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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

Blood Elves 01.w3x
Variables
Initialization
Initialization
Init 01 Players
Init 02 Units
Init 03 Music
Init 04 Environment
Init 06a Hard
Init 06b Normal
Init 05 Quests
Selection Screnn
Selection Screen
Selection Screen Kopiuj
Load Heroes
Load Heroes
Load Kael
Load Roomath
Experience Cap Kael
Experience Cap Ravael
Cinematic Revival
DEBUG
DEBUG MID
DEBUG END
DEBUG END Kopiuj
DEBUG END Kopiuj Kopiuj
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Intro Cinematic
Intro Cinematic Q
Intro Skipped
Intro Setup
Intro Cleanup
Gameplay
Midgame Naga Cinematic
Naga Cinematic Q
Naga Skipped
Naga Setup
Naga Cleanup
New Boats
Make Ghouls Attack
Tower MiniCinematic
Tower MiniCinematic Q
Tower Setup
Tower Cleanup
Victory Cinematic
Victory Cinematic Q
Victory Skipped
Victory Setup
Remove hero
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Level Data
Quests
----Observatory Quest----
Quest Observatory Create
Quest Observatory Discover
Quest Observatory Update 01
Quest Observatory Update 02
Quest Observatory Completed
----Magical Vault Quest----
Quest Hidden Caches Create
Quest Hidden Caches Discover
Quest Hidden Caches Update 01
Quest Hidden Caches Update 02
Quest Hidden Caches Update 03
Quest Hidden Caches Completed
Mission Failed all Units Dead
Mission Failed Base Dead
Mission Failed TowerDead
AI
Unit Spawn
Unit Spawn Kopiuj
Start AI
Start AI Kopiuj
AI Resources Yellow Gold
Start AI After Building Built
AI Resources Yellow Gold Kopiuj 2
AI Resources Yellow Gold Kopiuj
AI Resources Yellow Lumber
AI Resources Yellow Lumber Kopiuj 2
AI Resources Yellow Lumber Kopiuj 3
Hints
AI Resources Yellow Lumber Kopiuj
Hint Spell Breakers Q
Hint Spell Steal
Hint Spell Steal Q
Hint Control Magic
Hint Control Magic Q
Hint Tiny Castle
Hint Tiny Castle Q
Hint Runes Flame Stirke 01
Hint Runes Flame Stirke 01 Q
Hint Runes Flame Stirke 02
Hint Runes Flame Stirke 02 Q
Hint Island Revealed 01 Q
Hint Keep Clean Q
Hint Undead Event
Hint Undead Q
Low Goldmines Q
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Combat Check
Combat Detected
Combat Resolved
Victory Defeat
Player Builds Town
Defeat Units all Dead
Defeat Units Dead
Defeat Tower Dies
Naga Boat Quest
Player Find Shore
Observatory Quest
Observatory Q
Naga Support
Enlarge Vision
Leaderboards
Observatory01 Repaired
Observatory02 Repaired
Observatory03 Repaired
Observatory Repaired Check
Observatory Repaired Lines Q
Quest Observatory Update 01 Q
Hidden Caches Quest
Hidden Caches
Hidden Caches Q
Box Lines
Box Line 01 Q
Box Line 02 Q
Box Line 03 Q
Box Line 04 Q
<=== Box 01 ===>
StepOn Cache 01
Break Box Cache 01
Cache 01
<=== Box 02 ===>
StepOn Cache 02
Break Box Cache 02
Cache 02
<=== Box 03 ===>
StepOn Cache 03
Break Box Cache 03
Cache 03
<=== Box 04 ===>
StepOn Cache 04
Break Box Cache 04
Cache 04
Magical Vaults Acquired
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Creeps
Bandits Quest
Roaming Craps 01
Bandit Quest 1
Bnadit Quest Discover
Bandit Quest Completed
Kill BlackHeart
Bandits
Bandits Golem
Roaming Craps 02
Bandits train
Roaming Demons 01
Roaming Demons 02
Roaming Demons 03
Roaming Zombies 01
Saving the Riflemen by Orges
Trapped Animal 01
Trapped Animal 02
Rifleman
Rifleman Kopiuj
Rifleman Kopiuj 2
Rifleman Kopiuj 2 Kopiuj
Rifleman Kopiuj 2 Kopiuj 2
Trapped Animal 02 Kopiuj
Trapped Animal 02 Kopiuj 2
Cast Water Elemental 01
Cast Spell Steal Spell 01
Hidden Tree and Runes
Runes Remove by Box 02
Runes Remove by Box 04
Island Four Critter
Critter Dies
Tower Repair Animations
Init Tower Animations
Update Tower1 Animation
Update Tower2 Animation
Update Tower3 Animation
Tower Map Icon
Change the Icon
Peasant Death Safety
Peasant Dies
System
Select Unit
Research Init
Research Begins
Research Cancelled
Research Complete
ResourceDrop Init
ResourceDrop Order
Requirement Init
Requirement Update
ResourceDrop Build
ResourceDrop Destroy
Timer Trigger
Custom Variables
Endgame Text
Death Select
Deselect Unit
Send Gold
Send Lumber
Exchange Unit
Spells
DB Configuration
DB Execution
DB Loop
Arcane Bolt
DP SetUp
DP Cast
DP Loop
Arcane Resort
Arcane Power
Fire Fury Cast
Awatar
Fire Fury Loop
CUSTOM - Shared Gold and Lumber
Bundle of Lumber
HAcquire Bundle of Lumber
BEAcquire Bundle of Lumber
Small Bundle of Lumber
HAcquire Small Bundle of Lumber
BEAcquire Small Bundle of Lumber
Gold Coins
HAcquire Gold Coins
BEAcquire Gold Coins
Darkness Storm
EN Import - Credits - Modifications
FR Import - Credits - Modifications
DS Init
Don't Touch after this /// Ne touchez rien après ça
DS Cast
DS Loop
DS End
DS UDie
CodeGen
CodeGen Init
CodeGen Save
CodeGen Load
Balrog
Balrog1
Selection Screen Balrog
Set item and lvl fo Balrog
Beczka
Fire Lord
//TESH.scrollpos=90
//TESH.alwaysfold=0
function CodeGen_SaveToDisk takes string loadcode, string filename returns nothing
    call PreloadGenClear()
    call PreloadGenStart()
    call Preload(loadcode)
    call PreloadGenEnd(filename)
    call ClearSelection()
endfunction

function CodeGen_Init takes nothing returns nothing
    local integer i = 1
    local integer b = udg_SaveLoad_Base
    local integer m = udg_SaveLoad_MaxValue
    loop
        exitwhen i >= udg_SaveLoad_MaxValue
        set udg_SaveLoad_Char[i] = SubString(udg_SaveLoad_Alphabet, i, i+1)
        set i = i + 1
    endloop
    set udg_SaveLoad_Alphabet = SubString(udg_SaveLoad_Alphabet, 0, 1) + SubString(udg_SaveLoad_Alphabet, m + 1, b)
    set udg_SaveLoad_Base     = b - m
endfunction

function CodeGen_ConvertItem takes integer id returns integer
    local integer i = 1
    loop
        exitwhen i > udg_SaveLoad_ItemCount
        if (id == udg_SaveLoad_Item[i]) then
            return i
        endif
        set i = i + 1
    endloop
    return 0
endfunction

function CodeGen_ConvertUnit takes integer id returns integer
    local integer i = 1
    loop
        exitwhen i > udg_SaveLoad_HeroCount
        if (id == udg_SaveLoad_Hero[i]) then
            return i
        endif
        set i = i + 1
    endloop
    return 0
endfunction

function CodeGen_Encode takes integer i returns string
    local integer b
    local string s = ""
    
    if i <= udg_SaveLoad_Base then
        return SubString(udg_SaveLoad_Alphabet, i, i + 1)
    endif
    
    loop
        exitwhen i <= 0
        set b = i - (i / udg_SaveLoad_Base) * udg_SaveLoad_Base
        set s = SubString(udg_SaveLoad_Alphabet, b, b + 1) + s
        set i = i / udg_SaveLoad_Base
    endloop
    
    return s
endfunction

function CodeGen_StrPos takes string s returns integer
    local integer i = 0
    loop
        exitwhen i > udg_SaveLoad_Base
        if s == SubString(udg_SaveLoad_Alphabet, i, i + 1) then
            return i
        endif
        set i = i + 1
    endloop
    return -1
endfunction

function CodeGen_Decode takes string s returns integer
    local integer a = 0
    
    loop
        exitwhen StringLength(s) == 1
        set a = a * udg_SaveLoad_Base + udg_SaveLoad_Base * CodeGen_StrPos(SubString(s, 0, 1))
        set s = SubString(s, 1, 99)
    endloop
    
    return a+CodeGen_StrPos(s)
endfunction

function CodeGen_StringChecksum takes string in returns integer
    local integer i = 0
    local integer l = StringLength(in)
    local integer t = 0
    local integer o = 0
    loop
        exitwhen i >= l
        set t = CodeGen_Decode(SubString(in, i, i + 1))
        set o = o + t
        set i = i + 1
    endloop
    return o
endfunction

function CodeGen_Color takes string char returns string
    local integer i = 0
    local integer l = StringLength(udg_SaveLoad_Full)
    local string x  = ""
    loop
        exitwhen i >= l
        set x = SubString(udg_SaveLoad_Full, i, i + 1)
        if char == x then
            if (x=="0" or S2I(x) > 0) then
                return udg_SaveLoad_Number + char + "|r"
            elseif StringCase(x, false) == x then
                return udg_SaveLoad_Lower + char + "|r"
            elseif StringCase(x, true) == x then
                return udg_SaveLoad_Upper + char + "|r"
            endif
        endif
        set i = i + 1
    endloop
    return char
endfunction

function CodeGen_Format takes string s returns string
    local integer i = 0
    local integer x = StringLength(s)
    local integer j = 1
    local string s2 = ""
    
    loop
        exitwhen i >= x
        
        set s2 = s2 + CodeGen_Color(SubString(s, i, i + 1))
        
        if (j >= udg_SaveLoad_HyphenSpace and i != (x-1)) then
            set j = 0
            set s2 = s2 + udg_SaveLoad_SeperationChar
        endif
        
        set j = j + 1
        set i = i + 1
    endloop
    
    return s2
endfunction

function CodeGen_Strip takes string s returns string
    local integer i  = 0
    local integer x  = StringLength(s)
    local string out = ""
    local string a   = ""
    
    loop
        exitwhen i >= x
        set a = SubString(s, i, i + 1)
        if (a != udg_SaveLoad_SeperationChar) then
            set out = out + a
        endif
        set i = i + 1
    endloop
    
    return out
endfunction

// yeeahh descriptive variables
function CodeGen_Load takes string s returns nothing
    local string str = CodeGen_Strip(s)
    local string tmp = ""
    local string c   = ""
    local integer x  = 0
    local integer i  = 1
    local integer l  = 0
    local integer j  = 1
    local integer f  = 0
    local boolean b  = true
    
    set udg_SaveLoad_Valid = false
    
    if (udg_SaveLoad_Security) then
        loop
            exitwhen i > 3
            if (CodeGen_Decode(SubString(str, 0, i)) == CodeGen_StringChecksum(SubString(str, i, 999))) then
                set udg_SaveLoad_Valid = true
                set str = SubString(str, i, 999)
                set i = 4
            endif
            set i = i + 1
        endloop
    endif
    
    if (not udg_SaveLoad_Valid) then
        set udg_SaveLoad_Error = "Invalid Code"
        return
    endif
    
    set i = 0
    set l = StringLength(str)
    
    if (udg_SaveLoad_CheckName) then
        set c = CodeGen_Encode(CodeGen_StringChecksum(GetPlayerName(GetTriggerPlayer())))
        set i = StringLength(c)
        if (c != SubString(str, l - i, i)) then
            set udg_SaveLoad_Valid = false
            set udg_SaveLoad_Error = "Wrong username"
            return
        endif
        set l = l - i
    endif
    
    set i = 0
    
    loop
        exitwhen i >= l
        set tmp = SubString(str, i, i + 1)
        
        set b = true
        set f = 0
        set j = 1
        
        loop
            exitwhen f >= (udg_SaveLoad_MaxValue)
            if (tmp == udg_SaveLoad_Char[f]) then
                set j = f + 2
                set udg_Load[x] = CodeGen_Decode(SubString(str, i + 1, i + (j)))
                set b = false
                set f = udg_SaveLoad_MaxValue
            endif
            set f = f + 1
        endloop
        
        if (b) then
            set udg_Load[x] = CodeGen_Decode(tmp)
        endif
        
        set i = i + j
        set x = x + 1
    endloop
    
    set udg_SaveLoad_Valid = true
endfunction

function CodeGen_Compile takes nothing returns string
    local integer i  = 0
    local integer j  = 0
    local string out = ""
    local string ln  = ""
    local string x   = ""

    loop
        exitwhen i > udg_SaveCount
        set x = CodeGen_Encode(udg_Save[i])
        set j = StringLength(x)

        if (j > 1) then
            set out = out + udg_SaveLoad_Char[j-1]
        endif
        
        set out = out + x
        set i = i + 1
    endloop

    if (udg_SaveLoad_CheckName) then
        set out = out + CodeGen_Encode(CodeGen_StringChecksum(GetPlayerName(GetTriggerPlayer())))
    endif
    
    if (udg_SaveLoad_Security) then
        set out = CodeGen_Encode(CodeGen_StringChecksum(out)) + out
    endif
    
    if udg_SaveLoad_SaveToDisk and GetLocalPlayer() == GetTriggerPlayer() then
        call CodeGen_SaveToDisk(out, udg_SaveLoad_Directory + "\\" + udg_SaveLoad_Filename)
    endif
                
