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

Trigger Viewer

BloodElves02.w3x
Variables
Initialization
Initialization
Init 01 Players
Init 02 Units
Init 03 Music
Init 04 Environment
Init 05 Points
Init 06 Quests
Init 07a Hard
Init 07b Normal
Selcetion Hard
Selection Screen
Selection Screen
Selection Screen Kopiuj
Load Heroes
Load Heroes
Load Kael
Load Ravael
Load Roomath
Experience Cap Kael
Experience Cap Vashj
Experience Cap Ravael
Cinematic Revival
DEBUG
DEBUG A
DEBUG B
DEBUG C
DEBUG C Kopiuj
DEBUG D
DEBUG E
LINES TO BE USED
LINES
xxxxxxxxxxxxxxxxxxxx
Intro Cinematic
Intro Cinematic Q
Intro Skipped
Intro Setup
Intro Cleanup
Gameplay
Victory Cinematic
Victory Cinematic Q
Midgame Naga Cinematic
Naga Come Back Cinematic Q
Naga Come Back Skipped
Naga Come Back Setup
Ravael face Vash
Naga Come Back Cleanup
Create Undead Towns Top
Create Undead Towns Bottom
Finish Undead Town Creation
Gameplay 02
Ending Cinematic
Naga01
Naga02
Vashj
Kael
Blood Elf01
Blood Elf02
Blood Elf02 Kopiuj
Ending Cinematic Q
Ending Setup
Ravael Face
Ending Skipped
xxxxxxxxxxxxxxxxxxxx
Level Data
Quests
<===== Quest Assassination =====>
Quest Crush and Destroy Create
Quest Crush and Destroy Discover
Quest Crush and Destroy Completed
<===== Quest Gold Mine =====>
Quest Gold Mine Create
Quest Gold Mine Discover
Quest Gold Mine Completed
<===================>
Mission Failed Base Dead
Mission Failed Kael Dead
Hints
Hint Dragon Hawks Q
Hint Cloud Q
Hint Naga Units
Hint Naga Units Q
Hint Naga Royal Guard Units Q
AI
Start AI
Start Dalvengyer Town
Start AIs after Player gets Base Hard
Start AIs after Player gets Base Normal
Start AIs after Player gets Base Easy
Start Top AI
Top Town Started
Bottom AI Dead
Start Bottom AI
Bottom Town Started
Top AI Dead
AI Resources Teal Gold
AI Resources Teal Lumber
AI Resources Purple Gold
AI Resources Purple Lumber
AI Resources Yellow Gold
AI Resources Yellow Lumber
AI Resources Orange Gold
AI Resources Orange Lumber
AI Resources Green Gold
AI Resources Green Lumber
xxxxxxxxxxxxxxxxxxxx
Combat Check
Combat Detected
Combat Resolved
Victory Defeat
Victory Base Dies
Defeat Units Dead
Quest Stuff
Quest Assassination Discover Q
Quest Gold Mine Discover Q
Undead Wave of Death
Waves
<=== TOP ===>
Top Waves
Spawn Top Waves
Spawn Top Wave Group
Top Keep Attacking
Top Attack Dupid Check
Top Attack Mokey Check
Top Reaches Town 01
Top Reaches Town 02
Top Comes Home
<=== BOTTOM ===>
Bottom Waves
Spawn Bottom Waves
Spawn Bottom Wave Group
Bottom Keep Attacking
Bottom Attack Dupid Check
Bottom Attack Mokey Check
Bottom Reaches Town 01
Bottom Reaches Town 02
Bottom Come Home
<=== EXTRA THINGS ===>
Move Acolytes
Hide Acolytes
Safety Top
Safety Bottom
Naga Cinematic
Observatory Vision
AI Destroy the Tower
Obserwatorium 1
Set Vision
Change the Icon
Reset Vision Tower 01
Reset Vision Tower 02
Reset Vision Tower 03
Reset Full Vision Tower 01
Reset Full Vision Tower 02
Reset Full Vision Tower 03
Remove Human Units
Remove Human Units
Remove Human Units Kopiuj
Creeps
Roaming Lizards
Create Lizard
Make Lizard Drop Item
Rock Kill
System
Send Lumber
Send Gold
Select Unit
Death Select
