogre
        (Unit-type of (Entering unit)) Equal to Fallen Grunt
        (Unit-type of (Entering unit)) Equal to Fiendish Brute
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
      Then - Actions
        Unit - Order (Triggering unit) to Attack-Move To.(Center of TL_relic2 <gen>)
      Else - Actions
        Unit - Order (Triggering unit) to Attack-Move To.(Center of Dal_Main_Base <gen>)
Move TL Relic2
  Events
    Unit - A unit enters TL_relic2 <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Entering unit)) Equal to Tiny Golem
        (Unit-type of (Entering unit)) Equal to Rock Golem dal
        (Unit-type of (Entering unit)) Equal to Snow Golem dal
        (Unit-type of (Entering unit)) Equal to Water Golem dal
        (Unit-type of (Entering unit)) Equal to Ultimate Golem
        (Unit-type of (Entering unit)) Equal to Ultimate Golem FIXED
        (Unit-type of (Entering unit)) Equal to Cadaver
        (Unit-type of (Entering unit)) Equal to Skeletal Wolf
        (Unit-type of (Entering unit)) Equal to Undying Revenant
        (Unit-type of (Entering unit)) Equal to Risen Ogre
        (Unit-type of (Entering unit)) Equal to Fallen Grunt
        (Unit-type of (Entering unit)) Equal to Fiendish Brute
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
      Then - Actions
        Unit - Order (Triggering unit) to Attack-Move To.(Center of TL_pit <gen>)
      Else - Actions
        Unit - Order (Triggering unit) to Attack-Move To.(Center of TL_relic <gen>)
Move TL Pit
  Events
    Unit - A unit enters TL_pit <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Entering unit)) Equal to Tiny Golem
        (Unit-type of (Entering unit)) Equal to Rock Golem dal
        (Unit-type of (Entering unit)) Equal to Snow Golem dal
        (Unit-type of (Entering unit)) Equal to Water Golem dal
        (Unit-type of (Entering unit)) Equal to Ultimate Golem
        (Unit-type of (Entering unit)) Equal to Ultimate Golem FIXED
        (Unit-type of (Entering unit)) Equal to Cadaver
        (Unit-type of (Entering unit)) Equal to Skeletal Wolf
        (Unit-type of (Entering unit)) Equal to Undying Revenant
        (Unit-type of (Entering unit)) Equal to Risen Ogre
        (Unit-type of (Entering unit)) Equal to Fallen Grunt
        (Unit-type of (Entering unit)) Equal to Fiendish Brute
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Triggering unit)) Equal to Player 8 (Pink)
      Then - Actions
        Unit - Order (Triggering unit) to Attack-Move To.(Center of Skele_Main_Base <gen>)
      Else - Actions
        Unit - Order (Triggering unit) to Attack-Move To.(Center of TL_relic2 <gen>)
TL Tiny
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Tiny Golem for Player 8 (Pink) at (Center of TL_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_relic <gen>)
MID Tiny
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Tiny Golem for Player 8 (Pink) at (Center of MID_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Skele_Main_Base <gen>)
BR Tiny
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Tiny Golem for Player 8 (Pink) at (Center of BR_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_relic <gen>)
TL Rock
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Rock Golem dal for Player 8 (Pink) at (Center of TL_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_relic <gen>)
MID Rock
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Rock Golem dal for Player 8 (Pink) at (Center of MID_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Skele_Main_Base <gen>)
BR Rock
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Rock Golem dal for Player 8 (Pink) at (Center of BR_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_relic <gen>)
TL Snow
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Snow Golem dal for Player 8 (Pink) at (Center of TL_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_relic <gen>)
MID Snow
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Snow Golem dal for Player 8 (Pink) at (Center of MID_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Skele_Main_Base <gen>)
BR Snow
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Snow Golem dal for Player 8 (Pink) at (Center of BR_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_relic <gen>)
TL Water
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Water Golem dal for Player 8 (Pink) at (Center of TL_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_relic <gen>)
MID Water
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Water Golem dal for Player 8 (Pink) at (Center of MID_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Skele_Main_Base <gen>)
BR Water
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Water Golem dal for Player 8 (Pink) at (Center of BR_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_relic <gen>)