    return CodeGen_Format(out)
endfunction
Name Type Is Array Initial Value
AB_Point location No
Altarofblood unitcode No halt
AnimInterval real No 0.00
AnimLifePercent1 real No
AnimLifePercent2 real No
AnimLifePercent3 real No
AnimSpeed1 real No
AnimSpeed2 real No
AnimSpeed3 real No
AnimSpeedPrev1 real No
AnimSpeedPrev2 real No
AnimSpeedPrev3 real No
AnimTimePercent1 real No
AnimTimePercent2 real No
AnimTimePercent3 real No
AnimTimer timer No
AnimTimeTotal real No
AP01_Player player No Player00
AP02HersztBandytowMietek rect No
AP1_Player player No Player00
AP_Integer integer No
AP_Point location No
AP_WPoint location No
APG1_Player force No Force00
AR_Point location No
Balrog unit No
Bandits sound No
BonusesBuilt integer No
BonusesFound integer No
BonusesTotal integer No
BoxesKilled integer No
BoxSight01 fogmodifier No
BoxSight02 fogmodifier No
BoxSight03 fogmodifier No
BoxSight04 fogmodifier No
CameraReturnPoint location No
CampaignScore integer No
Code string No
CombatCheckTimer timer No
Critter unit No
DB_Ability abilcode No
DB_ActiveInstances integer No
DB_AreaDamageEffect string No
DB_AreaDamageEffectAttach string No
DB_AttackType attacktype No
DB_BallArea real Yes
DB_BallAreaDamage real Yes
DB_BallColorBlue real No
DB_BallColorGreen real No
DB_BallColorRed real No
DB_BallCounter real No
DB_BallDummy unit No
DB_BallDummyType unitcode No
DB_BallDuration real Yes
DB_BallGroup group No
DB_BallHeight real Yes
DB_BallOwner player No
DB_BallPosition location No
DB_BallSize real Yes
DB_BallTransparency real Yes
DB_BlastDummy unit No
DB_BlastEffect string No
DB_BlastEffectAttach string No
DB_BlastSize real Yes
DB_Caster unit No
DB_CasterPosition location No
DB_DamageBlastUnits unit No
DB_DamageGroup group No
DB_DamageType damagetype No
DB_DemonicDummy unit No
DB_DemonicDummy2 unit No
DB_DemonicDummyAbility abilcode No
DB_DemonicDummyAbility2 abilcode No
DB_DemonicDummyType unitcode No
DB_DemonicDummyType2 unitcode No
DB_DurationTimerTracks real No
DB_ECAngle real No
DB_ECEffect string No
DB_ECNumber integer Yes
DB_ECPoint location No
DB_Hash hashtable No
DB_ID integer No
DB_Int integer No
DB_KBAngle real No
DB_Level integer No
DB_Tree destructable No
DB_TreeDestroyer unit No
DiffInteger integer No
DP_Angles real No
DP_AoEAngle real No
DP_AoEGroup group No
DP_AoEKey integer No
DP_AoELoc location No
DP_AoEMaxHeightX real No
DP_AoEOffset location No
DP_AoEOrbitSpeed real Yes
DP_AoEs unit No
DP_AoESpeed real No
DP_AoEStage integer No
DP_AoETemp unit No
DP_AoETempKey integer No
DP_AoETimer real No
DP_AoEX real No
DP_AoEY real No
DP_AoEZ real No
DP_Arc real No
DP_ArcHex real No
DP_ArcMax real No
DP_ArcMin real No
DP_Blue real No
DP_Caster unit No
DP_CurrentHeight real No
DP_CurrentSize real No
DP_DistanceHex real No
DP_DistanceMax real No
DP_DistanceMin real No
DP_Green real No
DP_Hash hashtable No
DP_Interval real No
DP_Intervals real No
DP_Levels integer No
DP_Lightning lightning No
DP_LModel string No
DP_MaxHeight real No
DP_MaxSize real No
DP_MissileDistance real No
DP_MissileHeight real No
DP_MissileKey integer No
DP_MissileLoc location No
DP_MissileOffset location No
DP_MissileTemp unit No
DP_MissileTempKey integer No
DP_MissileTravelled real No
DP_Owner player No
DP_Portal unit No
DP_PortalDeathSFx string No
DP_PortalDuration real Yes
DP_PortalDurationGeneral real Yes
DP_PortalGroup group No
DP_PortalGrow real No
DP_PortalKey integer No
DP_Radius real No
DP_Red real No
DP_Sides integer No
DP_SizeInterval real No
DP_Soul unit No
DP_SoulDamage real Yes
DP_SoulGroup group No
DP_SoulHex integer No
DP_SoulMax integer Yes
DP_SoulMin integer Yes
DP_SoulSFX string No
DP_Stage integer No
DP_TargetLoc location No
DP_TempGroup group No
DP_TempInteger integer No
DP_TempLoc location No
DP_Timer real No
DP_U unit No
DP_UKey integer No
DP_ULoc location No
DP_UX real No
DP_UY real No
DP_UZ real No
DS_BallCreationInterval integer Yes
DS_BallDamages real Yes
DS_BallDamagesAoe real Yes
DS_BallDamagesType attacktype No
DS_BallDamagesTypes2 damagetype No
DS_BallDirectionAndSpeed real Yes
DS_BallHeightIncrease real Yes
DS_BallLifeSteal real Yes
DS_BallLiveTime real Yes
DS_BallLocation location No
DS_BallLocationNew location No
DS_BallsGroup group No
DS_CasterLocation location No
DS_CastersGroup group No
DS_CircleAoe real Yes
DS_CircleDirectionAndSpeed real Yes
DS_CircleStartAngle real Yes
DS_Duration real Yes
DS_Effect string No
DS_Hashtable hashtable No
DS_NumberOfCircle integer Yes
DS_TempInteger integer No
DS_TempInteger2 integer No
DS_TempReal real No
DS_TempUnit unit No
DS_TempUnit2 unit No
ElevatorSound sound No
ExchangeSelection1 group No
ExchangeSelection2 group No
ExchangeSucces boolean No
Exchanging1 boolean No
Exchanging2 boolean No
Exchanging3 boolean No
Exchangingfail1 boolean No
Exchangingfail2 boolean No
Exchangingfail3 boolean No
ExpDisabledForKael boolean No false
ExpDisabledForRavael boolean No false
EXTAS integer No
Extra integer No
EXTRAStotal integer No
ExtraTotal integer No
Farsight01 effect No
Farsight02 effect No
Farsight03 effect No
Farsight04 effect No
Farsight05 effect No
Farsight06 effect No
Farsight07 effect No
Farsight08 effect No
FF_AllowCliffs boolean Yes
FF_AllowedToKeepMoving boolean Yes
FF_AllowWater boolean Yes
FF_Angle real Yes
FF_AoEDamages real Yes
FF_BuildingAoE boolean Yes
FF_Caster unit Yes
FF_DistanceCast real No
FF_DistanceReached real Yes
FF_Done boolean Yes
FF_DummyUnit unit Yes
FF_ExplosionEffect string Yes
FF_FinalAoE real Yes
FF_FireBall1 unit Yes
FF_FireBall2 unit Yes
FF_FireBallAdditionnalDistance real Yes
FF_FireBallAoE real Yes
FF_FireBallArc real Yes
FF_FireBallArcSettings real Yes
FF_FireBallDistance real Yes
FF_FireBallDistanceInit real No
FF_FireBallSpeed real Yes
FF_FireBallSpeedTempAdd real Yes
FF_FireBallTempAdd real Yes
FF_FullDistance real Yes
FF_GoThroughBuildings boolean Yes
FF_GoThroughTrees boolean Yes
FF_GroupFireBall1 group Yes
FF_GroupFireBall2 group Yes
FF_HitBuildings boolean Yes
FF_HitBuildings_Kopiuj boolean Yes
FF_Integer1 integer No
FF_Integer2 integer No
FF_Integer3 integer No
FF_KillTrees boolean Yes
FF_KillTreesAoE boolean Yes
FF_MinimalDistance real No
FF_RealTimer real Yes
FF_SingleDamages real Yes
FF_SingleUnitEffect string Yes
FF_TempGroup group No
FF_TempPoint1 location No
FF_TempPoint2 location No
FF_TempPoint3 location No
FF_TempPoint4 location No
FinalInventory string Yes
FinalRank string No
FirstDoneRegion rect No
GameOver boolean No false
GameSelection boolean No true
GoldCost real No
GoldNeeded real No
Hard boolean No
Haven unitcode No htow
Hero unit No
Hero1 unit No
Hero1Inventory string No
Hero2 unit No
Hero2Inventory string No
HiddenUnits group No
InCinematic boolean No false
InCombat boolean No false
InsaneMode boolean No
INSANEMODE boolean No
IntroFootman01 unit No
IntroFootman02 unit No
IntroKnight01 unit No
IntroRifleman01 unit No
IntroRifleman02 unit No
IntroSkipped boolean No false
Item item No
Kael unit No UnitNull
KaelCinematic unit No UnitNull
KaelReturnSpot location No
LadyVashj unit No UnitNull
Load integer Yes
LoadCount integer No
LordGarithos unit No UnitNull
LumberCost real No
LumberNeeded real No
MagicalVault01 unit No
MagicalVault02 unit No
MagicalVault03 unit No
MagicalVault04 unit No
MagicalVaultsFound integer No
MissionNumber integer No
Naga01 unit No
Naga02 unit No
NagaBoat01 unit No
NagaBoat02 unit No
NagaGuard01 unit No
NagaGuard02 unit No
NagaShipyard unit No
NagaSkipped boolean No false
Normal boolean No
ObservatoriesRepaired integer No
Observatory01 unit No
Observatory01Repaired boolean No
Observatory02 unit No
Observatory02Repaired boolean No
Observatory03 unit No
Observatory03Repaired boolean No
P2_Vashj player No Player01
P5_Undead player No Player04
PingPoint location No
PlateActivationSound sound No
PlateResetSound sound No
Player1 player No Player00
Player2 player No Player09
Portal_CastUnit unit Yes
Portal_Index integer Yes
Portal_LoopIsOn boolean Yes
Portal_Point location Yes
Portal_Point2 location Yes
Portal_Portal unit Yes
Portal_Portal2 unit Yes
Priest01 unit No
Priest02 unit No
QuestBandit quest No
QuestBandit1 quest No
QuestBanditKillBlackHeart questitem No
QuestBanditReq01 questitem No
QuestHiddenCaches quest No
QuestHiddenCachesAmountFound questitem No
QuestHiddenCachesReq questitem No
QuestNagaBoats quest No
QuestNagaBoatsUse questitem No
QuestObservatory quest No
QuestObservatoryReq01 questitem No
QuestOrbFind questitem No
QuestTowerReqReturn questitem No
QuestUndead quest No
Rank_Integer integer No
RankInteger integer No
Ravael unit No UnitNull
RavaelCinematic unit No
RavaelReturnSpot location No
Requirement_Region rect No
RequirementTech boolean Yes
RequirementUnitP1 unit Yes
RequirementUnitP2 unit Yes
RequirementUnitP3 unit Yes
RequirementUnitType unitcode Yes
ResearchEnabledT2 boolean Yes
ResearchEnabledT3 boolean Yes
ResearchStringT1 string Yes
ResearchStringT2 string Yes
ResearchStringT2_Kopiuj_Kopiuj string Yes
ResearchStringT3 string Yes
ResearchType techcode Yes
ResearchUnitType unitcode Yes
ResourceDropBuildings group No
ResourceDropHashtable hashtable No
RevivalAltar unit No UnitNull
RevivalHero unit No UnitNull
RevivalReturnSpot location No
RevivalSpot location No
RoamingCrabs01 group No
RoamingCrabs02 group No
RoamingDemons01 group No
RoamingDemons02 group No
RoamingDemons03 group No
RoamingZombies01 group No
Sanctuary unitcode No hkee
Save integer Yes
SaveCount integer No
SaveLoad_Abilities abilcode Yes
SaveLoad_Abilities_LastIndex integer No
SaveLoad_AbilityCount integer No
SaveLoad_Alphabet string No
SaveLoad_Base integer No
SaveLoad_CaseSensitive boolean No
SaveLoad_Char string Yes
SaveLoad_CheckName boolean No
SaveLoad_Compress integer Yes
SaveLoad_Directory string No
SaveLoad_Error string No
SaveLoad_Filename string No
SaveLoad_Full string No
SaveLoad_Hero unitcode Yes
SaveLoad_HeroCount integer No
SaveLoad_Heroes unitcode Yes
SaveLoad_HeroLastIndex integer No
SaveLoad_HyphenSpace integer No
SaveLoad_Initialized boolean No
SaveLoad_Item itemcode Yes
SaveLoad_ItemCount integer No
SaveLoad_Items itemcode Yes
SaveLoad_items_LastIndex integer No
SaveLoad_Items_LastIndex integer No
SaveLoad_Lower string No
SaveLoad_MaxValue integer No
SaveLoad_Number string No
SaveLoad_SaveToDisk boolean No
SaveLoad_Security boolean No
SaveLoad_SeperationChar string No
SaveLoad_TotalTime integer No
SaveLoad_Uncompress integer Yes
SaveLoad_Upper string No
SaveLoad_UsePlayemame boolean No
SaveLoad_Valid boolean No
ScoreBonuses integer No
ScoreExtra integer No
ScoreLimit integer Yes
ScoreMax integer No
ScoreRank string No
ScoreSubquest integer No
ScoreSubquests integer No
ScoreTime integer No
ScoreTotal integer No
SelectedUnits group No
SelectionGroup1 group No
SelectionGroup2 group No
SkipVote1 boolean No
SkipVote2 boolean No
SpellBreaker01 unit No
SpellBreaker02 unit No
Spire unitcode No hcas
SubquestsComplete integer No
SubquestsTotal integer No
SumRank integer No
Tartak unitcode No hlum
TempBoolean boolean No
TempGroup group No
TempGroup_Kopiuj group No
TempInteger integer No
Tempinteger integer No
Tempitem item No
TempItem item No
Tempitemtype itemcode No
TempLoc location No
TempLoc2 location No
tempoint location No
Tempoint location No
tempoint2 location No
TempPGroup force No
TempPGroup2 force No
TempPlayer player No
TempPoint location No
TempUGroup group No
tempugroup group No
TempUGroup2 group No
TempUnit unit No
TempunitType unitcode No
TimeHours integer No
TimeMax real No
TimeMin real No
TimeMins integer No
TimeRange real No
TimerString string No
TimerTotal integer No
TimeSeconds integer No
TimeSecondsTotal integer No
TimeTakenString string No
TimeTotal integer No
Validate boolean No
VictoryKnight01 unit No
VictoryKnight02 unit No
VictoryKnight03 unit No
VictoryKnight04 unit No
VictoryKnight05 unit No
VictoryKnight06 unit No
VictoryPriest01 unit No
VictoryPriest02 unit No
VictoryRifleman01 unit No
VictoryRifleman02 unit No
VictoryRifleman03 unit No
VictoryRifleman04 unit No
VictorySkipped boolean No false
VisMod01 fogmodifier No
VisMod02 fogmodifier No
VisMod03 fogmodifier No
WhichCamera camerasetup No
WhichPoint location No
WhichRegion rect No
x real No
y real No
zPointNewPeasant location No
zPointNewPeasantWalkTo location No
Initialization
  Events
  Conditions
  Actions
    Game - Set ally color filtering to 0
    Trigger - Run Init_01_Players <gen> (checking conditions)
    Trigger - Run Init_02_Units <gen> (checking conditions)
    Trigger - Run Init_03_Music <gen> (checking conditions)
    Trigger - Run Init_04_Environment <gen> (checking conditions)
    Trigger - Run Init_05_Quests <gen> (checking conditions)
    -------- Start Intro Cinematic --------
    Trigger - Add Intro_Cinematic_Q <gen> to the trigger queue (Checking conditions)
Init 01 Players
  Events
  Conditions
  Actions
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Position of Tajemne Obserwatorium 0009 <gen>) to a radius of 768.00.
    Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility from (Position of Tajemne Obserwatorium 0009 <gen>) to a radius of 768.00.
    -------- Alliance Settings --------
    Player - Make AP1_Player treat Neutral Passive as an Ally
    Player - Make Player 10 (Light Blue) treat Neutral Passive as an Ally
    Player - Make Player 9 (Gray) treat Player 7 (Green) as an Ally
    Player - Make Player 7 (Green) treat Player 9 (Gray) as an Ally
    Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Ally
    Player - Set name of Player 7 (Green) to Demons
    Player - Set name of Player 9 (Gray) to Demons Forces
    Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Ally
    Player - Make Player 1 (Red) treat Player 8 (Pink) as an Ally
    Player - Make Player 8 (Pink) treat Player 1 (Red) as an Ally
    Player - Make Player 10 (Light Blue) treat Player 8 (Pink) as an Ally
    Player - Make Player 8 (Pink) treat Player 10 (Light Blue) as an Ally
    Player - Make Player 10 (Light Blue) treat Neutral Hostile as an Ally
    Unit - Change color of Emissary 0444 <gen> to Light Blue
    Unit - Change color of Footman 0445 <gen> to Light Blue
    Unit - Change color of Footman 0446 <gen> to Light Blue
    Player - Make AP1_Player treat Neutral Hostile as an Ally
    Unit Group - Pick every unit in (Units in Region_186 <gen>) and do (Pause all units)
    Player - Make AP1_Player treat P2_Vashj as an Neutral
    Player - Make Player 10 (Light Blue) treat P2_Vashj as an Neutral
    Player - Make Neutral Passive treat AP1_Player as an Ally
    Player - Make P2_Vashj treat AP1_Player as an Neutral
    Player - Make P2_Vashj treat Player 10 (Light Blue) as an Neutral
    Player - Make P2_Vashj treat Neutral Hostile as an Neutral
    Player - Make P2_Vashj treat P5_Undead as an Neutral
    Player - Make P5_Undead treat Neutral Hostile as an Neutral
    Player - Make P5_Undead treat Player 12 (Brown) as an Neutral
    Player - Make P5_Undead treat P2_Vashj as an Neutral
    Player - Make Player 12 (Brown) treat Player 5 (Yellow) as an Neutral
    Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Neutral
    Player - Make P5_Undead treat Player 4 (Purple) as an Neutral
    Player - Make Player 9 (Gray) treat Player 12 (Brown) as an Neutral
    Player - Make Player 9 (Gray) treat Neutral Hostile as an Neutral
    Player - Make P5_Undead treat Player 6 (Orange) as an Neutral
    Player - Make Neutral Hostile treat P5_Undead as an Neutral
    Player - Make Neutral Hostile treat Player 12 (Brown) as an Neutral
    Player - Make Player 12 (Brown) treat Neutral Hostile as an Neutral
    Player - Make Neutral Hostile treat Player 9 (Gray) as an Neutral
    Player - Make Neutral Hostile treat Player 9 (Gray) as an Neutral
    Player - Make Neutral Hostile treat P2_Vashj as an Neutral
    Player - Make Neutral Hostile treat AP1_Player as an Neutral
    Player - Make Neutral Hostile treat Player 10 (Light Blue) as an Neutral
    Player - Make Neutral Hostile treat Player 6 (Orange) as an Neutral
    Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Neutral
    -------- Initial Resources --------
    Player - Set AP1_Player.Current gold to 0
    Player - Set AP1_Player.Current lumber to 600
    Player - Set Player 10 (Light Blue).Current lumber to 600
    Player - Set P5_Undead.Current gold to 5000
    Player - Set Player 9 (Gray).Current gold to 5000
    Player - Set P5_Undead.Current lumber to 5000
    -------- Player Colors --------
    Player - Change color of P5_Undead to Purple, Changing color of existing units
    Player - Change color of Player 7 (Green) to Purple, Changing color of existing units
    -------- Hide Excess Players --------
    Player - Hide Player 6 (Orange) in the post-game score screen
Init 02 Units
  Events
  Conditions
  Actions
    -------- Heroes --------
    Trigger - Run Load_Heroes <gen> (checking conditions)
    Hero - Make AP1_Player Heroes gain 15.00% experience from future kills
    Hero - Make Player 10 (Light Blue) Heroes gain 15.00% experience from future kills
    -------- Units --------
    -------- NPCs --------
    Set VariableSet LordGarithos = Dark Knight 0111 <gen>
    Set VariableSet IntroKnight01 = Knight 0113 <gen>
    Set VariableSet IntroFootman01 = Footman 0058 <gen>
    Set VariableSet IntroFootman02 = Footman 0059 <gen>
    Set VariableSet IntroRifleman01 = Rifleman 0112 <gen>
    Set VariableSet IntroRifleman02 = Rifleman 0057 <gen>
    -------- Creeps --------
    Unit - Make Tajemne Obserwatorium 0008 <gen> Invulnerable
    Unit - Make Tajemne Obserwatorium 0048 <gen> Invulnerable
    Unit - Make Tajemne Obserwatorium 0009 <gen> Invulnerable
    Set VariableSet RoamingCrabs01 = (Units in Roaming_Crabs_01 <gen> matching ((Unit-type of (Matching unit)) Equal to Spider Crab Shorecrawler))
    Set VariableSet RoamingCrabs02 = (Units in Roaming_Crabs_02 <gen> matching ((Unit-type of (Matching unit)) Equal to Spider Crab Shorecrawler))
    Set VariableSet RoamingDemons01 = (Units in Roaming_Demons_01 <gen> matching ((Unit-type of (Matching unit)) Equal to Fel Beast))
    Set VariableSet RoamingDemons02 = (Units in Roaming_Demons_02 <gen> matching ((Unit-type of (Matching unit)) Equal to Bloodfiend))
    Set VariableSet RoamingDemons03 = (Units in Roaming_Demons_03 <gen> matching ((Unit-type of (Matching unit)) Equal to Felguard))
    Set VariableSet RoamingZombies01 = (Units in Roaming_Zombies_01 <gen> matching ((Unit-type of (Matching unit)) Equal to Dalaran Mutant))
    -------- Observatory --------
    Set VariableSet Observatory01 = Tajemne Obserwatorium 0009 <gen>
    Set VariableSet Observatory02 = Tajemne Obserwatorium 0008 <gen>
    Set VariableSet Observatory03 = Tajemne Obserwatorium 0048 <gen>
    Set VariableSet GoldCost = (11535.36 x 0.35)
    Set VariableSet LumberCost = (28848.49 x 0.35)
    Trigger - Run Init_Tower_Animations <gen> (checking conditions)
    -------- Vaults --------
    Unit - Change color of MagicalVault01 to Orange
    Unit - Change color of MagicalVault02 to Orange
    Unit - Change color of MagicalVault03 to Orange
    Unit - Change color of MagicalVault04 to Orange
    Unit - Change color of Knight 0113 <gen> to Light Blue
    Unit - Change color of Footman 0059 <gen> to Light Blue
    Unit - Change color of Footman 0058 <gen> to Light Blue
    Unit - Change color of Rifleman 0057 <gen> to Light Blue
    Unit - Change color of Rifleman 0112 <gen> to Light Blue
    Unit - Change color of LordGarithos to Gray
Init 03 Music
  Events
  Conditions
  Actions
    Sound - Clear the music list
    Wait 0.01 seconds
    Sound - Play Blood Elf Theme, skipping the first 9.58 seconds
    Sound - Set the music list to Music, starting with song 0
Init 04 Environment
  Events
  Conditions
  Actions
    -------- Initial Time Of Day --------
    Game - Set the time of day to 8.00
    -------- Weather Effects --------
    -------- Fog --------
    -------- Initial Visibility --------
    -------- Bridges, Gates, etc. --------
    Destructible - Make Elven Gate 0000 <gen> Invulnerable
    -------- Points --------
    Set VariableSet zPointNewPeasant = (Center of New_Peasant <gen>)
    Set VariableSet zPointNewPeasantWalkTo = (Center of New_Peasant_Walk_to <gen>)
Init 06a Hard
  Events
    Player - Player 1 (Red) types a chat message containing -Hard (stringnoformat) as A substring
    Player - Player 10 (Light Blue) types a chat message containing -Hard (stringnoformat) as A substring
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    -------- Extra Creeps in city --------
    Set VariableSet Hard = True
    Trigger - Run Initialization <gen> (ignoring conditions)
    Unit - Create 1.Bloodfiend for Player 12 (Brown) at (Center of HARD_Fel_Guards <gen>) facing 180.00 degrees
    Set VariableSet Hero1 = Kael
    Set VariableSet Hero2 = Ravael
    Player - Change color of Player 9 (Gray) to (Color of Player 4 (Purple)), Changing color of existing units
    Player - Change color of Player 10 (Light Blue) to (Color of Player 2 (Blue)), Changing color of existing units
    Unit - Make Footman 0446 <gen> Invulnerable
    Unit - Make Footman 0445 <gen> Invulnerable
    Hero - Disable experience gain for Doom Lord 0312 <gen>.
    Unit - Make Emissary 0444 <gen> Invulnerable
    Hero - Disable experience gain for Dread Lord Jarax 0424 <gen>.
    Player - Change color of Player 10 (Light Blue) to (Color of Player 2 (Blue)), Changing color of existing units
    Player - Set name of Player 10 (Light Blue) to BloodElves
    Unit - Replace Felguard 0135 <gen> with a Bloodfiend using The old unit's relative life and mana
    Unit - Replace Felguard 0020 <gen> with a Bloodfiend using The old unit's relative life and mana
    Unit - Create 1.Fel Beast for Player 12 (Brown) at (Center of HARD_Felbeast <gen>) facing 90.00 degrees
    Unit - Create 1.Fel Stalker for Neutral Hostile at (Center of HARD_Felbeast <gen>) facing 90.00 degrees
    Unit - Replace Apprentice Wizard 0141 <gen> with a Rogue using The old unit's relative life and mana
    Player - Set AP1_Player.Current lumber to 1000
    Unit - Replace Apprentice Wizard 0142 <gen> with a Rogue using The old unit's relative life and mana
    Unit - Replace Apprentice Wizard 0181 <gen> with a Enforcer using The old unit's relative life and mana
    Unit - Replace Apprentice Wizard 0147 <gen> with a Brigand using The old unit's relative life and mana
    Unit - Replace Apprentice Wizard 0178 <gen> with a Brigand using The old unit's relative life and mana
    Unit - Create 1.Rogue for Neutral Hostile at (Center of HARD_Assassin_01 <gen>) facing 180.00 degrees
    Unit - Set (Last created unit) acquisition range to 200.00
    Unit - Create 1.Rogue for Neutral Hostile at (Center of HARD_Assassin_02 <gen>) facing 180.00 degrees
    Unit - Set (Last created unit) acquisition range to 200.00
    Unit - Replace Bandit 0167 <gen> with a Rogue using The old unit's relative life and mana
    Unit - Replace Felguard 0160 <gen> with a Bloodfiend using The old unit's relative life and mana
    Unit - Replace Felguard 0039 <gen> with a Bloodfiend using The old unit's relative life and mana
    Unit - Replace Apprentice Wizard 0030 <gen> with a Assassin using The old unit's relative life and mana
    Unit - Replace Apprentice Wizard 0031 <gen> with a Assassin using The old unit's relative life and mana
    Unit - Replace Bandit 0034 <gen> with a Assassin using The old unit's relative life and mana
    Unit - Replace Bandit 0035 <gen> with a Assassin using The old unit's relative life and mana
    Unit - Replace Brigand 0033 <gen> with a Enforcer using The old unit's relative life and mana
    Unit - Replace Brigand 0045 <gen> with a Enforcer using The old unit's relative life and mana
    Unit - Create 1.Gnoll Overseer for Neutral Hostile at (Center of HARD_Gnoll_03 <gen>) facing 0.00 degrees
    Unit - Create 1.Gnoll Overseer for Neutral Hostile at (Center of HARD_Gnoll_02 <gen>) facing 0.00 degrees
    -------- Research of the Undead And Creeps --------
    Player - Set the current research level of Rume (techcode) to 3 for Player 9 (Gray)
    Player - Set the current research level of Rura (techcode) to 2 for Player 9 (Gray)
    Player - Set the current research level of Rucr (techcode) to 2 for Player 9 (Gray)
    Player - Set the current research level of Rucr (techcode) to 2 for Player 5 (Yellow)
    Player - Set the current research level of Rura (techcode) to 2 for Player 5 (Yellow)
    Player - Set the current research level of Ruar (techcode) to 3 for Player 9 (Gray)
    Player - Set the current research level of Ruar (techcode) to 3 for Player 5 (Yellow)
    Player - Set the current research level of Rume (techcode) to 3 for Player 5 (Yellow)
    Player - Set the current research level of Rhme (techcode) to 1 for Player 12 (Brown)
    Player - Set the current research level of Rhar (techcode) to 1 for Player 12 (Brown)
    Player - Set the current research level of Rotr (techcode) to 1 for Player 12 (Brown)
    Unit - Create 1.Władca Gnolli for Player 12 (Brown) at (Center of HARD_Gnoll_01 <gen>) facing 270.00 degrees
    Unit - Create 1.Gnoll Brute for Player 12 (Brown) at (Center of HARD_Gnoll_04 <gen>) facing 270.00 degrees
    Unit - Create 1.Gnoll Brute for Player 12 (Brown) at (Center of HARD_Gnoll_05 <gen>) facing 270.00 degrees
    -------- Extra Undead --------
    Unit - Create 1.Crypt for P5_Undead at (Center of HARD_Crypt <gen>) facing Default building facing degrees
    Unit - Create 1.Temple of the Damned for P5_Undead at (Center of HARD_Temple <gen>) facing Default building facing degrees
    Unit - Create 1.Crypt for Player 9 (Gray) at (Center of Crypt_Gray_Hard <gen>) facing Default building facing degrees
    Unit - Create 1.Demon Temple for Player 9 (Gray) at (Center of Region_165 <gen>) facing Default building facing degrees
    Unit - Create 1.Slaughterhouse for Player 9 (Gray) at (Center of Region_188 <gen>) facing Default building facing degrees
    -------- Set Lvl Hero --------
    Hero - Set Doom Lord 0312 <gen> Hero-level to 10, Hide level-up graphics
    Hero - Learn skill for Doom Lord 0312 <gen>: Dark Portal
    Hero - Learn skill for Doom Lord 0312 <gen>: Dark Portal
    Hero - Learn skill for Doom Lord 0312 <gen>: Arcane Power
    Hero - Learn skill for Doom Lord 0312 <gen>: Arcane Power
    Hero - Learn skill for Doom Lord 0312 <gen>: Arcane Power
    Hero - Learn skill for Doom Lord 0312 <gen>: Inferno
    Hero - Learn skill for Doom Lord 0312 <gen>: Endurance Aura
    Hero - Learn skill for Doom Lord 0312 <gen>: Carrion Swarm
    Hero - Learn skill for Doom Lord 0312 <gen>: Carrion Swarm
    Hero - Learn skill for Doom Lord 0312 <gen>: Carrion Swarm
    Hero - Set Dread Lord Jarax 0424 <gen> Hero-level to 10, Hide level-up graphics
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Arcane Power
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Arcane Power
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Arcane Power
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Avatar
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Endurance Aura
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Endurance Aura
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Endurance Aura
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Rain of Fire
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Rain of Fire
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Shockwave
    -------- Set item of the Hero --------
    Hero - Create Crown of Kings +5 and give it to Dread Lord Jarax 0424 <gen>
    Hero - Create Claws of Attack +15 and give it to Dread Lord Jarax 0424 <gen>
    Hero - Create Claws of Attack +15 and give it to Dread Lord Jarax 0424 <gen>
    Hero - Create Ring of Protection +5 and give it to Dread Lord Jarax 0424 <gen>
    Hero - Create Mask of Death and give it to Dread Lord Jarax 0424 <gen>
    Hero - Create Scourge Bone Chimes and give it to Dread Lord Jarax 0424 <gen>
    Hero - Create Scourge Bone Chimes and give it to Doom Lord 0312 <gen>
    Hero - Create Claws of Attack +15 and give it to Doom Lord 0312 <gen>
    Hero - Create Claws of Attack +15 and give it to Doom Lord 0312 <gen>
    Hero - Create Ring of Protection +5 and give it to Doom Lord 0312 <gen>
    Hero - Create Crown of Kings +5 and give it to Doom Lord 0312 <gen>
    Hero - Create Ancient Janggo of Endurance and give it to Doom Lord 0312 <gen>
Init 06b Normal
  Events
    Player - Player 1 (Red) types a chat message containing -Normal (stringnoformat) as A substring
    Player - Player 10 (Light Blue) types a chat message containing -Normal (stringnoformat) as A substring
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet Normal = True
    Unit - Set life of Observatory01 to 45.00%
    Unit - Set life of Observatory02 to 45.00%
    Unit - Set life of Observatory03 to 45.00%
    Player - Change color of Player 10 (Light Blue) to (Color of Player 2 (Blue)), Changing color of existing units
    Player - Set name of Player 9 (Gray) to Plague Undead
    Player - Change color of Player 9 (Gray) to (Color of Player 4 (Purple)), Changing color of existing units
    Player - Set name of Player 10 (Light Blue) to BloodElves
    -------- Remove Hard Creeps --------
    Trigger - Run Initialization <gen> (ignoring conditions)
    Unit - Remove Enforcer 0414 <gen> from the game
    Unit - Remove Enforcer 0415 <gen> from the game
    Unit - Make Footman 0446 <gen> Invulnerable
    Unit - Remove from the game
    Unit - Make Footman 0445 <gen> Invulnerable
    Unit - Make Emissary 0444 <gen> Invulnerable
    Unit - Remove Władca Gnolli 0419 <gen> from the game
    Unit - Remove from the game
    Unit - Remove Forest Troll High Priest 0179 <gen> from the game
    Unit - Remove Forest Troll High Priest 0206 <gen> from the game
    Unit - Remove Bandit Lord 0359 <gen> from the game
    Hero - Disable experience gain for Doom Lord 0312 <gen>.
    Hero - Disable experience gain for Dread Lord Jarax 0424 <gen>.
    Unit - Remove Rogue Wizard 0429 <gen> from the game
    Unit - Remove Bandit 0418 <gen> from the game
    Unit - Remove Forest Troll Berserker 0194 <gen> from the game
    Unit - Remove Ogre Magi 0303 <gen> from the game
    Unit - Remove Gnoll Warden 0106 <gen> from the game
    -------- Lvl and Abilities of Hero --------
    Hero - Set Doom Lord 0312 <gen> Hero-level to 6, Hide level-up graphics
    Hero - Learn skill for Doom Lord 0312 <gen>: Endurance Aura
    Hero - Disable experience gain for Doom Lord 0312 <gen>.
    Hero - Learn skill for Doom Lord 0312 <gen>: Inferno
    Hero - Learn skill for Doom Lord 0312 <gen>: Carrion Swarm
    Hero - Learn skill for Doom Lord 0312 <gen>: Carrion Swarm
    Hero - Learn skill for Doom Lord 0312 <gen>: Arcane Power
    Hero - Learn skill for Doom Lord 0312 <gen>: Endurance Aura
    Hero - Set Dread Lord Jarax 0424 <gen> Hero-level to 6, Hide level-up graphics
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Arcane Power
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Arcane Power
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Avatar
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Rain of Fire
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Shockwave
    Hero - Learn skill for Dread Lord Jarax 0424 <gen>: Endurance Aura
    Unit - Remove Gnoll Warden 0108 <gen> from the game
    -------- Upgraddes --------
    Player - Set the current research level of Rucr (techcode) to 1 for Player 9 (Gray)
    Player - Set the current research level of Rume (techcode) to 1 for Player 9 (Gray)
    Player - Set the current research level of Ruar (techcode) to 1 for Player 9 (Gray)
    Player - Set the current research level of Rume (techcode) to 1 for Player 5 (Yellow)
    Player - Set the current research level of Rura (techcode) to 1 for Player 5 (Yellow)
    Player - Set the current research level of Ruar (techcode) to 1 for Player 5 (Yellow)
    Player - Set the current research level of Rhme (techcode) to 0 for Player 12 (Brown)
    Player - Set the current research level of Rhar (techcode) to 0 for Player 12 (Brown)
    Player - Set the current research level of Rura (techcode) to 1 for Player 9 (Gray)
    -------- Upgraddes --------
    Hero - Create Phat Lewt and give it to Dread Lord Jarax 0424 <gen>
    Hero - Create Phat Lewt and give it to Dread Lord Jarax 0424 <gen>
    Hero - Create Phat Lewt and give it to Dread Lord Jarax 0424 <gen>
    Hero - Create Phat Lewt and give it to Dread Lord Jarax 0424 <gen>
    Hero - Create Phat Lewt and give it to Dread Lord Jarax 0424 <gen>
    Hero - Create Phat Lewt and give it to Dread Lord Jarax 0424 <gen>
    Hero - Create Phat Lewt and give it to Doom Lord 0312 <gen>
    Hero - Create Phat Lewt and give it to Doom Lord 0312 <gen>
    Hero - Create Phat Lewt and give it to Doom Lord 0312 <gen>
    Hero - Create Phat Lewt and give it to Doom Lord 0312 <gen>
    Hero - Create Phat Lewt and give it to Doom Lord 0312 <gen>
    Hero - Create Phat Lewt and give it to Doom Lord 0312 <gen>
Init 05 Quests
  Events
  Conditions
  Actions
    -------- Create Quests --------
    Trigger - Run Quest_Observatory_Create <gen> (checking conditions)
    Trigger - Run Quest_Hidden_Caches_Create <gen> (checking conditions)
Selection Screen
  Events
    Map initialization
  Conditions
  Actions
    Unit - Pause all units
    -------- Sets Up Player's Name and the Maximum Food They Can Have --------
    Player - Set Player 1 (Red).Food max to 60
    Player - Set name of Player 1 (Red) to Kael'thas Elves
    Player - Set Player 10 (Light Blue).Food max to 60
    Player - Set name of Player 10 (Light Blue) to Alliance Remnants And Elves
    -------- Sets Up Panda Logo and Game Information --------
    Cinematic - Fade out over 0.00 seconds using texture war3mapImported\Kaelthas1.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Game - Display to (All players) the text: Chapter 1Welcome to the 2Player's Chapter 1 of the Curse of the Blood Elves Campaign by Neltharion.Important use -save Comand When you want save your item and lvl Hero (before you will end the game )
    Wait 3.00 game-time seconds
    Game - Display to (All players) the text: Comends -Hard or -Normal ( will start the game Good Luck
    -------- Sets Up Campaign-Ish Visibility --------
    Visibility - Enable fog of war
    Visibility - Enable black mask
Selection Screen Kopiuj
  Events
  Conditions
  Actions
    Unit - Pause all units
    -------- Sets Up Panda Logo and Game Information --------
    Cinematic - Fade out over 0.00 seconds using texture war3mapImported\Kaelthas1.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Game - Display to (All players) the text: Chapter 1Completed
    Wait 60.00 game-time seconds
    -------- Sets Up Campaign-Ish Visibility --------
    Visibility - Enable fog of war
    Visibility - Enable black mask
Load Heroes
  Events
  Conditions
  Actions
    -------- Create The Game Cache --------
    Game Cache - Create a game cache from Campaigns.w3v (stringnoformat)
    -------- Load Each Hero --------
    Trigger - Run Load_Kael <gen> (checking conditions)
    Trigger - Run Load_Roomath <gen> (checking conditions)
Load Kael
  Events
  Conditions
  Actions
    -------- Create Default Hero --------
    Unit - Create 1.Blood Mage for AP1_Player at (Center of Intro_Kael_Start <gen>) facing 350.00 degrees
    Hero - Set (Last created unit) Hero-level to 2, Hide level-up graphics
    Hero - Learn skill for (Last created unit): Human Blood Mage - Flame Strike
    Hero - Learn skill for (Last created unit): Human Blood Mage - Banish
    Set VariableSet Kael = (Last created unit)
    Unit - Move Kael instantly to (Center of Kael <gen>)
Load Roomath
  Events
  Conditions
  Actions
    -------- Create Default Hero --------
    Unit - Create 1.Ravael for Player 10 (Light Blue) at (Center of Intro_Rommath <gen>) facing 350.00 degrees
    Hero - Set (Last created unit) Hero-level to 2, Hide level-up graphics
    Hero - Learn skill for (Last created unit): Human Blood Mage - Flame Strike
    Hero - Learn skill for (Last created unit): Human Blood Mage - Banish
    Set VariableSet Ravael = (Last created unit)
    Unit - Move Ravael instantly to (Center of Rommath <gen>)
Experience Cap Kael
  Events
    Unit - A unit owned by Player 1 (Red).Gains a level
  Conditions
    (Leveling Hero) Equal to Kael
    (Hero level of (Leveling Hero)) Greater than or equal to 3
  Actions
    Hero - Disable experience gain for Kael.
    Set VariableSet ExpDisabledForKael = True
Experience Cap Ravael
  Events
    Unit - A unit owned by Player 10 (Light Blue).Gains a level
  Conditions
    (Hero level of (Leveling Hero)) Greater than or equal to 3
    (Leveling Hero) Equal to Ravael
  Actions
    Set VariableSet ExpDisabledForRavael = True
    Hero - Disable experience gain for Ravael.
Before running this in a cinematic, do the following:
- Set "RevivalHero" to the hero you wish to revive.
- Set "RevivalSpot" to the place at which you wish the hero to be revived.