TL Ulti
  Events
    Time - Every 4.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Ultimate Golem FIXED for Player 8 (Pink) at (Center of TL_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_relic <gen>)
MID Ulti
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Ultimate Golem FIXED for Player 8 (Pink) at (Center of MID_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Skele_Main_Base <gen>)
BR Ulti
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Ultimate Golem FIXED for Player 8 (Pink) at (Center of BR_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_relic <gen>)
TL Relic
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Cadaver for Player 7 (Green) at (Center of TL_relic_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Dal_Main_Base <gen>)
    Unit - Create 1.Skeletal Wolf for Player 7 (Green) at (Center of TL_relic_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Dal_Main_Base <gen>)
TL Relic 2
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Risen Ogre for Player 7 (Green) at (Center of TL_relic_2_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_relic <gen>)
    Unit - Create 1.Risen Ogre for Player 7 (Green) at (Center of TL_relic_2_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_relic <gen>)
BR Relic
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Cadaver for Player 7 (Green) at (Center of BR_relic_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Dal_Main_Base <gen>)
    Unit - Create 1.Skeletal Wolf for Player 7 (Green) at (Center of BR_relic_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Dal_Main_Base <gen>)
BR Relic 2
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Risen Ogre for Player 7 (Green) at (Center of BR_relic_2_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_relic <gen>)
    Unit - Create 1.Risen Ogre for Player 7 (Green) at (Center of BR_relic_2_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_relic <gen>)
TL Pit
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Fallen Grunt for Player 7 (Green) at (Center of TL_pit_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_relic2 <gen>)
    Unit - Create 1.Undying Revenant for Player 7 (Green) at (Center of TL_pit_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_relic2 <gen>)
BR Pit
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Fallen Grunt for Player 7 (Green) at (Center of BR_pit_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_Relic2 <gen>)
    Unit - Create 1.Undying Revenant for Player 7 (Green) at (Center of BR_pit_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_Relic2 <gen>)
MID Shrine
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Fallen Grunt for Player 7 (Green) at (Center of Shrine_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_pit <gen>)
    Unit - Create 1.Undying Revenant for Player 7 (Green) at (Center of Shrine_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_pit <gen>)
MID Altar
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Risen Ogre for Player 7 (Green) at (Center of Altar_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Dal_Main_Base <gen>)
    Unit - Create 1.Skeletal Wolf for Player 7 (Green) at (Center of Altar_spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Dal_Main_Base <gen>)
MID Necro
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Fiendish Brute for Player 7 (Green) at (Center of Necro_Spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_pit <gen>)
    Unit - Create 1.Fiendish Brute for Player 7 (Green) at (Center of Necro_Spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_pit <gen>)
    Unit - Create 1.Fiendish Brute for Player 7 (Green) at (Center of Necro_Spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of TL_pit <gen>)
    Unit - Create 1.Fiendish Brute for Player 7 (Green) at (Center of Necro_Spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Dal_Main_Base <gen>)
    Unit - Create 1.Fiendish Brute for Player 7 (Green) at (Center of Necro_Spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of Dal_Main_Base <gen>)
    Unit - Create 1.Fiendish Brute for Player 7 (Green) at (Center of Necro_Spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_pit <gen>)
    Unit - Create 1.Fiendish Brute for Player 7 (Green) at (Center of Necro_Spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_pit <gen>)
    Unit - Create 1.Fiendish Brute for Player 7 (Green) at (Center of Necro_Spawn <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack-Move To.(Center of BR_pit <gen>)
Human
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    (Unit-type of (Triggering unit)) Equal to Alternate Altar of Unity
  Actions
    Unit - Change ownership of (Triggering unit) to Player 3 (Teal) and Change color