After running this, set the unit facing for the revived hero.

After the cinematic, move the hero instantly to RevivalReturnSpot.
Cinematic Revival
  Events
  Conditions
  Actions
    Set VariableSet RevivalReturnSpot = (Position of RevivalHero)
    Unit - Move RevivalHero instantly to RevivalSpot
    If ((RevivalHero is alive) Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Hero - Instantly revive RevivalHero at RevivalSpot, Hide revival graphics
    Set VariableSet RevivalReturnSpot = RevivalSpot
    Set VariableSet RevivalAltar = (Random unit from (Units owned by (Owner of RevivalHero) matching ((((Matching unit) is alive) Equal to True) and ((((Unit-type of (Matching unit)) Equal to Altar of Blood) or ((Unit-type of (Matching unit)) Equal to Altar of Storms)) or (((Unit-type of (Matching unit)) Equal to Altar of Darkness) or ((Unit-type of (Matching unit)) Equal to Altar of Elders)))).))
    If (RevivalAltar Not equal to No unit) then do (Set VariableSet RevivalReturnSpot = ((Position of RevivalAltar) offset by (0, -128.00))) else do (Do nothing)
DEBUG MID
  Events
    Player - Player 1 (Red) types a chat message containing mid (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Add Naga_Cinematic_Q <gen> to the trigger queue (Checking conditions)
DEBUG END
  Events
    Player - Player 1 (Red) types a chat message containing end (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Add Victory_Cinematic_Q <gen> to the trigger queue (Checking conditions)
DEBUG END Kopiuj
  Events
    Player - Player 1 (Red) types a chat message containing Fog (stringnoformat) as An exact match
  Conditions
  Actions
    Visibility - Disable (Last created visibility modifier)
DEBUG END Kopiuj Kopiuj
  Events
    Player - Player 1 (Red) types a chat message containing Fog on (stringnoformat) as An exact match
  Conditions
  Actions
    Visibility - Enable fog of war
Intro Cinematic Q
  Events
  Conditions
  Actions
    Game - Preload all files listed in Scripts\HumanX01.pld (preloadfile).
    Set VariableSet InCinematic = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for APG1_Player
    Cinematic - Turn cinematic mode On for Player Group - Player 10 (Light Blue)
    Trigger - Run Intro_Setup <gen> (checking conditions)
    Camera - .Apply. gg_cam_Intro_01 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_01 for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_02 for AP1_Player over (((Length of A01Garithos01 <gen>) + (Length of A01Kael02 <gen>)) + 6.00) seconds
    Camera - .Apply. gg_cam_Intro_02 for Player 10 (Light Blue) over (((Length of A01Garithos01 <gen>) + (Length of A01Kael02 <gen>)) + 6.00) seconds
    -------- Fade In --------
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Trigger - Turn on Intro_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Unit - Order Kael to Move To.(Center of Keal_Walks_to_Garithos <gen>)
    Unit - Order Ravael to Move To.(Center of Walks_to_Garthos_Rommath <gen>)
    Unit - Set Dark Knight 0111 <gen> movement speed to 175.00
    Unit - Order SpellBreaker01 to Move To.(Center of SpellBreaker_Follow_01 <gen>)
    Unit - Set SpellBreaker01 movement speed to 175.00
    Unit - Order SpellBreaker02 to Move To.(Center of SpellBreaker_Follow_02 <gen>)
    Unit - Set SpellBreaker02 movement speed to 175.00
    Wait 0.20 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Priest01 to Move To.(Center of Priest01_Follow <gen>)
    Unit - Set Priest01 movement speed to 175.00
    Unit - Order Priest02 to Move To.(Center of Priest02_Follow <gen>)
    Unit - Set Priest02 movement speed to 175.00
    Wait 2.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make LordGarithos face Rat 0184 <gen> over 0.50 seconds
    Wait 0.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Lock Dark Knight 0111 <gen>'s Head to face Kael, offset by (0, 0, 70.00)
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from LordGarithos named Wielki Marszałek Garithos: Play A01Garithos01 <gen> and display Spóźniłeś się, książę Kael'thasie. Wydawało mi się, że elfy szczycą się swą punktualnością.. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Garithos01 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael02 <gen> and display Nie dało się tego uniknąć, Lordzie Garithosie. Napotkaliśmy po drodze grupę nocnych elfów zza morza i.... Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael02 <gen> to be 0.50 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_03 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_03 for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_04 for AP1_Player over ((Length of A01Garithos03 <gen>) + ((Length of A01Kael04 <gen>) + 2.00)) seconds
    Camera - .Apply. gg_cam_Intro_04 for Player 10 (Light Blue) over ((Length of A01Garithos03 <gen>) + ((Length of A01Kael04 <gen>) + 2.00)) seconds
    Animation - Play Dark Knight 0111 <gen>'s attack (animationname) animation
    Cinematic - Send transmission to (All players) from LordGarithos named Wielki Marszałek Garithos: Play A01Garithos03 <gen> and display Nic mnie nie obchodzą te wasze wymówki! Służycie tu Przymierzu i dlatego macie wypełniać me rozkazy co do joty - czy to jasne?. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Garithos03 <gen> to be 11.25 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Reset Dark Knight 0111 <gen>'s animation
    Sound - Play KnightNoRiderWhat3 <gen> at 70.00% volume, attached to LordGarithos
    Wait for A01Garithos03 <gen> to be 0.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael04 <gen> and display Tak, Lordzie Garithosie.. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael04 <gen> to be 0.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Move Kael instantly to (Center of Keal_Table <gen>), facing (Center of Map_Table <gen>)
    Unit - Move Ravael instantly to (Center of Walks_to_table_Rommath <gen>), facing (Center of Map_Table <gen>)
    Unit - Move Dark Knight 0111 <gen> instantly to (Center of Garithos_Table <gen>), facing (Center of Map_Table <gen>)
    Animation - Play Kael's stand (animationname) animation, using only Common animations
    Animation - Lock Kael's Head to face Dark Knight 0111 <gen>, offset by (0, 0, 40.00)
    Animation - Lock Ravael's Head to face Dark Knight 0111 <gen>, offset by (0, 0, 40.00)
    Animation - Lock Dark Knight 0111 <gen>'s Head to face Kael, offset by (0, 0, 40.00)
    Camera - .Apply. gg_cam_Intro_05 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_05 for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_06 for AP1_Player over (((Length of A01Garithos05 <gen>) + (Length of A01Kael06 <gen>)) + ((Length of A01Garithos07 <gen>) + ((Length of A01Kael08 <gen>) + 4.00))) seconds
    Camera - .Apply. gg_cam_Intro_06 for Player 10 (Light Blue) over (((Length of A01Garithos05 <gen>) + (Length of A01Kael06 <gen>)) + ((Length of A01Garithos07 <gen>) + ((Length of A01Kael08 <gen>) + 4.00))) seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from LordGarithos named Wielki Marszałek Garithos: Play A01Garithos05 <gen> and display Nieumarli rozpoczęli ofensywę i chcą odzyskać Dalaran. Główne siły uderzeniowe maszerowały na południe przez Srebrny Las, ale udało nam się powstrzymać ich natarcie u podnóża gór.. Modify duration: Add 0 seconds and Don't wait
    Animation - Play Dark Knight 0111 <gen>'s stand - 2 (animationname) animation
    Wait for A01Garithos05 <gen> to be 3.00 seconds from finished playing
    Sound - Play KnightNoRiderWhat1 <gen> at 50.00% volume, attached to LordGarithos
    Wait for A01Garithos05 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Lock Kael's Head to face Dark Knight 0111 <gen>, offset by (0, 0, 125.00)
    Animation - Lock Ravael's Head to face Dark Knight 0111 <gen>, offset by (0, 0, 125.00)
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael06 <gen> and display Moje siły są gotowe do boju, Lordzie Garithosie. Kiedy ruszamy na front?. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael06 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Lock Dark Knight 0111 <gen>'s Head to face Kael, offset by (0, 0, 125.00)
    Cinematic - Send transmission to (All players) from LordGarithos named Wielki Marszałek Garithos: Play A01Garithos07 <gen> and display My wyruszamy natychmiast, ale wy zostajecie tutaj. Nasz zwiad sugeruje, że ze wschodu może zaatakować tę pozycję druga wroga armia. Musicie naprawić okoliczne Obserwatoria, aby umożliwić nam kontrolowanie tego regionu.. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Garithos07 <gen> to be 6.00 seconds from finished playing
    Sound - Play KnightNoRiderWhat3 <gen> at 70.00% volume, attached to LordGarithos
    Wait for A01Garithos07 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael08 <gen> and display Ależ panie, jesteśmy wojownikami a nie.... Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael08 <gen> to be 0.50 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_07 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_07 for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_08 for Player 10 (Light Blue) over ((Length of A01Garithos09 <gen>) + ((Length of A01Kael10 <gen>) + 10.00)) seconds
    Camera - .Apply. gg_cam_Intro_08 for AP1_Player over ((Length of A01Garithos09 <gen>) + ((Length of A01Kael10 <gen>) + 10.00)) seconds
    Cinematic - Send transmission to (All players) from LordGarithos named Wielki Marszałek Garithos: Play A01Garithos09 <gen> and display Tak brzmią moje rozkazy. Tuszę, że elfickie uszy waszej wysokości dobrze wychwyciły ich sens... Naprzód!. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Garithos09 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order LordGarithos to Move To.(Center of Remove_Garithos_Units <gen>)
    Sound - Play HorseLoop3 <gen> at 70.00% volume, attached to LordGarithos
    Wait 0.40 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order IntroKnight01 to Move To.(Center of Remove_Garithos_Units <gen>)
    Sound - Play HorseLoop2 <gen> at 70.00% volume, attached to IntroKnight01
    Wait 0.40 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order IntroFootman01 to Move To.(Center of Remove_Garithos_Units <gen>)
    Wait 0.40 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Reset Dark Knight 0111 <gen>'s body-part facing
    Unit - Order IntroFootman02 to Move To.(Center of Remove_Garithos_Units <gen>)
    Wait 0.40 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order IntroRifleman01 to Move To.(Center of Remove_Garithos_Units <gen>)
    Wait 0.40 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order IntroRifleman02 to Move To.(Center of Remove_Garithos_Units <gen>)
    Wait 2.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Kael face Priest01 over 0 seconds
    Unit - Make Ravael face Priest01 over 0 seconds
    Wait 0.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Lock Kael's Head to face Rat 0185 <gen>, offset by (0, 0, 40.00)
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael10 <gen> and display Co za typ! Załatwmy to jak najszybciej.. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael10 <gen> to be 3.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Lock Kael's Head to face Priest01, offset by (0, 0, 100.00)
    Wait 2.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Reset Kael's animation
    Animation - Reset Kael's body-part facing
    Unit - Order Kael to Move To.(Center of Intro_BloodElves_Move <gen>)
    Unit - Order Ravael to Move To.(Center of Intro_BloodElves_Move <gen>)
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order SpellBreaker01 to Move To.(Center of Intro_BloodElves_Move <gen>)
    Unit - Order SpellBreaker02 to Move To.(Center of Intro_BloodElves_Move <gen>)
    Unit - Order Priest01 to Move To.(Center of Intro_BloodElves_Move <gen>)
    Unit - Order Priest02 to Move To.(Center of Intro_BloodElves_Move <gen>)
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC ENDS - Cinematic Can No Longer Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Trigger - Turn off Intro_Skipped <gen>
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Cleanup --------
    Trigger - Run Intro_Cleanup <gen> (checking conditions)
    -------- Start AI, Let AI Settle Down --------
    Trigger - Run Start_AI <gen> (checking conditions)
    Wait 1.00 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for Player Group - Player 10 (Light Blue)
    Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for APG1_Player
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Start Game --------
    Trigger - Run Gameplay <gen> (checking conditions)
    Set VariableSet InCinematic = False
    Trigger - Remove (This trigger) from the trigger queue
    Unit - Unpause all units
Intro Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 10 (Light Blue) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet IntroSkipped = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- Cleanup --------
    Trigger - Run Intro_Cleanup <gen> (checking conditions)
    -------- Start AI, Let AI Settle Down --------
    Trigger - Run Start_AI <gen> (checking conditions)
    Wait 1.00 seconds
    Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for APG1_Player
    Cinematic - Turn cinematic mode Off for Player Group - Player 10 (Light Blue)
    -------- Fade In --------
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- Start Game --------
    Trigger - Run Gameplay <gen> (checking conditions)
    Set VariableSet InCinematic = False
    Trigger - Remove Intro_Cinematic_Q <gen> from the trigger queue
    Unit - Unpause all units
Intro Setup
  Events
  Conditions
  Actions
    -------- Set Sky --------
    Environment - Set sky to Lordaeron Summer Sky
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Kael.
    Hero - Disable experience gain for Ravael.
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle Off
    -------- Pause Units --------
    Unit - Unpause Kael
    Unit - Unpause Dark Knight 0111 <gen>
    Unit - Unpause Footman 0059 <gen>
    Unit - Unpause Knight 0113 <gen>
    Unit - Unpause Rifleman 0057 <gen>
    Unit - Unpause Rifleman 0112 <gen>
    -------- Hide Units --------
    Unit Group - Remove Kael from HiddenUnits.
    Unit Group - Remove Ravael from HiddenUnits.
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Hide (Picked unit))
    Unit - Unhide Dark Knight 0111 <gen>
    Unit - Unhide Knight 0113 <gen>
    Unit - Unhide Footman 0058 <gen>
    Unit - Unhide Footman 0059 <gen>
    Unit - Unhide Rifleman 0057 <gen>
    Unit - Unhide Rifleman 0112 <gen>
    Unit - Create 1.Spell Breaker for Player 1 (Red) at (Center of CreateSpellBreaker01 <gen>) facing Default building facing degrees
    -------- Create starting units --------
    Set VariableSet SpellBreaker01 = (Last created unit)
    Unit - Move SpellBreaker01 instantly to (Center of SpellBreaker01 <gen>)
    Unit - Create 1.Spell Breaker for Player 10 (Light Blue) at (Center of CreateSpellBreaker02 <gen>) facing Default building facing degrees
    Set VariableSet SpellBreaker02 = (Last created unit)
    Unit - Move SpellBreaker02 instantly to (Center of SpellBreaker02 <gen>)
    Unit - Create 1.Priest for Player 10 (Light Blue) at (Center of CreatePriest01 <gen>) facing Default building facing degrees
    Set VariableSet Priest01 = (Last created unit)
    Unit - Move Priest01 instantly to (Center of Priest01 <gen>)
    Unit - Create 1.Priest for Player 1 (Red) at (Center of CreatePriest02 <gen>) facing Default building facing degrees
    Set VariableSet Priest02 = (Last created unit)
    Unit - Move Priest02 instantly to (Center of Priest02 <gen>)
Intro Cleanup
  Events
  Conditions
  Actions
    Player - Make AP1_Player treat Neutral Hostile as an Enemy
    Player - Make Player 10 (Light Blue) treat Neutral Hostile as an Enemy
    Player - Make Neutral Hostile treat AP1_Player as an Enemy
    Player - Make Neutral Hostile treat Player 10 (Light Blue) as an Enemy
    -------- Move Units --------
    Unit - Move Kael instantly to (Center of Gameplay_Kael_Start <gen>), facing 255.00 degrees
    Unit - Move Ravael instantly to (Center of GamePlay_Roomath_Start <gen>), facing 255.00 degrees
    Unit - Set mana of Kael to 100%
    Unit - Set mana of Ravael to 100%
    Unit - Set Kael movement speed to (Default movement speed of Kael)
    Unit - Set Ravael movement speed to (Default movement speed of Kael)
    Unit - Move SpellBreaker01 instantly to (Center of Gameplay_SpellBreaker_01 <gen>), facing 255.00 degrees
    Unit - Set mana of SpellBreaker01 to 100%
    Unit - Set SpellBreaker01 movement speed to (Default movement speed of SpellBreaker01)
    Unit - Move SpellBreaker02 instantly to (Center of Gameplay_SpellBreaker_02 <gen>), facing 255.00 degrees
    Unit - Set mana of SpellBreaker02 to 100%
    Unit - Set SpellBreaker02 movement speed to (Default movement speed of SpellBreaker02)
    Unit - Move Priest01 instantly to (Center of Gameplay_Priest_01 <gen>), facing 255.00 degrees
    Unit - Set mana of Priest01 to 100%
    Unit - Set Priest01 movement speed to (Default movement speed of Priest01)
    Unit - Move Priest02 instantly to (Center of Gameplay_Priest_02 <gen>), facing 255.00 degrees
    Unit - Set mana of Priest02 to 100%
    Unit - Set Priest02 movement speed to (Default movement speed of Priest02)
    -------- Remove Units --------
    Unit - Remove LordGarithos from the game
    Unit - Remove IntroKnight01 from the game
    Unit - Remove IntroFootman01 from the game
    Unit - Remove IntroFootman02 from the game
    Unit - Remove IntroRifleman01 from the game
    Unit - Remove IntroRifleman02 from the game
    -------- Unhide Units --------
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Unhide (Picked unit))
    -------- Unpause Units --------
    -------- Reset Animations --------
    Animation - Reset Kael's body-part facing
    Animation - Reset Ravael's body-part facing
    Animation - Reset Kael's animation
    Animation - Reset Ravael's animation
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle On
    -------- Re-enable XP Gain --------
    If (ExpDisabledForKael Equal to False) then do (Enable experience gain for Kael.) else do (Do nothing)
    If (ExpDisabledForRavael Equal to False) then do (Enable experience gain for Ravael.) else do (Do nothing)
    -------- Restore Selection --------
    Selection - Select Kael
    -------- Reset Sky --------
    Environment - Set sky to None
    -------- Reset Camera --------
    Camera - Reset camera smoothing factor
    Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 0 seconds
    Camera - Reset camera for AP1_Player to standard game-view over 0 seconds
    Camera - Pan camera for Player 10 (Light Blue) to (Target of gg_cam_Intro_Skipped) over 0 seconds
    Camera - Pan camera for AP1_Player to (Target of gg_cam_Intro_Skipped) over 0 seconds
    -------- Initial Harvesting --------
    -------- Wipe Visibility --------
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Black mask across (Playable map area)
    Visibility - Destroy (Last created visibility modifier)
    -------- Create Repairing Peasants --------
    Unit - Create 1.Worker (Blood Elf) for Player 10 (Light Blue) at (Center of Peasant_01 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Human Peasant - Activate Repair.
    -------- Create Repairing Peasants --------
    Unit - Create 1.Worker (Blood Elf) for Player 1 (Red) at (Center of Region_163 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Human Peasant - Activate Repair.
Gameplay
  Events
  Conditions
  Actions
    -------- Do initial gameplay stuff, like quest messages and hints --------
    Wait 5.00 seconds
    Trigger - Add Observatory_Q <gen> to the trigger queue (Checking conditions)
    Wait 30.00 seconds
    Trigger - Add Hint_Spell_Breakers_Q <gen> to the trigger queue (Checking conditions)
Naga Cinematic Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Set VariableSet InCinematic = True
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for APG1_Player
    Cinematic - Turn cinematic mode On for Player Group - Player 10 (Light Blue)
    Wait 0.25 seconds
    If (GameOver Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run Naga_Setup <gen> (checking conditions)
    Wait 0.25 seconds
    Unit - Order Kael to Attack-Move To.(Center of Attacking_to <gen>)
    Unit - Order Ravael to Attack-Move To.(Center of Attacking_to <gen>)
    Camera - .Apply. gg_cam_Naga_01 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Naga_01 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_Naga_02 for AP1_Player over ((Length of A01Kael16 <gen>) + 16.00) seconds
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    Wait 1.00 seconds
    Trigger - Turn on Naga_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Unit - Order Ghoul 0090 <gen> to Attack-Move To.(Center of Naga_Cinematic <gen>)
    Unit - Set life of Ghoul 0090 <gen> to 25.00%
    Unit - Order Ghoul 0091 <gen> to Attack-Move To.(Center of Naga_Cinematic <gen>)
    Unit - Set life of Ghoul 0091 <gen> to 25.00%
    Unit - Order Ghoul 0092 <gen> to Attack-Move To.(Center of Naga_Cinematic <gen>)
    Unit - Set life of Ghoul 0092 <gen> to 25.00%
    Unit Group - Pick every unit in (Units in Player_1_Units_Attack <gen> owned by AP1_Player) and do (Actions)
      Loop - Actions
        Unit - Order (Picked unit) to Attack-Move To.(Center of Attacking_to <gen>)
    Unit - Order Kael to Move To.(Center of NagaKaelMove <gen>)
    Unit - Order Ravael to Move To.(Center of RavaelNagaMove <gen>)
    Wait until ((Ghoul 0090 <gen> is dead) Equal to True), checking every 0.50 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait until ((Ghoul 0091 <gen> is dead) Equal to True), checking every 0.50 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait until ((Ghoul 0092 <gen> is dead) Equal to True), checking every 0.50 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Attacking_to <gen> owned by AP1_Player) and do (Actions)
      Loop - Actions
        Unit - Order (Picked unit) to Move To.(Center of Attacking_to <gen>)
    Wait 2.00 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Kael face (Center of Burning_Shipyard <gen>) over 1.00 seconds
    Unit - Make Ravael face (Center of Burning_Shipyard <gen>) over 1.00 seconds
    Wait 1.00 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Setup all volume channels for speech
    Unit Group - Pick every unit in (Units in Attacking_to <gen> owned by AP1_Player) and do (Actions)
      Loop - Actions
        Unit - Make (Picked unit) face Kael over 1.00 seconds
    Wait 1.00 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael16 <gen> and display Musimy znaleźć sposób na przebycie jeziora i dostanie się do leżącej po jego drugiej stronie kopalni złota.. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael16 <gen> to be 0 seconds from finished playing
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order LadyVashj to Move To.(Center of Naga_Unit_Move <gen>)
    Wait 0.50 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order NagaGuard01 to Move To.(Center of NagaGuard_Move_01 <gen>)
    Wait 0.50 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order NagaGuard02 to Move To.(Center of NagaGuard_Move_02 <gen>)
    Camera - .Apply. gg_cam_Naga_03 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Naga_03 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_Naga_04 for AP1_Player over (((Length of A01Kael17 <gen>) + (Length of A01LadyVashj18 <gen>)) + ((Length of A01Kael19 <gen>) + ((Length of A01LadyVashj20 <gen>) + (((Length of A01Kael21 <gen>) + (Length of A01LadyVashj22 <gen>)) + ((Length of A01Kael23 <gen>) + 2.00))))) seconds
    Camera - .Apply. gg_cam_Naga_04 for Player 10 (Light Blue) over (((Length of A01Kael17 <gen>) + (Length of A01LadyVashj18 <gen>)) + ((Length of A01Kael19 <gen>) + ((Length of A01LadyVashj20 <gen>) + (((Length of A01Kael21 <gen>) + (Length of A01LadyVashj22 <gen>)) + ((Length of A01Kael23 <gen>) + 2.00))))) seconds
    Animation - Lock Kael's Head to face LadyVashj, offset by (0, 0, 90.00)
    Wait 0.50 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael17 <gen> and display Nagi! Walczyliście dla tego demona Illidana!. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael17 <gen> to be 1.00 seconds from finished playing
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Kael face LadyVashj over 1.00 seconds
    Wait 1.00 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make LadyVashj face Kael over 0.25 seconds
    Wait 0.50 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make NagaGuard01 face Kael over 0.25 seconds
    Wait 0.25 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make NagaGuard02 face Kael over 0.25 seconds
    Cinematic - Send transmission to (All players) from LadyVashj named Lady Vash: Play A01LadyVashj18 <gen> and display Teraz działamy na własny rachunek, o książę. Nazywam się Lady Vash i przybywam wraz ze swymi pobratymcami, aby zaoferować ci naszą pomoc.. Modify duration: Add 0 seconds and Don't wait
    Wait 1.00 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait for A01LadyVashj18 <gen> to be 1.00 seconds from finished playing
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Set Naga01 movement speed to 225.00
    Unit - Set Naga02 movement speed to 200.00
    Unit - Set NagaBoat01 movement speed to 225.00
    Unit - Set NagaBoat02 movement speed to 200.00
    Unit - Order Naga01 to Move To.(Center of NagaMove01 <gen>)
    Unit - Order Naga02 to Move To.(Center of NagaMove02 <gen>)
    Unit - Order NagaBoat01 to Move To.(Center of NagaBoatMove01 <gen>)
    Unit - Order NagaBoat02 to Move To.(Center of NagaBoatMove02 <gen>)
    Wait 1.00 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael19 <gen> and display Nie potrzeba mi twojej pomocy, wiedźmo.. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael19 <gen> to be 0 seconds from finished playing
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from LadyVashj named Lady Vash: Play A01LadyVashj20 <gen> and display Czyżby? Wydawało mi się, że szukasz statków, dzięki którym mógłbyś dotrzeć do pewnych Obserwatoriów.... Modify duration: Add 0 seconds and Don't wait
    Wait for A01LadyVashj20 <gen> to be 0 seconds from finished playing
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael21 <gen> and display A ty pewnie chcesz mi je dać, o tak, za nic? Dlaczego niby mam ci ufać, pani?. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael21 <gen> to be 4.00 seconds from finished playing
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Naga02 face LadyVashj over 1.00 seconds
    Wait 1.00 seconds
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Naga01 face LadyVashj over 1.00 seconds
    Wait for A01Kael21 <gen> to be 0.00 seconds from finished playing
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from LadyVashj named Lady Vash: Play A01LadyVashj22 <gen> and display Nasze rasy wywodzą się od wspólnych przodków, a teraz dodatkowo jednoczy je wspólny wróg - nieumarli. Te statki to gest naszej dobrej woli.. Modify duration: Add 0 seconds and Don't wait
    Wait for A01LadyVashj22 <gen> to be 0 seconds from finished playing
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael23 <gen> and display W takim razie przyjmuję je i dziękuję ci.. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael23 <gen> to be 0.00 seconds from finished playing
    If (NagaSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC ENDS - Cinematic Can No Longer Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Trigger - Turn off Naga_Skipped <gen>
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Cleanup --------
    Trigger - Run Naga_Cleanup <gen> (checking conditions)
    Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for APG1_Player
    Cinematic - Turn cinematic mode Off for Player Group - Player 10 (Light Blue)
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Quest update --------
    Wait Campaign quest delay seconds
    Set VariableSet InCinematic = False
    Trigger - Remove (This trigger) from the trigger queue
Naga Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 10 (Light Blue) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet NagaSkipped = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- Cleanup --------
    Trigger - Run Naga_Cleanup <gen> (checking conditions)
    Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for APG1_Player
    Cinematic - Turn cinematic mode Off for Player Group - Player 10 (Light Blue)
    -------- Fade In --------
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- Quest Update --------
    Set VariableSet InCinematic = False
    Trigger - Remove Naga_Cinematic_Q <gen> from the trigger queue
Naga Setup
  Events
  Conditions
  Actions
    -------- Save Camera Position --------
    Set VariableSet CameraReturnPoint = (Target of current camera view)
    -------- Set Sky --------
    Environment - Set sky to Lordaeron Summer Sky
    -------- Save Selection --------
    Set VariableSet SelectedUnits = (Units currently selected by AP1_Player)
    Selection - Clear selection
    -------- Revive Hero --------
    Set VariableSet RevivalHero = Kael
    Set VariableSet RevivalSpot = (Center of Keal_Naga_Cinematic <gen>)
    Set VariableSet KaelReturnSpot = RevivalReturnSpot
    Set VariableSet RevivalHero = Ravael
    Set VariableSet RevivalSpot = (Center of Ravael_Cinematic <gen>)
    Set VariableSet RavaelReturnSpot = RevivalReturnSpot
    Trigger - Run Cinematic_Revival <gen> (checking conditions)
    Unit - Move Kael instantly to (Center of Keal_Naga_Cinematic <gen>)
    Unit - Move Ravael instantly to (Center of Ravael_Cinematic <gen>)
    Unit Group - Pick every unit in (Units owned by AP1_Player matching (((Matching unit) is A structure) Not equal to True).) and do (Actions)
      Loop - Actions
        Unit - Set life of (Picked unit) to 100%
    Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) matching (((Matching unit) is A structure) Not equal to True).) and do (Actions)
      Loop - Actions
        Unit - Set life of (Picked unit) to 100%
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Kael.
    Hero - Disable experience gain for Ravael.
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle Off
    -------- Pause Units --------
    Unit Group - Pick every unit in (Units owned by P5_Undead.) and do (Actions)
      Loop - Actions
        Unit - Pause (Picked unit)
        Unit - Hide (Picked unit)
    Unit - Pause all units
    Unit - Unpause Kael
    Unit - Unpause Ravael
    Unit - Unpause Priest01
    Unit - Unpause Priest02
    Unit - Unpause SpellBreaker01
    Unit - Unpause SpellBreaker02
    Unit - Unpause Swordsman 0025 <gen>
    Unit - Unpause Swordsman 0047 <gen>
    Unit - Unpause Swordsman 0050 <gen>
    Unit - Unpause Ghoul 0091 <gen>
    Unit - Unpause Ghoul 0090 <gen>
    Unit - Unpause Ghoul 0092 <gen>
    -------- Hide Units --------
    Item - Pick every item in (Playable map area) and do (Actions)
      Loop - Actions
        Item - Hide (Picked item)
    Set VariableSet HiddenUnits = (Units owned by AP1_Player.)
    Unit Group - Remove Ravael from HiddenUnits.
    Unit Group - Remove Kael from HiddenUnits.
    Unit Group - Pick every unit in (Units in Player_1_Units_Attack <gen> matching (((Matching unit) is A structure) Not equal to True)) and do (Actions)
      Loop - Actions
        Unit Group - Remove (Picked unit) from HiddenUnits.
        Unit Group - Order (Units in Player_1_Units_Attack <gen> owned by AP1_Player) to Stop
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Hide (Picked unit))
    -------- Remove Buffs --------
    Unit Group - Pick every unit in (Units owned by AP1_Player.) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by P5_Undead.) and do (Remove All except expiration timer buffs from (Picked unit))
    -------- Music Theme --------
    Sound - Play Naga Theme.
    -------- Create Boats and Naga Unit --------
    Unit - Create 1.Transport Ship for Player 10 (Light Blue) at (Center of NagaBoatStart01 <gen>) facing Default building facing degrees
    Set VariableSet NagaBoat01 = (Last created unit)
    Unit - Create 1.Naga Myrmidon for Player 2 (Blue) at (Center of NagaStart01 <gen>) facing Default building facing degrees
    Set VariableSet Naga01 = (Last created unit)
    Unit - Create 1.Transport Ship for Player 1 (Red) at (Center of NagaBoatStart02 <gen>) facing Default building facing degrees
    Set VariableSet NagaBoat02 = (Last created unit)
    Unit - Create 1.Naga Myrmidon for Player 2 (Blue) at (Center of NagaStart02 <gen>) facing Default building facing degrees
    Set VariableSet Naga02 = (Last created unit)
    Unit - Create 1.Naga Sea Witch for Player 2 (Blue) at (Center of Naga_Unit <gen>) facing 0.00 degrees
    Set VariableSet LadyVashj = (Last created unit)
    Unit - Create 1.Naga Royal Guard for Player 2 (Blue) at (Center of NagaGuard_Create_01 <gen>) facing 0.00 degrees
    Set VariableSet NagaGuard01 = (Last created unit)
    Unit - Create 1.Naga Royal Guard for Player 2 (Blue) at (Center of NagaGuard_Create_02 <gen>) facing 0.00 degrees
    Set VariableSet NagaGuard02 = (Last created unit)
    Trigger - Turn off Make_Ghouls_Attack <gen>
Naga Cleanup
  Events
  Conditions
  Actions
    -------- Unhide Units --------
    Item - Pick every item in (Playable map area) and do (Actions)
      Loop - Actions
        Item - Show (Picked item)
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in (Units in Group_Units <gen> owned by AP1_Player) and do (Move (Picked unit) instantly to (Center of Attacking_to <gen>))
    Unit - Move Kael instantly to (Center of Attacking_to <gen>)
    -------- Unpause Units --------
    Unit Group - Pick every unit in (Units owned by P5_Undead.) and do (Actions)
      Loop - Actions
        Unit - Unpause (Picked unit)
        Unit - Unhide (Picked unit)
    Unit - Unpause all units
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle On
    -------- Re-enable XP Gain --------
    If (ExpDisabledForKael Equal to False) then do (Enable experience gain for Kael.) else do (Do nothing)
    If (ExpDisabledForRavael Equal to False) then do (Enable experience gain for Ravael.) else do (Do nothing)
    -------- Return Heroes --------
    -------- Restore Selection --------
    Animation - Reset Kael's body-part facing
    Selection - Select SelectedUnits
    -------- Reset Sky --------
    Environment - Set sky to None
    -------- Reset Camera --------
    Camera - Reset camera smoothing factor
    Camera - Reset camera for AP1_Player to standard game-view over 0 seconds
    Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 0 seconds
    Camera - Pan camera as necessary for AP1_Player to (Center of Burning_Shipyard <gen>) over 0.00 seconds
    Camera - Pan camera as necessary for Player 10 (Light Blue) to (Center of Burning_Shipyard <gen>) over 0.00 seconds
    -------- Remove Naga Unit --------
    Unit - Remove LadyVashj from the game
    Unit - Remove Naga01 from the game
    Unit - Remove Naga02 from the game
    Unit - Remove NagaGuard01 from the game
    Unit - Remove NagaGuard02 from the game
    -------- Create Naga Shipyard if it is not there. --------
    Unit - Move NagaBoat01 instantly to (Center of NagaBoatEnd01 <gen>)
    Unit - Move NagaBoat02 instantly to (Center of NagaBoatEnd02 <gen>)
    Trigger - Run New_Boats <gen> (checking conditions)
    Unit - Kill Ghoul 0090 <gen>
    Unit - Kill Ghoul 0091 <gen>
    Unit - Kill Ghoul 0092 <gen>
    -------- Reset Animations --------
    Animation - Reset Kael's animation
    Animation - Reset Kael's body-part facing
New Boats
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at (Position of NagaBoat01) for 10.00 seconds, using a Simple ping of color (100%, 100%, 100%)
    Camera - Set a spacebar-point for Player 1 (Red) at (Position of NagaBoat01)
    Camera - Set a spacebar-point for Player 10 (Light Blue) at (Position of NagaBoat01)
Make Ghouls Attack
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Animation - Play Ghoul 0090 <gen>'s attack -1 (animationname) animation
    Animation - Play Ghoul 0091 <gen>'s attack -2 (animationname) animation
    Animation - Play Ghoul 0092 <gen>'s attack -1 (animationname) animation
Tower MiniCinematic Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Set VariableSet InCinematic = True
    Wait until (InCombat Equal to False), checking every 1 seconds
    -------- Fade Out --------
    Cinematic - Fade out over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.25 seconds
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for (All players) over 0.2 seconds
    If (GameOver Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run Tower_Setup <gen> (checking conditions)
    Wait 0.10 seconds
    Camera - .Apply. WhichCamera for AP1_Player over 0 seconds
    Camera - .Apply. WhichCamera for Player 10 (Light Blue) over 0 seconds
    -------- Fade In --------
    Cinematic - Fade in over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Set Animation and Spell Sounds to 80.00%
    Wait 0.25 seconds
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- MINI-CINEMATIC BEGINS - Mini-Cinematics Cannot Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Special Effect - Create a special effect at (Random point in WhichRegion) using Abilities\Spells\Other\Andt\Andt.mdl
    Set VariableSet Farsight01 = (Last created special effect)
    Special Effect - Create a special effect at (Random point in WhichRegion) using Abilities\Spells\Other\Andt\Andt.mdl
    Set VariableSet Farsight02 = (Last created special effect)
    Special Effect - Create a special effect at (Random point in WhichRegion) using Abilities\Spells\Other\Andt\Andt.mdl
    Set VariableSet Farsight03 = (Last created special effect)
    Special Effect - Create a special effect at (Random point in WhichRegion) using Abilities\Spells\Other\Andt\Andt.mdl
    Set VariableSet Farsight04 = (Last created special effect)
    Special Effect - Create a special effect at (Random point in WhichRegion) using Abilities\Spells\Other\Andt\Andt.mdl
    Set VariableSet Farsight05 = (Last created special effect)
    Special Effect - Create a special effect at (Random point in WhichRegion) using Abilities\Spells\Other\Andt\Andt.mdl
    Set VariableSet Farsight06 = (Last created special effect)
    Special Effect - Create a special effect at (Random point in WhichRegion) using Abilities\Spells\Other\Andt\Andt.mdl
    Set VariableSet Farsight07 = (Last created special effect)
    Special Effect - Create a special effect at (Random point in WhichRegion) using Abilities\Spells\Other\Andt\Andt.mdl
    Set VariableSet Farsight08 = (Last created special effect)
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from WhichPoint to a radius of 6600.00.
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael26 <gen> and display Gotowe - Obserwatorium naprawione. Trzeba się jak najszybciej zająć pozostałymi.. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael26 <gen> to be 0 seconds from finished playing
    Special Effect - Destroy Farsight01
    Special Effect - Destroy Farsight02
    Special Effect - Destroy Farsight03
    Special Effect - Destroy Farsight04
    Special Effect - Destroy Farsight05
    Special Effect - Destroy Farsight06
    Special Effect - Destroy Farsight07
    Special Effect - Destroy Farsight08
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- MINI-CINEMATIC ENDS - Mini-Cinematics Cannot Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- Fade Out --------
    Cinematic - Fade out over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.25 seconds
    -------- Cleanup --------
    Trigger - Run Tower_Cleanup <gen> (checking conditions)
    Cinematic - Turn cinematic mode Off for (All players) over 0.2 seconds
    Wait 0.10 seconds
    -------- Fade In --------
    Cinematic - Fade in over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.25 seconds
    Set VariableSet InCinematic = False
    Trigger - Remove (This trigger) from the trigger queue
Tower Setup
  Events
  Conditions
  Actions
    -------- Save Camera Position --------
    Set VariableSet CameraReturnPoint = (Target of current camera view)
    -------- Set Sky --------
    Environment - Set sky to Lordaeron Summer Sky
    -------- Save Selection --------
    Set VariableSet SelectedUnits = (Units currently selected by AP1_Player)
    Selection - Clear selection
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Kael.
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle Off
    -------- Pause Units --------
    Unit - Pause all units
    -------- Hide Units --------
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Hide (Picked unit))
    Set VariableSet HiddenUnits = (Units owned by AP1_Player matching (((Matching unit) is hidden) Equal to False).)
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    -------- Hide Items --------
    Item - Pick every item in (Playable map area) and do (Hide (Picked item))
    -------- Remove Buffs --------
    -------- Disable Abilities --------
    Player - Disable Shadow Meld for AP1_Player
    Player - Disable Thorns Aura for AP1_Player
Tower Cleanup
  Events
  Conditions
  Actions
    -------- Restore Abilities --------
    Player - Enable Shadow Meld for AP1_Player
    Player - Enable Thorns Aura for AP1_Player
    -------- Unhide Items --------
    Item - Pick every item in (Playable map area) and do (Show (Picked item))
    -------- Unhide Units --------
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Unhide (Picked unit))
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    -------- Unpause Units --------
    Unit - Unpause all units
    -------- Unpause Time Of Day --------
    Game - Turn the day/night cycle On
    -------- Re-enable XP Gain --------
    If (ExpDisabledForKael Equal to False) then do (Enable experience gain for Kael.) else do (Do nothing)
    -------- Restore Selection --------
    Selection - Select SelectedUnits
    -------- Reset Sky --------
    Environment - Set sky to None
    -------- Reset Camera --------
    Camera - Reset camera smoothing factor
    Camera - Reset camera for AP1_Player to standard game-view over 0 seconds
    Camera - Pan camera for AP1_Player to CameraReturnPoint over 0 seconds
    Wait 5.00 seconds
    Trigger - Add Hint_Island_Revealed_01_Q <gen> to the trigger queue (Checking conditions)
Victory Cinematic Q
  Events
  Conditions
  Actions
    Set VariableSet InCinematic = True
    Set VariableSet GameOver = True
    -------- Quest update --------
    Trigger - Run Quest_Observatory_Completed <gen> (checking conditions)
    Wait Campaign quest delay seconds
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for APG1_Player
    Cinematic - Turn cinematic mode On for Player Group - Player 10 (Light Blue)
    Wait 0.25 seconds
    Trigger - Run (checking conditions)
    Trigger - Run Victory_Setup <gen> (checking conditions)
    Animation - Lock LordGarithos's Head to face KaelCinematic, offset by (0, 0, 100.00)
    Wait 0.25 seconds
    Camera - .Apply. gg_cam_Victory_01 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Victory_01 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_Victory_02 for Player 1 (Red) over (((Length of A01Kael30 <gen>) + (Length of A01Garithos31 <gen>)) + ((Length of A01Kael32 <gen>) + ((Length of A01Garithos33 <gen>) + 8.00))) seconds
    Camera - .Apply. gg_cam_Victory_02 for Player 10 (Light Blue) over (((Length of A01Kael30 <gen>) + (Length of A01Garithos31 <gen>)) + ((Length of A01Kael32 <gen>) + ((Length of A01Garithos33 <gen>) + 8.00))) seconds