Shredder
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Self-Destruct (Goblin Sapper)
  Actions
    Special Effect - Create a special effect attached to the overhead (attachpoint) of (Triggering unit) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
    Wait 3.00 seconds
    Special Effect - Destroy (Last created special effect)
Stop BR relic
  Events
    Unit - ForgottenTomb 0022 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off BR_Relic <gen>
Stop BR relic 2
  Events
    Unit - ForgottenTomb 0024 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off BR_Relic_2 <gen>
Stop BR pit
  Events
    Unit - Pit of Death 0026 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off BR_Pit <gen>
Stop TL relic
  Events
    Unit - ForgottenTomb 0023 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off TL_Relic <gen>
Stop TL relic 2
  Events
    Unit - ForgottenTomb 0025 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off TL_Relic_2 <gen>
Stop TL pit
  Events
    Unit - Pit of Death 0027 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off TL_Pit <gen>
Stop MID shrine
  Events
    Unit - Shrine of Bones 0028 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off MID_Shrine <gen>
Stop MID altar
  Events
    Unit - Altar of Bones 0134 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off MID_Altar <gen>
Stop MID necro
  Events
    Unit - Skeletal Citadel 0020 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off MID_Necro <gen>
Single Player share
  Events
    Map initialization
  Conditions
    (Player 3 (Teal) slot status) Not equal to Is playing
  Actions
    Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
Blue leaves
  Events
    Player - Player 2 (Blue) leaves the game
  Conditions
  Actions
    Game - Grant shared vision and full shared unit control of Player 2 (Blue) units with his/her allies
Teal leaves
  Events
    Player - Player 3 (Teal) leaves the game
  Conditions
  Actions
    Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
This trigger works in two key phases:

1) During map initialization, enumerate all units of all players to give them an index.
2) Adds a second event to itself to index new units as they enter the map.

As a unit enters the map, check for any old units that may have been removed at some point in order to free their index.
Unit Indexer
  Events
    Map initialization
  Conditions
  Actions
    Custom script: call ExecuteFunc("InitializeUnitIndexer")
    Custom script: endfunction
    -------- --------
    -------- This is the most important function - it provides an index for units as they enter the map --------
    -------- --------
    Custom script: function IndexUnit takes nothing returns boolean
    Custom script: local integer pdex = udg_UDex
    -------- --------
    -------- You can use the boolean UnitIndexerEnabled to protect some of your undesirable units from being indexed --------
    -------- - Example: --------
    -------- -- Set UnitIndexerEnabled = False --------
    -------- -- Unit - Create 1 Dummy for (Triggering player) at TempLoc facing 0.00 degrees --------
    -------- -- Set UnitIndexerEnabled = True --------
    -------- --------
    -------- You can also customize the following block - if conditions are false the (Matching unit) won't be indexed. --------
    -------- --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        UnitIndexerEnabled Equal to True
      Then - Actions
        -------- --------
        -------- Generate a unique integer index for this unit --------
        -------- --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            UDexRecycle Equal to 0
          Then - Actions
            Set VariableSet UDex = (UDexGen + 1)
            Set VariableSet UDexGen = UDex
          Else - Actions
            Set VariableSet UDex = UDexRecycle
            Set VariableSet UDexRecycle = UDexNext[UDex]
        -------- --------
        -------- Link index to unit, unit to index --------
        -------- --------
        Set VariableSet UDexUnits[UDex] = (Matching unit)
        Unit - Set the custom value of UDexUnits[UDex] to UDex
        -------- --------
        -------- Use a doubly-linked list to store all active indexes --------
        -------- --------
        Set VariableSet UDexPrev[UDexNext[0]] = UDex
        Set VariableSet UDexNext[UDex] = UDexNext[0]
        Set VariableSet UDexNext[0] = UDex
        -------- --------
        -------- Fire index event for UDex --------
        -------- --------
        Set VariableSet UnitIndexEvent = 0.00
        Set VariableSet UnitIndexEvent = 1.00
        Set VariableSet UnitIndexEvent = 0.00
        Custom script: set udg_UDex = pdex
      Else - Actions
    Custom script: return false
    Custom script: endfunction