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Trigger - Turn on Victory_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Cinematic - Send transmission to (All players) from KaelCinematic named Książę Kael'thas: Play A01Kael30 <gen> and display Bądź pozdrowiony, Lordzie Garithosie. Zgodnie z twym rozkazem Obserwatoria zostały naprawione, a my mieliśmy właśnie.... Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael30 <gen> to be 0.50 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from LordGarithos named Wielki Marszałek Garithos: Play A01Garithos31 <gen> and display Doszły mnie złe wieści... Czy to prawda, że wdajecie się tu w konszachty z tymi nędznymi Nagami?. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Garithos31 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from KaelCinematic named Książę Kael'thas: Play A01Kael32 <gen> and display Owszem... Pomogli nam przebyć jezioro. Zapewniam cię, że nie stanowią zagrożenia ani dla nas, ani.... Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael32 <gen> to be 0.50 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from LordGarithos named Wielki Marszałek Garithos: Play A01Garithos33 <gen> and display To istoty nieludzkie, należy je zniszczyć, tak jak wszystkich innych wrogów! Uważaj, komu ufasz, krwawy elfie... Nie będę tolerować zdrady w mym wojsku. Teraz wracam na front, a wy zostańcie tutaj i czekajcie na dalsze rozkazy.. Modify duration: Add 0 seconds and Don't wait
    Animation - Play LordGarithos's attack (animationname) animation
    Wait 1.10 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Reset LordGarithos's animation
    Wait for A01Garithos33 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Reset LordGarithos's body-part facing
    Unit - Order LordGarithos to Move To.(Center of Victory_Garithos_Exit_02 <gen>)
    Sound - Play HorseLoop3 <gen> at 70.00% volume, attached to LordGarithos
    Wait 2.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order VictoryKnight01 to Move To.(Center of Victory_Garithos_Exit_01 <gen>)
    Sound - Play HorseLoop2 <gen> at 70.00% volume, attached to VictoryKnight01
    Wait 1.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order VictoryKnight01 to Move To.(Center of Victory_Garithos_Exit_02 <gen>)
    Unit - Order VictoryKnight02 to Move To.(Center of Victory_Garithos_Exit_01 <gen>)
    Sound - Play HorseLoop1 <gen> at 70.00% volume, attached to VictoryKnight01
    Wait 1.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC ENDS - Cinematic Can No Longer Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Trigger - Turn off Victory_Skipped <gen>
    -------- Fade Out --------
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Order VictoryKnight01 to Move To.(Center of Victory_Garithos_Exit_01 <gen>)
    Unit - Order VictoryKnight02 to Move To.(Center of Victory_Garithos_Exit_02 <gen>)
    Unit - Order VictoryKnight03 to Move To.(Center of Victory_Garithos_Exit_01 <gen>)
    Wait 1.00 seconds
    Unit - Order VictoryKnight04 to Move To.(Center of Victory_Garithos_Exit_02 <gen>)
    Unit - Order VictoryKnight05 to Move To.(Center of Victory_Garithos_Exit_02 <gen>)
    Unit - Order VictoryKnight06 to Move To.(Center of Victory_Garithos_Exit_02 <gen>)
    Wait 1.00 seconds
    Unit - Remove KaelCinematic from the game
    Unit - Remove LordGarithos from the game
    Cinematic - Turn cinematic mode Off for APG1_Player
    Cinematic - Turn cinematic mode Off for Player Group - Player 10 (Light Blue)
    Wait 1.00 seconds
    Trigger - Run Remove_hero <gen> (checking conditions)
    Trigger - Run Selection_Screen_Kopiuj <gen> (checking conditions)
Victory Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 10 (Light Blue) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet VictorySkipped = True
    -------- Fade Out --------
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Turn cinematic mode Off for Player Group - Player 10 (Light Blue)
    Cinematic - Turn cinematic mode Off for Player Group - Player 1 (Red)
    Trigger - Run Remove_hero <gen> (checking conditions)
    Wait 2.00 seconds
    Trigger - Run Selection_Screen_Kopiuj <gen> (checking conditions)
Victory Setup
  Events
  Conditions
  Actions
    -------- Set Sky --------
    Environment - Set sky to Lordaeron Summer Sky
    -------- Clear Selection --------
    Selection - Clear selection
    -------- Create And Move Units --------
    Unit - Set life of Observatory01 to 100%
    Unit - Set life of Observatory02 to 100%
    Unit - Set life of Observatory03 to 100%
    Unit - Create 1.Dark Knight for Player 1 (Red) at (Center of Victory_Garithos_Start <gen>) facing Default building facing degrees
    Set VariableSet LordGarithos = (Last created unit)
    Unit - Change color of LordGarithos to Gray
    Unit - Create 1.Ravael for Player 10 (Light Blue) at (Center of Region_176 <gen>) facing Default building facing degrees
    Set VariableSet RavaelCinematic = (Last created unit)
    Unit - Create 1.Blood Mage for Player 1 (Red) at (Center of Victory_Kael_Start <gen>) facing Default building facing degrees
    Set VariableSet KaelCinematic = (Last created unit)
    Unit - Move KaelCinematic instantly to (Center of Victory_Kael_Start <gen>)
    Unit - Move RavaelCinematic instantly to (Center of Region_176 <gen>)
    Unit - Create 1 Knight for Player 1 (Red) at (Center of Victory_Knight_01 <gen>) facing (Position of LordGarithos)
    Set VariableSet VictoryKnight01 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Knight for Player 1 (Red) at (Center of Victory_Knight_02 <gen>) facing (Position of LordGarithos)
    Set VariableSet VictoryKnight02 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Knight for Player 1 (Red) at (Center of Victory_Knight_03 <gen>) facing (Position of LordGarithos)
    Set VariableSet VictoryKnight03 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Knight for Player 1 (Red) at (Center of Victory_Knight_04 <gen>) facing (Position of LordGarithos)
    Set VariableSet VictoryKnight04 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Knight for Player 1 (Red) at (Center of Victory_Knight_05 <gen>) facing (Position of LordGarithos)
    Set VariableSet VictoryKnight05 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Knight for Player 1 (Red) at (Center of Victory_Knight_06 <gen>) facing (Position of LordGarithos)
    Set VariableSet VictoryKnight06 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Rifleman for Player 1 (Red) at (Center of Victory_Rifleman_01 <gen>) facing (Position of LordGarithos)
    Set VariableSet VictoryRifleman01 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Rifleman for Player 1 (Red) at (Center of Victory_Rifleman_02 <gen>) facing (Position of LordGarithos)
    Set VariableSet VictoryRifleman02 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Rifleman for Player 1 (Red) at (Center of Victory_Rifleman_03 <gen>) facing (Position of LordGarithos)
    Set VariableSet VictoryRifleman03 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Rifleman for Player 1 (Red) at (Center of Victory_Rifleman_04 <gen>) facing (Position of LordGarithos)
    Set VariableSet VictoryRifleman04 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Priest for Player 1 (Red) at (Center of Victory_Priest_01 <gen>) facing (Position of KaelCinematic)
    Set VariableSet VictoryPriest01 = (Last created unit)
    Unit - Create 1 Priest for Player 1 (Red) at (Center of Victory_Priest_02 <gen>) facing (Position of KaelCinematic)
    Set VariableSet VictoryPriest02 = (Last created unit)
    -------- Revive Hero --------
    Unit - Make KaelCinematic face LordGarithos over 0 seconds
    Unit - Make RavaelCinematic face LordGarithos over 0 seconds
    Unit - Make LordGarithos face KaelCinematic over 0 seconds
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Kael.
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle Off
    -------- Pause Units --------
    Unit - Pause all units
    Unit - Unpause KaelCinematic
    Unit - Unpause RavaelCinematic
    Unit - Unpause LordGarithos
    Unit - Unpause VictoryKnight01
    Unit - Unpause VictoryKnight02
    Unit - Unpause VictoryKnight03
    Unit - Unpause VictoryKnight04
    Unit - Unpause VictoryKnight05
    Unit - Unpause VictoryKnight06
    Unit - Unpause VictoryRifleman01
    Unit - Unpause VictoryRifleman02
    Unit - Unpause VictoryRifleman03
    Unit - Unpause VictoryRifleman04
    Unit - Unpause VictoryPriest01
    Unit - Unpause VictoryPriest02
    -------- Hide Units --------
    Item - Pick every item in (Playable map area) and do (Actions)
      Loop - Actions
        Item - Hide (Picked item)
    Set VariableSet HiddenUnits = (Units owned by AP1_Player.)
    Unit Group - Remove KaelCinematic from HiddenUnits.
    Unit Group - Remove LordGarithos from HiddenUnits.
    Unit Group - Remove VictoryKnight01 from HiddenUnits.
    Unit Group - Remove VictoryKnight02 from HiddenUnits.
    Unit Group - Remove VictoryKnight03 from HiddenUnits.
    Unit Group - Remove VictoryKnight04 from HiddenUnits.
    Unit Group - Remove VictoryKnight05 from HiddenUnits.
    Unit Group - Remove VictoryKnight06 from HiddenUnits.
    Unit Group - Remove VictoryRifleman01 from HiddenUnits.
    Unit Group - Remove VictoryRifleman02 from HiddenUnits.
    Unit Group - Remove VictoryRifleman03 from HiddenUnits.
    Unit Group - Remove VictoryRifleman04 from HiddenUnits.
    Unit Group - Remove VictoryPriest01 from HiddenUnits.
    Unit Group - Remove VictoryPriest02 from HiddenUnits.
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Hide (Picked unit))
    Unit - Unhide LordGarithos
    -------- Remove Buffs --------
    Unit Group - Pick every unit in (Units owned by AP1_Player.) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by P5_Undead.) and do (Remove All except expiration timer buffs from (Picked unit))
    -------- Music Theme --------
    Sound - Play Blood Elf Theme.
Remove hero
  Events
  Conditions
  Actions
    Unit - Remove Kael from the game
    Unit - Remove Ravael from the game
    Unit - Remove LordGarithos from the game
    Unit - Remove KaelCinematic from the game
    Unit - Remove RavaelCinematic from the game
Quest Observatory Create
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    -------- Create the quest objects --------
    Quest - Create a Required, undiscovered quest titled Naprawy with the description Okoliczne Obserwatoria dobrze służyły Lordaeronowi - dopóki były sprawne. Napraw je zgodnie z rozkazem Garithosa, uzyskując przy tym informacje na temat sytuacji na tym obszarze., using icon path ReplaceableTextures\CommandButtons\BTNArcaneObservatory.tga
    Set VariableSet QuestObservatory = (Last created quest)
    Quest - Create a quest requirement for QuestObservatory with the description Odszukaj i napraw Obserwatoria (naprawiono 0 z 3)
    Set VariableSet QuestObservatoryReq01 = (Last created quest requirement)
Quest Observatory Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Observatory_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestObservatory as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE GŁÓWNE|rNaprawy - Odszukaj i napraw Obserwatoria (naprawione 0 z 3)
Quest Observatory Update 01
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Observatory_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Change the description of QuestObservatoryReq01 to Odszukaj i napraw Obserwatoria (naprawiono 1 z 3)
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE GŁÓWNE - UAKTUALNIENIE|rNaprawy - Odszukaj i napraw Obserwatoria (naprawiono 1 z 3)
Quest Observatory Update 02
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Observatory_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Change the description of QuestObservatoryReq01 to Odszukaj i napraw Obserwatoria (naprawiono 2 z 3)
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE GŁÓWNE - UAKTUALNIENIE|rNaprawy - Odszukaj i napraw Obserwatoria (naprawiono 2 z 3)
Quest Observatory Completed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Observatory_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Change the description of QuestObservatoryReq01 to Odszukaj i napraw Obserwatoria
    Quest - Mark QuestObservatory as Discovered
    Quest - Mark QuestObservatoryReq01 as Completed
    Quest - Mark QuestObservatory as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00ZADANIE GŁÓWNE WYKONANE|rNaprawy
Quest Hidden Caches Create
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    -------- Create the quest objects --------
    Quest - Create a Optional, undiscovered quest titled Skrytki with the description Na tym obszarze ukryto w różnych miejscach spore ilości złota, drewna i magicznych przedmiotów. Odszukaj je i zwiększ swe możliwości działania., using icon path ReplaceableTextures\CommandButtons\BTNMagicVault.tga
    Set VariableSet QuestHiddenCaches = (Last created quest)
    Quest - Create a quest requirement for QuestHiddenCaches with the description Znalezione skrytki z surowcami - 0 z 4
    Set VariableSet QuestHiddenCachesAmountFound = (Last created quest requirement)
Quest Hidden Caches Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Hidden_Caches_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestHiddenCaches as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE DODATKOWE|rSkrytki - Odszukaj skrytki z surowcami (odnaleziono 0 z 4)
Quest Hidden Caches Update 01
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Hidden_Caches_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Change the description of QuestHiddenCachesAmountFound to Znalezione skrytki z surowcami - 1 z 4
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE DODATKOWE - UAKTUALNIENIE|rSkrytki - Znalezione skrytki z surowcami - 1 z 4
Quest Hidden Caches Update 02
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Hidden_Caches_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Change the description of QuestHiddenCachesAmountFound to Znalezione skrytki z surowcami - 2 z 4
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE DODATKOWE - UAKTUALNIENIE|rSkrytki - Znalezione skrytki z surowcami - 2 z 4
Quest Hidden Caches Update 03
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Hidden_Caches_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Change the description of QuestHiddenCachesAmountFound to Znalezione skrytki z surowcami - 3 z 4
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE DODATKOWE - UAKTUALNIENIE|rSkrytki - Znalezione skrytki z surowcami - 3 z 4
Quest Hidden Caches Completed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Hidden_Caches_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Change the description of QuestHiddenCachesAmountFound to Znajdź skrytki z surowcami
    Quest - Mark QuestHiddenCaches as Discovered
    Quest - Mark QuestHiddenCachesReq as Completed
    Quest - Mark QuestHiddenCachesAmountFound as Completed
    Quest - Mark QuestHiddenCaches as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00ZADANIE DODATKOWE WYKONANE|rSkrytki
Mission Failed all Units Dead
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Mission Failed message: |cffffcc00MISJA NIEUDANA|rWszystkie twoje jednostki nie żyją.
Mission Failed Base Dead
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Mission Failed message: |cffffcc00MISJA NIEUDANA|rWszystkie twoje budynki zostały zniszczone.
Mission Failed TowerDead
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Mission Failed message: |cffffcc00MISJA NIEUDANA|rObserwatorium zostało zniszczone.
Unit Spawn
  Events
    Time - Every 600.00 seconds of game time
  Conditions
  Actions
    Unit - Create 5.Necromancer for Player 9 (Gray) at (Center of Region_165 <gen>) facing Default building facing degrees
    Unit - Create 10.Fel Stalker for Player 9 (Gray) at (Center of Region_165 <gen>) facing Default building facing degrees
    Unit - Create 1.Infernal for Player 9 (Gray) at (Center of Region_165 <gen>) facing Default building facing degrees
    Unit - Create 1.Doom Guard (Standard) for Player 9 (Gray) at (Center of Region_165 <gen>) facing Default building facing degrees
    Unit - Create 2.Meat Wagon for Player 9 (Gray) at (Center of Region_165 <gen>) facing Default building facing degrees
    Unit - Create 3.Crypt Fiend for Player 9 (Gray) at (Center of Region_165 <gen>) facing Default building facing degrees
    Unit - Create 5.Banshee for Player 9 (Gray) at (Center of Region_165 <gen>) facing Default building facing degrees
Unit Spawn Kopiuj
  Events
    Time - Every 600.00 seconds of game time
  Conditions
  Actions
    Unit - Create 5.Necromancer for Player 5 (Yellow) at (Center of Region_183 <gen>) facing Default building facing degrees
    Unit - Create 10.Fel Stalker for Player 5 (Yellow) at (Center of Region_183 <gen>) facing Default building facing degrees
    Unit - Create 1.Infernal for Player 5 (Yellow) at (Center of Region_183 <gen>) facing Default building facing degrees
    Unit - Create 1.Doom Guard (Standard) for Player 5 (Yellow) at (Center of Region_183 <gen>) facing Default building facing degrees
    Unit - Create 2.Meat Wagon for Player 5 (Yellow) at (Center of Region_183 <gen>) facing Default building facing degrees
    Unit - Create 3.Crypt Fiend for Player 5 (Yellow) at (Center of Region_183 <gen>) facing Default building facing degrees
    Unit - Create 5.Banshee for Player 5 (Yellow) at (Center of Region_183 <gen>) facing Default building facing degrees
Start AI
  Events
    Unit - A unit owned by Player 1 (Red).Begins construction
    Unit - A unit owned by Player 10 (Light Blue).Begins construction
  Conditions
    Normal Equal to True
  Actions
    Trigger - Turn off (This trigger)
    -------- Start All AI Scripts --------
    AI - Start melee AI script for Player 5 (Yellow): war3mapImported\Yellow7easy.ai (aiscript)
    AI - Start melee AI script for Player 9 (Gray): war3mapImported\TestDemon16easy.ai (aiscript)
    Trigger - Run Start_AI_After_Building_Built <gen> (checking conditions)
    AI - Ignore Ghoul 0091 <gen>'s guard position
    AI - Ignore Ghoul 0090 <gen>'s guard position
    AI - Ignore Doom Guard 0374 <gen>'s guard position
    AI - Ignore Doom Guard 0375 <gen>'s guard position
    AI - Ignore Bloodfiend 0337 <gen>'s guard position
    AI - Ignore Bloodfiend 0370 <gen>'s guard position
    AI - Ignore Infernal 0046 <gen>'s guard position
    AI - Ignore Demonic Shrine 0119 <gen>'s guard position
    AI - Ignore Demonic Shrine 0120 <gen>'s guard position
    AI - Ignore Overlord 0426 <gen>'s guard position
    AI - Ignore Bloodfiend 0401 <gen>'s guard position
    AI - Ignore Fel Ravager 0451 <gen>'s guard position
    AI - Ignore Bloodfiend 0367 <gen>'s guard position
    AI - Ignore Bloodfiend 0400 <gen>'s guard position
    AI - Ignore Demonic Tower 0447 <gen>'s guard position
    AI - Ignore Bloodfiend 0366 <gen>'s guard position
    AI - Ignore Bloodfiend 0400 <gen>'s guard position
    AI - Ignore Overlord 0427 <gen>'s guard position
    AI - Ignore Overlord 0426 <gen>'s guard position
    AI - Ignore Overlord 0426 <gen>'s guard position
    AI - Ignore Fel Stalker 0454 <gen>'s guard position
    AI - Ignore Fel Stalker 0453 <gen>'s guard position
    AI - Ignore Doom Guard 0425 <gen>'s guard position
    AI - Ignore Doom Guard 0423 <gen>'s guard position
    AI - Ignore Demonic Tower 0448 <gen>'s guard position
    AI - Ignore Demonic Tower 0449 <gen>'s guard position
Start AI Kopiuj
  Events
    Unit - A unit owned by Player 1 (Red).Begins construction
    Unit - A unit owned by Player 10 (Light Blue).Begins construction
  Conditions
    Hard Equal to True
  Actions
    Trigger - Turn off (This trigger)
    -------- Start All AI Scripts --------
    AI - Start melee AI script for Player 5 (Yellow): war3mapImported\Yellow7.ai (aiscript)
    AI - Start melee AI script for Player 9 (Gray): war3mapImported\TestDemon15.ai (aiscript)
    Trigger - Run Start_AI_After_Building_Built <gen> (checking conditions)
    AI - Ignore Ghoul 0091 <gen>'s guard position
    AI - Ignore Ghoul 0090 <gen>'s guard position
    AI - Ignore Doom Guard 0375 <gen>'s guard position
    AI - Ignore Doom Guard 0374 <gen>'s guard position
    AI - Ignore Bloodfiend 0337 <gen>'s guard position
    AI - Ignore Bloodfiend 0370 <gen>'s guard position
    AI - Ignore Infernal 0046 <gen>'s guard position
    AI - Ignore Demonic Shrine 0119 <gen>'s guard position
    AI - Ignore Demonic Shrine 0120 <gen>'s guard position
    AI - Ignore Overlord 0426 <gen>'s guard position
    AI - Ignore Bloodfiend 0401 <gen>'s guard position
    AI - Ignore Fel Ravager 0451 <gen>'s guard position
    AI - Ignore Bloodfiend 0367 <gen>'s guard position
    AI - Ignore Bloodfiend 0400 <gen>'s guard position
    AI - Ignore Demonic Tower 0447 <gen>'s guard position
    AI - Ignore Bloodfiend 0366 <gen>'s guard position
    AI - Ignore Bloodfiend 0400 <gen>'s guard position
    AI - Ignore Overlord 0427 <gen>'s guard position
    AI - Ignore Overlord 0426 <gen>'s guard position
    AI - Ignore Overlord 0426 <gen>'s guard position
    AI - Ignore Fel Stalker 0454 <gen>'s guard position
    AI - Ignore Fel Stalker 0453 <gen>'s guard position
    AI - Ignore Doom Guard 0425 <gen>'s guard position
    AI - Ignore Doom Guard 0423 <gen>'s guard position
    AI - Ignore Demonic Tower 0448 <gen>'s guard position
    AI - Ignore Demonic Tower 0449 <gen>'s guard position
AI Resources Yellow Gold
  Events
    Player - Player 9 (Gray)'s Current gold becomes Less than 1000.00
  Conditions
  Actions
    Player - Set Player 9 (Gray).Current gold to 1351
Start AI After Building Built
  Events
  Conditions
  Actions
    AI - Send Player 5 (Yellow) the AI Command (0, 0)
    AI - Send Player 9 (Gray) the AI Command (0, 0)
AI Resources Yellow Gold Kopiuj 2
  Events
    Player - Player 5 (Yellow)'s Current gold becomes Less than 1000.00
  Conditions
  Actions
    Player - Set Player 5 (Yellow).Current gold to 1351
AI Resources Yellow Gold Kopiuj
  Events
    Player - Player 9 (Gray)'s Current lumber becomes Less than 1000.00
  Conditions
  Actions
    Player - Set Player 9 (Gray).Current lumber to 1351
AI Resources Yellow Lumber
  Events
    Player - Player 5 (Yellow)'s Current lumber becomes Less than 1000.00
  Conditions
  Actions
    Player - Set Player 5 (Yellow).Current lumber to 1273
AI Resources Yellow Lumber Kopiuj 2
  Events
    Player - Player 12 (Brown)'s Current lumber becomes Less than 1000.00
  Conditions
  Actions
    Player - Set Player 12 (Brown).Current lumber to 1273
AI Resources Yellow Lumber Kopiuj 3
  Events
    Player - Player 12 (Brown)'s Current lumber becomes Less than 1000.00
  Conditions
  Actions
    Player - Set Player 12 (Brown).Current lumber to 1273
AI Resources Yellow Lumber Kopiuj
  Events
    Player - Player 9 (Gray)'s Current lumber becomes Less than 1000.00
  Conditions
  Actions
    Player - Set Player 9 (Gray).Current lumber to 1273
Hint Spell Breakers Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the Simple Hint message: |cff87CEEBNOWA JEDNOSTKA DOSTĘPNA|rŁamacz Zaklęć - elficki wojownik wytrenowany w niszczeniu wrogich czarodziejów. Domyślnie dysponuje Kradzieżą Czaru, która umożliwia przeniesienie zaklęć z jednostek wroga na twoje i odwrotnie.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Hint Spell Steal
  Events
    Unit - A unit owned by Neutral Hostile.Begins casting an ability
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Hint_Spell_Steal_Q <gen> to the trigger queue (Checking conditions)
Hint Spell Steal Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the Hint message: |cff32cd32WSKAZÓWKA|r - Zaklęcie Kradzieży Czaru, dostępne dla twoich Łamaczy Zaklęć, powoduje zdjęcie pozytywnych czarów z wrogich jednostek i zastosowanie ich do twoich wojsk oraz zdjęcie negatywnych zaklęć z twoich sił i obarczenie nimi przeciwnika.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Hint Control Magic
  Events
    Unit - A unit owned by Neutral Hostile.Spawns a summoned unit
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Hint_Control_Magic_Q <gen> to the trigger queue (Checking conditions)
Hint Control Magic Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the Hint message: |cff32cd32WSKAZÓWKA|r - Za pomocą Kontroli Magii możesz przejąć władzę nad jednostkami przywołanymi przez przeciwnika.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Hint Tiny Castle
  Events
    Unit - A unit enters Start_Yellow_AI <gen>
  Conditions
    (Owner of (Entering unit)) Equal to AP1_Player
    (Kael has an item of type Mały Haven) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Hint_Tiny_Castle_Q <gen> to the trigger queue (Checking conditions)
Hint Tiny Castle Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the Hint message: |cff32cd32WSKAZÓWKA|r - Twój bohater może za pomocą przedmiotu Mały Ratusz szybko zbudować Ratusz w pobliżu kopalni złota.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Hint Runes Flame Stirke 01
  Events
    Unit - A unit enters Runes_on_Ground <gen>
  Conditions
    (Owner of (Entering unit)) Equal to AP1_Player
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Hint_Runes_Flame_Stirke_01_Q <gen> to the trigger queue (Checking conditions)
Hint Runes Flame Stirke 01 Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Camera - Set a spacebar-point for AP1_Player at (Center of Tree_Wall_to_Box <gen>)
    Cinematic - Ping minimap for (All players) at (Center of Tree_Wall_to_Box <gen>) for 5.00 seconds
    Quest - Display to (All players) the Hint message: |cff32cd32WKAZÓWKA|r - Uderzenie Płomieni może zniszczyć wiele różnych rzeczy, jak na przykład drzewa rosnące w pobliżu tych tajemnych run.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Hint Runes Flame Stirke 02
  Events
    Unit - A unit enters Region_056 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to AP1_Player
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Hint_Runes_Flame_Stirke_02_Q <gen> to the trigger queue (Checking conditions)
Hint Runes Flame Stirke 02 Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Camera - Set a spacebar-point for AP1_Player at (Center of Tree_Wall_to_Box_02 <gen>)
    Cinematic - Ping minimap for (All players) at (Center of Tree_Wall_to_Box_02 <gen>) for 5.00 seconds
    Quest - Display to (All players) the Hint message: |cff32cd32WSKAZÓWKA|r - Zniszcz za pomocą Uderzenia Płomieni drzewa rosnące w pobliżu tych tajemnych run.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Hint Island Revealed 01 Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Camera - Set a spacebar-point for AP1_Player at (Position of Gold Mine 0026 <gen>)
    Cinematic - Ping minimap for (All players) at (Position of Gold Mine 0026 <gen>) for 5.00 seconds
    Quest - Display to (All players) the Hint message: |cff32cd32UWAGA|r - Dzięki Obserwatorium zobaczyłeś dużą część okolicznego terenu, w tym pobliską kopalnię złota. Zbuduj tam bazę.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Hint Keep Clean Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the Hint message: |cff32cd32WSKAZÓWKA|r - Nie ćpaj.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Hint Undead Event
  Events
    Unit - A unit enters Undead_TripwireA <gen>
    Unit - A unit enters Roaming_Demons_01 <gen>
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Hint_Undead_Q <gen> to the trigger queue (Checking conditions)
Hint Undead Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the Hint message: |cff32cd32WSKAZÓWKA|r - Pamiętaj, nieumarli do najmilszych nie należą...
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Low Goldmines Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael11 <gen> and display Kopalnie złota w tym rejonie są praktycznie wyeksploatowane. Trzeba będzie przeszukać okolicę i znaleźć nowe źródła surowców.. Modify duration: Add 0 seconds and Don't wait
    Wait for A01Kael11 <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
To use combat detection, just enable these two triggers and check the "InCombat" variable to determine whether or not the player is in combat.
Combat Detected
  Events
    Unit - A unit owned by Player 1 (Red).Is attacked
    Unit - A unit owned by Player 10 (Light Blue).Is attacked
  Conditions
  Actions
    Countdown Timer - Start CombatCheckTimer as a One-shot timer that will expire in 3.00 seconds
    Set VariableSet InCombat = True
Combat Resolved
  Events
    Time - CombatCheckTimer expires
  Conditions
  Actions
    Set VariableSet InCombat = False
Player Builds Town
  Events
    Unit - A unit owned by Player 1 (Red).Finishes construction
    Unit - A unit owned by Player 10 (Light Blue).Finishes construction
  Conditions
    (Unit-type of (Constructed structure)) Equal to Haven
  Actions
    Trigger - Turn off Peasant_Dies <gen>
    Trigger - Turn on Defeat_Units_Dead <gen>
    Trigger - Run Start_AI_After_Building_Built <gen> (checking conditions)
    Trigger - Turn off (This trigger)
Defeat Units all Dead
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
  Conditions
    GameOver Equal to False
    (Count structures controlled by AP1_Player (Exclude incomplete structures)) Equal to 0
    (Count structures controlled by Player 10 (Light Blue) (Exclude incomplete structures)) Equal to 0
    (Swordsman 0047 <gen> is dead) Equal to True
    (Swordsman 0050 <gen> is dead) Equal to True
    (Swordsman 0025 <gen> is dead) Equal to True
    (SpellBreaker01 is dead) Equal to True
    (SpellBreaker02 is dead) Equal to True
    (Priest01 is dead) Equal to True
    (Priest02 is dead) Equal to True
    (Kael is dead) Equal to True
    (Ravael is dead) Equal to True
    (Number of units in (Units of type Peasant)) Equal to 1
  Actions
    Set VariableSet GameOver = True
    Wait 2 seconds
    Trigger - Run Mission_Failed_all_Units_Dead <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Game - Defeat AP1_Player with the message: Klęska!
    Game - Defeat Player 10 (Light Blue) with the message: Klęska!
Defeat Units Dead
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Count structures controlled by Player 1 (Red) (Include incomplete structures)) Equal to 0
    (Count structures controlled by Player 10 (Light Blue) (Include incomplete structures)) Equal to 0
    GameOver Equal to False
  Actions
    Set VariableSet GameOver = True
    Wait 2 seconds
    Trigger - Run Mission_Failed_Base_Dead <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Game - Defeat AP1_Player with the message: Klęska!
    Game - Defeat Player 10 (Light Blue) with the message: Klęska!
Defeat Tower Dies
  Events
    Unit - Tajemne Obserwatorium 0009 <gen> Dies
    Unit - Tajemne Obserwatorium 0008 <gen> Dies
    Unit - Tajemne Obserwatorium 0048 <gen> Dies
  Conditions
    GameOver Equal to False
  Actions
    Set VariableSet GameOver = True
    Wait 2 seconds
    Trigger - Run Mission_Failed_TowerDead <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Game - Defeat AP1_Player with the message: Klęska!
Player Find Shore
  Events
    Unit - A unit enters Naga_Cinematic <gen>
  Conditions
    GameOver Equal to False
    ((Owner of (Entering unit)) Equal to AP1_Player) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Naga_Cinematic_Q <gen> to the trigger queue (Checking conditions)
Observatory Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Run Quest_Observatory_Discover <gen> (checking conditions)
    Camera - Pan camera as necessary for Player 1 (Red) to (Position of Observatory01) over 0.5 seconds
    Camera - Pan camera as necessary for Player 10 (Light Blue) to (Position of Observatory01) over 0.5 seconds
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Naga Support
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run Naga_Cinematic_Q <gen> (checking conditions)
Enlarge Vision
  Events
  Conditions
  Actions
    Visibility - Destroy VisMod01
    If ((Observatory01 is alive) Equal to True) then do (Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility from (Position of Observatory01) to a radius of (100.00 + ((Life of Observatory01) x 2.50)).) else do (Do nothing)
    Set VariableSet VisMod01 = (Last created visibility modifier)
    Visibility - Destroy VisMod02
    If ((Observatory02 is alive) Equal to True) then do (Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Position of Observatory02) to a radius of (100.00 + ((Life of Observatory02) x 2.50)).) else do (Do nothing)
    Set VariableSet VisMod02 = (Last created visibility modifier)
    Visibility - Destroy VisMod03
    If ((Observatory03 is alive) Equal to True) then do (Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Position of Observatory03) to a radius of (100.00 + ((Life of Observatory03) x 2.50)).) else do (Do nothing)
    Set VariableSet VisMod03 = (Last created visibility modifier)
Leaderboards
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    Leaderboard - Create a leaderboard for (All players) titled Surowce na naprawy
    Set VariableSet GoldNeeded = 0.00
    Set VariableSet LumberNeeded = 0.00
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Observatory01Repaired Equal to False
      Then - Actions
        Set VariableSet GoldNeeded = (GoldNeeded + ((GoldCost x ((Max life of Observatory01) - (Life of Observatory01))) / (Max life of Observatory01)))
        Set VariableSet GoldNeeded = (GoldNeeded + 3.00)
        Set VariableSet LumberNeeded = (LumberNeeded + ((LumberCost x ((Max life of Observatory01) - (Life of Observatory01))) / (Max life of Observatory01)))
        Set VariableSet LumberNeeded = (LumberNeeded + 4.00)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Observatory02Repaired Equal to False
      Then - Actions
        Set VariableSet GoldNeeded = (GoldNeeded + ((GoldCost x ((Max life of Observatory02) - (Life of Observatory02))) / (Max life of Observatory02)))
        Set VariableSet GoldNeeded = (GoldNeeded + 3.00)
        Set VariableSet LumberNeeded = (LumberNeeded + ((LumberCost x ((Max life of Observatory02) - (Life of Observatory02))) / (Max life of Observatory02)))
        Set VariableSet LumberNeeded = (LumberNeeded + 4.00)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Observatory03Repaired Equal to False
      Then - Actions
        Set VariableSet GoldNeeded = (GoldNeeded + ((GoldCost x ((Max life of Observatory03) - (Life of Observatory03))) / (Max life of Observatory03)))
        Set VariableSet GoldNeeded = (GoldNeeded + 3.00)
        Set VariableSet LumberNeeded = (LumberNeeded + ((LumberCost x ((Max life of Observatory03) - (Life of Observatory03))) / (Max life of Observatory03)))
        Set VariableSet LumberNeeded = (LumberNeeded + 4.00)
      Else - Actions
        Do nothing
    Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label Złoto and value (Integer(GoldNeeded))
    Leaderboard - Add Player 2 (Blue) to (Last created leaderboard) with label Drewno and value (Integer(LumberNeeded))
    Leaderboard - Change the color of the label for Player 2 (Blue) in (Last created leaderboard) to (100%, 0.00%, 0.00%) with 0% transparency
    Leaderboard - Change the color of the value for Player 2 (Blue) in (Last created leaderboard) to (100%, 0.00%, 0.00%) with 0% transparency
Observatory01 Repaired
  Events
    Unit - Tajemne Obserwatorium 0009 <gen>'s life becomes Greater than or equal to 2499.00
  Conditions
  Actions
    Unit - Set life of (Triggering unit) to 2500.00
    Unit - Make (Triggering unit) Invulnerable
    Set VariableSet Observatory01Repaired = True
    Set VariableSet ObservatoriesRepaired = (ObservatoriesRepaired + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ObservatoriesRepaired Equal to 1
      Then - Actions
        Set VariableSet WhichPoint = (Position of (Triggering unit))
        Set VariableSet WhichCamera = gg_cam_Tower_Mini_Cinematic_01
        Set VariableSet WhichRegion = Tower_01_Reveal <gen>
      Else - Actions
        Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Position of Observatory01) to a radius of 6600.00.
        Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility from (Position of Observatory01) to a radius of 6600.00.
        Set VariableSet PingPoint = (Position of (Triggering unit))
    Trigger - Run Observatory_Repaired_Check <gen> (checking conditions)
Observatory02 Repaired
  Events
    Unit - Tajemne Obserwatorium 0008 <gen>'s life becomes Greater than or equal to 2499.00
  Conditions
  Actions
    Unit - Set life of (Triggering unit) to 2500.00
    Unit - Make (Triggering unit) Invulnerable
    Set VariableSet Observatory02Repaired = True
    Set VariableSet ObservatoriesRepaired = (ObservatoriesRepaired + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ObservatoriesRepaired Equal to 1
      Then - Actions
        Set VariableSet WhichPoint = (Position of (Triggering unit))
        Set VariableSet WhichCamera = gg_cam_Tower_Mini_Cinematic_02
        Set VariableSet WhichRegion = Tower_02_Reveal <gen>
      Else - Actions
        Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Position of Observatory02) to a radius of 6600.00.
        Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility from (Position of Observatory02) to a radius of 6600.00.
        Set VariableSet PingPoint = (Position of (Triggering unit))
    Trigger - Run Observatory_Repaired_Check <gen> (checking conditions)
Observatory03 Repaired
  Events
    Unit - Tajemne Obserwatorium 0048 <gen>'s life becomes Greater than or equal to 2499.00
  Conditions
  Actions
    Unit - Set life of (Triggering unit) to 2500.00
    Unit - Make (Triggering unit) Invulnerable
    Set VariableSet Observatory03Repaired = True
    Set VariableSet ObservatoriesRepaired = (ObservatoriesRepaired + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ObservatoriesRepaired Equal to 1
      Then - Actions
        Set VariableSet WhichPoint = (Position of (Triggering unit))
        Set VariableSet WhichCamera = gg_cam_Tower_Mini_Cinematic_03
        Set VariableSet WhichRegion = Tower_03_Reveal <gen>
      Else - Actions
        Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Position of Observatory03) to a radius of 6600.00.
        Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility from (Position of Observatory03) to a radius of 6600.00.
        Set VariableSet PingPoint = (Position of (Triggering unit))
    Trigger - Run Observatory_Repaired_Check <gen> (checking conditions)
Observatory Repaired Check
  Events
  Conditions
    GameOver Equal to False
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ObservatoriesRepaired Equal to 1
      Then - Actions
        Trigger - Add Tower_MiniCinematic_Q <gen> to the trigger queue (Checking conditions)
        Trigger - Add Quest_Observatory_Update_01_Q <gen> to the trigger queue (Checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ObservatoriesRepaired Equal to 2
      Then - Actions
        Trigger - Add Observatory_Repaired_Lines_Q <gen> to the trigger queue (Checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ObservatoriesRepaired Equal to 3
      Then - Actions
        Trigger - Add Victory_Cinematic_Q <gen> to the trigger queue (Checking conditions)
      Else - Actions
Observatory Repaired Lines Q
  Events
  Conditions
  Actions
    Cinematic - Ping minimap for (All players) at PingPoint for 10.00 seconds, using a Simple ping of color (100%, 100%, 100%)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Kael is alive) Equal to True
      Then - Actions
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael27 <gen> and display Obserwatorium naprawione - możemy przejść do kolejnego.. Modify duration: Add 0 seconds and Don't wait
        Wait for A01Kael27 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
        Do nothing
    Trigger - Run Quest_Observatory_Update_02 <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Quest Observatory Update 01 Q
  Events
  Conditions
  Actions
    Trigger - Run Quest_Observatory_Update_01 <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Hidden Caches
  Events
    Unit - A unit enters Side_Quest_Intro <gen>
  Conditions
    GameOver Equal to False
    ((Owner of (Entering unit)) Equal to AP1_Player) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Hidden_Caches_Q <gen> to the trigger queue (Checking conditions)
Hidden Caches Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Kael is alive) Equal to True
      Then - Actions
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael12 <gen> and display Wiele miesięcy temu zakopaliśmy na tym obszarze pewną ilość zapasów... Chyba czas je odkopać. Każdy surowiec bardzo nam się przyda!. Modify duration: Add 0 seconds and Don't wait
        Wait for A01Kael12 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
    Trigger - Run Quest_Hidden_Caches_Discover <gen> (checking conditions)
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across (Box_One_Vision_01 <gen> offset by (0, 0).)
    Set VariableSet BoxSight01 = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across (Box_One_Vision_02 <gen> offset by (0, 0).)
    Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across (Box_One_Vision_02 <gen> offset by (0, 0).)
    Set VariableSet BoxSight02 = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across (Box_One_Vision_03 <gen> offset by (0, 0).)
    Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across (Box_One_Vision_03 <gen> offset by (0, 0).)
    Set VariableSet BoxSight03 = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across (Box_One_Vision_04 <gen> offset by (0, 0).)
    Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across (Box_One_Vision_04 <gen> offset by (0, 0).)
    Set VariableSet BoxSight04 = (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of Cache_01 <gen>) for 5.00 seconds
    Camera - Set a spacebar-point for AP1_Player at (Center of Cache_01 <gen>)
    Camera - Set a spacebar-point for Player 10 (Light Blue) at (Center of Cache_01 <gen>)
    Cinematic - Ping minimap for (All players) at (Center of Cache_02 <gen>) for 5.00 seconds
    Camera - Set a spacebar-point for AP1_Player at (Center of Cache_02 <gen>)
    Camera - Set a spacebar-point for Player 10 (Light Blue) at (Center of Cache_02 <gen>)
    Cinematic - Ping minimap for (All players) at (Center of Cache_03 <gen>) for 5.00 seconds
    Camera - Set a spacebar-point for AP1_Player at (Center of Cache_03 <gen>)
    Camera - Set a spacebar-point for Player 10 (Light Blue) at (Center of Cache_03 <gen>)
    Cinematic - Ping minimap for (All players) at (Center of Cache_04 <gen>) for 5.00 seconds
    Camera - Set a spacebar-point for AP1_Player at (Center of Cache_04 <gen>)
    Camera - Set a spacebar-point for Player 10 (Light Blue) at (Center of Cache_04 <gen>)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Box Lines
  Events
  Conditions
  Actions
    Set VariableSet BoxesKilled = (BoxesKilled + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BoxesKilled Equal to 1
      Then - Actions
        Trigger - Add Box_Line_01_Q <gen> to the trigger queue (Checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BoxesKilled Equal to 2
      Then - Actions
        Trigger - Add Box_Line_02_Q <gen> to the trigger queue (Checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BoxesKilled Equal to 3
      Then - Actions
        Trigger - Add Box_Line_03_Q <gen> to the trigger queue (Checking conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BoxesKilled Equal to 4
      Then - Actions
        Trigger - Add Box_Line_04_Q <gen> to the trigger queue (Checking conditions)
      Else - Actions
Box Line 01 Q
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Kael is alive) Equal to True
      Then - Actions
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael13 <gen> and display O, skrytka z zapasami! Na pewno się przyda.. Modify duration: Add 0 seconds and Don't wait
        Wait for A01Kael13 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
    Trigger - Run Quest_Hidden_Caches_Update_01 <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Box Line 02 Q
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Kael is alive) Equal to True
      Then - Actions
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael15 <gen> and display Udało nam się odkryć kolejną skrytkę z zapasami.. Modify duration: Add 0 seconds and Don't wait
        Wait for A01Kael15 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
    Trigger - Run Quest_Hidden_Caches_Update_02 <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Box Line 03 Q
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Kael is alive) Equal to True
      Then - Actions
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael14 <gen> and display Kolejna skrytka z zapasami. Lepiej uwińmy się z ich transportem.. Modify duration: Add 0 seconds and Don't wait
        Wait for A01Kael14 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
    Trigger - Run Quest_Hidden_Caches_Update_03 <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Box Line 04 Q
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Kael is alive) Equal to True
      Then - Actions
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A01Kael15 <gen> and display Udało nam się odkryć kolejną skrytkę z zapasami.. Modify duration: Add 0 seconds and Don't wait
        Wait for A01Kael15 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
    Trigger - Run Quest_Hidden_Caches_Completed <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
StepOn Cache 01
  Events
    Unit - A unit enters Cache_01 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to AP1_Player) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
  Actions
    Trigger - Turn off StepOn_Cache_01 <gen>
    Trigger - Turn off Break_Box_Cache_01 <gen>
    Trigger - Run Cache_01 <gen> (checking conditions)
Break Box Cache 01
  Events
    Destructible - A destructible within Box01a <gen> dies
  Conditions
  Actions
    Trigger - Turn off StepOn_Cache_01 <gen>
    Trigger - Turn off Break_Box_Cache_01 <gen>
    Trigger - Run Cache_01 <gen> (checking conditions)
Cache 01
  Events
  Conditions
  Actions
    Destructible - Kill Crates 4111 <gen>
    Destructible - Kill Crates 4102 <gen>
    Destructible - Kill Crates 4103 <gen>
    Destructible - Kill Barrel 4104 <gen>
    Destructible - Kill Barrel 4105 <gen>
    Unit - Kill Skrytka 0036 <gen>
    Visibility - Destroy BoxSight01
    Trigger - Run Box_Lines <gen> (checking conditions)
StepOn Cache 02
  Events
    Unit - A unit enters Cache_02 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to AP1_Player) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
  Actions
    Trigger - Turn off StepOn_Cache_02 <gen>
    Trigger - Turn off Break_Box_Cache_02 <gen>
    Trigger - Run Cache_02 <gen> (checking conditions)
Break Box Cache 02
  Events
    Destructible - A destructible within Box02a <gen> dies
    Destructible - A destructible within Box02b <gen> dies
  Conditions
  Actions
    Trigger - Turn off StepOn_Cache_02 <gen>
    Trigger - Turn off Break_Box_Cache_02 <gen>
    Trigger - Run Cache_02 <gen> (checking conditions)
Cache 02
  Events
  Conditions
  Actions
    Destructible - Kill Barrel 4106 <gen>
    Destructible - Kill Crates 4107 <gen>
    Destructible - Kill Crates 4110 <gen>
    Destructible - Kill Crates 4108 <gen>
    Destructible - Kill Crates 4109 <gen>
    Unit - Kill Skrytka 0114 <gen>
    Visibility - Destroy BoxSight02
    Trigger - Run Box_Lines <gen> (checking conditions)
StepOn Cache 03
  Events
    Unit - A unit enters Cache_03 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to AP1_Player) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
  Actions
    Trigger - Turn off StepOn_Cache_03 <gen>
    Trigger - Turn off Break_Box_Cache_03 <gen>
    Trigger - Run Cache_03 <gen> (checking conditions)
Break Box Cache 03
  Events
    Destructible - A destructible within Box03a <gen> dies
  Conditions
  Actions
    Trigger - Turn off StepOn_Cache_03 <gen>
    Trigger - Turn off Break_Box_Cache_03 <gen>
    Trigger - Run Cache_03 <gen> (checking conditions)
Cache 03
  Events
  Conditions
  Actions
    Destructible - Kill Crates 4114 <gen>
    Destructible - Kill Crates 4115 <gen>
    Destructible - Kill Crates 4116 <gen>
    Destructible - Kill Crates 4113 <gen>
    Destructible - Kill Crates 4112 <gen>
    Unit - Kill Skrytka 0183 <gen>
    Visibility - Destroy BoxSight03
    Trigger - Run Box_Lines <gen> (checking conditions)
StepOn Cache 04
  Events
    Unit - A unit enters Cache_04 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to AP1_Player) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
  Actions
    Trigger - Turn off StepOn_Cache_04 <gen>
    Trigger - Turn off Break_Box_Cache_04 <gen>
    Trigger - Run Cache_04 <gen> (checking conditions)
Break Box Cache 04
  Events
    Destructible - A destructible within Box04a <gen> dies
  Conditions
  Actions
    Trigger - Turn off StepOn_Cache_04 <gen>
    Trigger - Turn off Break_Box_Cache_04 <gen>
    Trigger - Run Cache_04 <gen> (checking conditions)
Cache 04
  Events
  Conditions
  Actions
    Destructible - Kill Crates 4117 <gen>
    Destructible - Kill Barrel 4119 <gen>
    Destructible - Kill Barrel 4118 <gen>
    Destructible - Kill Crates 4121 <gen>
    Destructible - Kill Barrel 4120 <gen>
    Unit - Kill Skrytka 0079 <gen>
    Visibility - Destroy BoxSight04
    Trigger - Run Box_Lines <gen> (checking conditions)
Magical Vaults Acquired
  Events
    Unit - A unit enters Cache_01 <gen>
    Unit - A unit enters Cache_02 <gen>
    Unit - A unit enters Cache_03 <gen>
    Unit - A unit enters Cache_04 <gen>
  Conditions
  Actions
    Set VariableSet MagicalVaultsFound = (MagicalVaultsFound + 1)
    -------- Handle Quest Messages --------
    If (MagicalVaultsFound Equal to 1) then do (Add Quest_Hidden_Caches_Update_01 <gen> to the trigger queue (Checking conditions)) else do (Do nothing)
    If (MagicalVaultsFound Equal to 2) then do (Add Quest_Hidden_Caches_Update_02 <gen> to the trigger queue (Checking conditions)) else do (Do nothing)
    If (MagicalVaultsFound Equal to 3) then do (Add Quest_Hidden_Caches_Update_03 <gen> to the trigger queue (Checking conditions)) else do (Do nothing)
    If (MagicalVaultsFound Equal to 4) then do (Add Quest_Hidden_Caches_Completed <gen> to the trigger queue (Checking conditions)) else do (Do nothing)
Bandits Quest
  Events
    Unit - A unit enters Region_180 <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to AP1_Player) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
    GameOver Equal to False
  Actions
    Set VariableSet InCinematic = True
    Set VariableSet RevivalHero = Kael
    Unit - Pause all units
    Unit - Hide Granite Golem 0397 <gen>
    Set VariableSet RevivalHero = Ravael
    Cinematic - Turn cinematic mode On for (All players)
    Unit - Move Kael instantly to (Center of Region_181 <gen>)
    Unit - Move Ravael instantly to (Center of Region_182 <gen>)
    Unit - Make Ravael face Emissary 0444 <gen> over 1.00 seconds
    Camera - .Apply. gg_cam_Intro_02_Kopiuj for Player 1 (Red) over 0.30 seconds
    Camera - .Apply. gg_cam_Intro_02_Kopiuj for Player 10 (Light Blue) over 0.00 seconds
    Cinematic - Send transmission to (All players) from Emissary 0444 <gen> named Emissarry: Play No sound and display Welcome Prince Kael Lord Garithos leave me hier to tell you in this region is dangerous you have optional task to kill them . Modify duration: Add 0 seconds and Wait
    Wait 3.00 game-time seconds
    Camera - .Apply. gg_cam_Camera_021 for Player 1 (Red) over 0.20 seconds
    Camera - .Apply. gg_cam_Camera_021 for Player 10 (Light Blue) over 0.00 seconds
    Wait 3.25 seconds
    Camera - .Apply. gg_cam_Camera_023 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_023 for Player 10 (Light Blue) over 0.00 seconds
    Wait 3.25 seconds
    Camera - .Apply. gg_cam_Camera_026 for Player 1 (Red) over 0.10 seconds
    Camera - .Apply. gg_cam_Camera_026 for Player 10 (Light Blue) over 0.10 seconds
    Wait 3.25 seconds
    Camera - .Apply. gg_cam_Camera_024 for Player 1 (Red) over 0.10 seconds
    Cinematic - Send transmission to (All players) from Emissary 0444 <gen> named Emissarry: Play No sound and display Kill Lord BlackHeart and they will gone . Modify duration: Add 0 seconds and Wait
    Wait 3.25 seconds
    Camera - .Apply. gg_cam_Intro_02_Kopiuj for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_02_Kopiuj for Player 10 (Light Blue) over 0.00 seconds
    Cinematic - Send transmission to (All players) from Kael named Kael'Thas: Play No sound and display I Will Think about that . Modify duration: Add 0 seconds and Wait
    Unit - Unpause all units
    Unit - Unhide Granite Golem 0397 <gen>
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Run Bnadit_Quest_Discover <gen> (checking conditions)
    Trigger - Turn off (This trigger)
Roaming Craps 01
  Events
    Time - Every 9.70 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in RoamingCrabs01 and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint = (Random point in Roaming_Crabs_01 <gen>)
        Unit - Order (Picked unit) to Attack-Move To.TempPoint
        Custom script: call RemoveLocation( udg_TempPoint )
Bandit Quest 1
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    -------- Create the quest objects --------
    Quest - Create a Optional, undiscovered quest titled Bandits with the description Na tym obszarze grasuja bandyci znajdz i zabij ich przywódce, using icon path war3mapImported\BTNDarkSoldier.blp
    Set VariableSet QuestBandit = (Last created quest)
    Quest - Create a quest requirement for QuestBandit with the description Kill BlackHeart ( Kill 0 z 1)
    Set VariableSet QuestBanditReq01 = (Last created quest requirement)
Bnadit Quest Discover
  Events
  Conditions
  Actions
    Trigger - Run Bandit_Quest_1 <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestBandit as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE DODATKOWE|rBandits - Find and kill BlackHeart Bantits
Bandit Quest Completed
  Events
  Conditions
  Actions
    Trigger - Run Bandit_Quest_1 <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Change the description of QuestHiddenCachesAmountFound to Kill Bandits
    Quest - Mark QuestBandit as Discovered
    Quest - Mark QuestBanditReq01 as Completed
    Quest - Mark QuestBanditKillBlackHeart as Completed
    Quest - Mark QuestBandit as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00ZADANIE DODATKOWE WYKONANE|rBandits
Kill BlackHeart
  Events
    Unit - Lord BlackHeart 0386 <gen> Dies
  Conditions
    Lord BlackHeart 0386 <gen> Equal to (Dying unit)
  Actions
    Trigger - Run Bandit_Quest_Completed <gen> (checking conditions)
Bandits
  Events
    Unit - A unit enters Bandits_Cinematic <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to AP1_Player) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
    GameOver Equal to False
  Actions
    Cinematic - Send transmission to (All players) from Bandit Lord 0290 <gen> named Herszt Bantydów Mietek : Play H01Bandit32 <gen> and display Kill Them Boys. Modify duration: Add 0.00 seconds and Don't wait
    Animation - Play Bandit Lord 0290 <gen>'s attack (animationname) animation
    Destructible - Open Gate 2677 <gen>
    Do nothing
    Wait 0.45 seconds
    Cinematic - Ping minimap for (All players) at (Center of Region_170 <gen>) for 1 seconds
    Unit Group - Pick every unit in (Units in Region_170 <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Bandits_Cinematic <gen>))
    Trigger - Turn off (This trigger)
Bandits Golem
  Events
    Unit - A unit enters Bandtits_Golem <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to AP1_Player) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
    GameOver Equal to False
  Actions
    Cinematic - Send transmission to (All players) from Lord BlackHeart 0386 <gen> named Lord BlackHeart: Play No sound and display I have Something for you Elves. Modify duration: Add 0.00 seconds and Don't wait
    Destructible - Open Demonic Gate 0367 <gen>
    Wait 0.45 seconds
    Cinematic - Ping minimap for (All players) at (Center of Bandtits_Golem <gen>) for 1 seconds
    Unit Group - Pick every unit in (Units in Golem_attack <gen>) and do (Order (Picked unit) to Attack-Move To.(Center of Bandits_Cinematic <gen>))
    Trigger - Turn off (This trigger)
Roaming Craps 02
  Events
    Time - Every 8.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in RoamingCrabs02 and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint = (Random point in Roaming_Crabs_02 <gen>)
        Unit - Order (Picked unit) to Attack-Move To.TempPoint
        Custom script: call RemoveLocation( udg_TempPoint )
Bandits train
  Events
    Unit - A unit enters Bandits_Cinematic <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to AP1_Player) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
    GameOver Equal to False
  Actions
    Unit - Order to train/upgrade to a Rogue
    Unit - Order Barracks 0313 <gen> to train/upgrade to a Enforcer
    Unit Group - Order (Units in Region_179 <gen>) to train a Renegade Wizard
    Unit Group - Order (Units in Region_179 <gen>) to train a Enforcer
    Unit Group - Order (Units in Region_179 <gen>) to train a Enforcer
    Unit Group - Order (Units in Region_179 <gen>) to train a Renegade Wizard
Roaming Demons 01
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in RoamingDemons01 and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint = (Random point in Roaming_Demons_01 <gen>)
        Unit - Order (Picked unit) to Attack-Move To.TempPoint
        Custom script: call RemoveLocation( udg_TempPoint )
Roaming Demons 02
  Events
    Time - Every 5.50 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in RoamingDemons02 and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint = (Random point in Roaming_Demons_02 <gen>)
        Unit - Order (Picked unit) to Attack-Move To.TempPoint
        Custom script: call RemoveLocation( udg_TempPoint )
Roaming Demons 03
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in RoamingDemons03 and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint = (Random point in Roaming_Demons_03 <gen>)
        Unit - Order (Picked unit) to Attack-Move To.TempPoint
        Custom script: call RemoveLocation( udg_TempPoint )
Roaming Zombies 01
  Events
    Time - Every 5.30 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in RoamingZombies01 and do (Actions)
      Loop - Actions
        Set VariableSet TempPoint = (Random point in Roaming_Zombies_01 <gen>)
        Unit - Order (Picked unit) to Attack-Move To.TempPoint
        Custom script: call RemoveLocation( udg_TempPoint )
Saving the Riflemen by Orges
  Events
    Unit - A unit enters Saving_Riflemen <gen>
  Conditions
    ((Owner of (Entering unit)) Equal to AP1_Player) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run Trapped_Animal_01 <gen> (checking conditions)
    Trigger - Run Trapped_Animal_02 <gen> (checking conditions)
Trapped Animal 01
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Kill Cage 1460 <gen>
    Sound - Play RiflemanReady1 <gen> at 100% volume, located at (Center of Saving_Riflemen <gen>) with Z offset 0
    Unit - Create 1.Rifleman for Player 10 (Light Blue) at (Center of Cage_01 <gen>) facing Default building facing degrees
    Wait 0.10 seconds
    Animation - Play Cage 1460 <gen>'s decay (animationname) animation
    Animation - Change Cage 1460 <gen>'s animation speed to 1000.00% of its original speed
Trapped Animal 02
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Kill Cage 3606 <gen>
    Unit - Create 1.Rifleman for Player 1 (Red) at (Center of Cage_02 <gen>) facing Default building facing degrees
    Wait 0.10 seconds
    Animation - Play Cage 3606 <gen>'s decay (animationname) animation
    Animation - Change Cage 3606 <gen>'s animation speed to 1000.00% of its original speed
Rifleman
  Events
    Destructible - Cage 0244 <gen> dies
  Conditions
  Actions
    Sound - Play ArcherWhat2 <gen> at 100% volume, located at (Center of Saving_Riflemen <gen>) with Z offset 0
    Unit - Create 1.Archer for Player 1 (Red) at (Center of Region_191 <gen>) facing Default building facing degrees
Rifleman Kopiuj
  Events
    Destructible - Cage 0245 <gen> dies
  Conditions
  Actions
    Sound - Play ArcherWhat4 <gen> at 100% volume, located at (Center of Saving_Riflemen <gen>) with Z offset 0
    Unit - Create 1.Archer for Player 1 (Red) at (Center of Region_192 <gen>) facing Default building facing degrees
Rifleman Kopiuj 2
  Events
    Destructible - Cage 0246 <gen> dies
  Conditions
  Actions
    Sound - Play ArcherWhat2 <gen> at 100% volume, located at (Center of Saving_Riflemen <gen>) with Z offset 0
    Unit - Create 1.Archer for Player 10 (Light Blue) at (Center of Region_193 <gen>) facing Default building facing degrees
Rifleman Kopiuj 2 Kopiuj
  Events
    Destructible - Cage 0247 <gen> dies
  Conditions
  Actions
    Unit - Create 1.Swordsman for Player 10 (Light Blue) at (Center of Region_194 <gen>) facing Default building facing degrees
Rifleman Kopiuj 2 Kopiuj 2
  Events
    Destructible - Cage 0245 <gen> dies
  Conditions
  Actions
    Unit - Create 1.Archer for Player 10 (Light Blue) at (Center of Cage_02 <gen>) facing Default building facing degrees
Trapped Animal 02 Kopiuj
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Kill Cage 3606 <gen>
    Unit - Create 1.Rifleman for Player 1 (Red) at (Center of Cage_02 <gen>) facing Default building facing degrees
    Wait 0.10 seconds
    Animation - Play Cage 3606 <gen>'s decay (animationname) animation
    Animation - Change Cage 3606 <gen>'s animation speed to 1000.00% of its original speed
Trapped Animal 02 Kopiuj 2
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Kill Cage 3606 <gen>
    Unit - Create 1.Rifleman for Player 1 (Red) at (Center of Cage_02 <gen>) facing Default building facing degrees
    Wait 0.10 seconds
    Animation - Play Cage 3606 <gen>'s decay (animationname) animation
    Animation - Change Cage 3606 <gen>'s animation speed to 1000.00% of its original speed
Cast Water Elemental 01
  Events
    Unit - A unit enters Cast_Water_Elemental_01 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to AP1_Player
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Renegade Wizard 0149 <gen> to Human Archmage - Summon Water Elemental.
Cast Spell Steal Spell 01
  Events
    Unit - A unit enters Spell_Steal <gen>
  Conditions
    (Owner of (Entering unit)) Equal to AP1_Player
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Rogue Wizard 0172 <gen> to Undead Lich - Frost Armor.Apprentice Wizard 0133 <gen>
Runes Remove by Box 02
  Events
    Destructible - A destructible within Tree_Wall_to_Box <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within (Tree_Wall_to_Box <gen> offset by (0, 0).).
Runes Remove by Box 04
  Events
    Destructible - A destructible within Tree_Wall_to_Box_02 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within (Tree_Wall_to_Box_02 <gen> offset by (0, 0).).
Island Four Critter
  Events
    Destructible - Summer Tree Wall 0134 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Create 1.Albatross for Neutral Passive at (Position of (Dying destructible)) facing Default building facing degrees
    Set VariableSet Critter = (Last created unit)
    Trigger - Turn on Critter_Dies <gen>
Critter Dies
  Events
    Unit - A unit owned by Neutral Passive.Dies
  Conditions
    (Dying unit) Equal to Critter
    (Critter is dead) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Item - Create Robe of the Magi +6 at (Position of (Dying unit))
Init Tower Animations
  Events
    Player - Player 1 (Red) types a chat message containing A (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet AnimInterval = 1.00
    Set VariableSet AnimTimeTotal = 60.00
    -------- Set and suspend the animations --------
    Animation - Play Observatory01's birth (animationname) animation
    Animation - Play Observatory02's birth (animationname) animation
    Animation - Play Observatory03's birth (animationname) animation
    Animation - Change Observatory01's animation speed to 0.00% of its original speed
    Animation - Change Observatory02's animation speed to 0.00% of its original speed
    Animation - Change Observatory03's animation speed to 0.00% of its original speed
    -------- Start Updating Tower Animations --------
    Countdown Timer - Start AnimTimer as a Repeating timer that will expire in AnimInterval seconds
Update Tower1 Animation
  Events
    Time - AnimTimer expires
  Conditions
    (Observatory01 is alive) Equal to True
  Actions
    Set VariableSet AnimTimePercent1 = (AnimTimePercent1 + (AnimSpeedPrev1 x AnimInterval))
    Set VariableSet AnimLifePercent1 = (Percentage life of Observatory01)
    Set VariableSet AnimSpeed1 = (Max(0.00, (AnimLifePercent1 - AnimTimePercent1)))
    Set VariableSet AnimSpeedPrev1 = AnimSpeed1
    Animation - Change Observatory01's animation speed to (AnimSpeed1 x AnimTimeTotal)% of its original speed
    -------- Stop when we're done --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AnimLifePercent1 Greater than or equal to 100.00
      Then - Actions
        Trigger - Turn off (This trigger)
        Animation - Play Observatory01's stand (animationname) animation
        Animation - Change Observatory01's animation speed to 100.00% of its original speed
      Else - Actions
Update Tower2 Animation
  Events
    Time - AnimTimer expires
  Conditions
    (Observatory02 is alive) Equal to True
  Actions
    Set VariableSet AnimTimePercent2 = (AnimTimePercent2 + (AnimSpeedPrev2 x AnimInterval))
    Set VariableSet AnimLifePercent2 = (Percentage life of Observatory02)
    Set VariableSet AnimSpeed2 = (Max(0.00, (AnimLifePercent2 - AnimTimePercent2)))
    Set VariableSet AnimSpeedPrev2 = AnimSpeed2
    Animation - Change Observatory02's animation speed to (AnimSpeed2 x AnimTimeTotal)% of its original speed
    -------- Stop when we're done --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AnimLifePercent2 Greater than or equal to 100.00
      Then - Actions
        Trigger - Turn off (This trigger)
        Animation - Play Observatory02's stand (animationname) animation
        Animation - Change Observatory02's animation speed to 100.00% of its original speed
      Else - Actions
Update Tower3 Animation
  Events
    Time - AnimTimer expires
  Conditions
    (Observatory03 is alive) Equal to True
  Actions
    Set VariableSet AnimTimePercent3 = (AnimTimePercent3 + (AnimSpeedPrev3 x AnimInterval))
    Set VariableSet AnimLifePercent3 = (Percentage life of Observatory03)
    Set VariableSet AnimSpeed3 = (Max(0.00, (AnimLifePercent3 - AnimTimePercent3)))
    Set VariableSet AnimSpeedPrev3 = AnimSpeed3
    Animation - Change Observatory03's animation speed to (AnimSpeed3 x AnimTimeTotal)% of its original speed
    -------- Stop when we're done --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AnimLifePercent3 Greater than or equal to 100.00
      Then - Actions
        Trigger - Turn off (This trigger)
        Animation - Play Observatory03's stand (animationname) animation
        Animation - Change Observatory03's animation speed to 100.00% of its original speed
      Else - Actions