Requirement Init
Leaves Game
Requirement Update
Deselect Unit
Exchange Unit
Research Init
Research Begins
Research Cancelled
Research Complete
Spells
DP SetUp
DP Cast
DP Loop
Fire Fury Cast
Fire Fury Loop Kopiuj
Arcane Power
Arcane Bolt
Arcane Resort
CUSTOM - Shared Gold and Lumber
Fire Fury Loop
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
CodeGen
CodeGen Init
CodeGen Save
CodeGen Load
CodeGen
CodeGen Init Kopiuj
CodeGen Save Kopiuj
CodeGen Load Kopiuj
//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
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
AttackTargetBottom unit No
AttackTargetTop unit No
BottomAttacking boolean No
BottomAttackWave group No
BottomDone boolean No
BottomMokeyCheckTimer timer No
BottomUnitGroupLeave group No
BottomUnitGroupTown01 group No
BottomUnitGroupTown02 group No
CameraReturnPoint location No
CinematicKael unit No
CinematicRavael unit No
ClearingRegionBottom rect No
ClearingRegionTop rect No
Code StringExt No
CombatCheckTimer timer No
Dalvengyr unit No
DeadBottom boolean No
DeadTop boolean No
DoneCleaningBottom boolean No
DoneCleaningTop boolean 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_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 integervar No
DP_TempLoc location No
DP_Timer real No
DP_U unit No
DP_UKey integer No
DP_ULoc location No
Emissary unit No
EnoughPlayers boolean No
ExchangeSelection1 group No
ExchangeSelection2 group No
ExchangeSucces boolean No
Exchangin3 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
ExpDisabledForVashj boolean No false
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_DistanceReached_Kopiuj_2 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_FireBallTempAdd real Yes
FF_FullDistance real Yes
FF_FullDistance_Kopiuj_2 real Yes
FF_GoThroughBuildings boolean Yes
FF_GoThroughTrees boolean Yes
FF_GroupFireBall1 group Yes
FF_GroupFireBall2 group Yes
FF_HitBuildings 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
GameOver boolean No false
GameSelection boolean No
GarUnit01 unit No
GarUnit02 unit No
GarUnit03 unit No
GarUnit04 unit No
GarUnit05 unit No
GarUnit06 unit No
GarUnit07 unit No
GarUnit08 unit No
GarUnit09 unit No
GarUnit10 unit No
GarUnit11 unit No
GarUnit12 unit No
GarUnit13 unit No
GarUnit14 unit No
GarUnit15 unit No
GarUnit16 unit No
GarUnit17 unit No
GarUnit18 unit No
GarUnit19 unit No
GarUnit20 unit No
GarUnit21 unit No
Hard boolean No
Hero unit No
HiddenUndeadUnits group No
HiddenUnits group No
InCinematic boolean No false
InCombat boolean No false
IntroSkipped boolean No false
Item item No
Kael unit No UnitNull
KaelReturnSpot location No
KaelUnit01 unit No
KaelUnit02 unit No
KaelUnit03 unit No
KaelUnit04 unit No
KaelUnit05 unit No
KaelUnit06 unit No
KaelUnit07 unit No
KaelUnit08 unit No
KaelUnit09 unit No
KaelUnit10 unit No
KaelUnit11 unit No
KaelUnit12 unit No
KaelUnit13 unit No
KaelUnit14 unit No
KaelUnit15 unit No
KaelUnit16 unit No
KaelUnit17 unit No
KaelUnit18 unit No
KaelUnit19 unit No
KaelUnit20 unit No
KaelUnit21 unit No
KaelUnit22 unit No
KaelUnit23 unit No
KaelUnit24 unit No
KaelUnit25 unit No
KaelUnit26 unit No
KaelUnit27 unit No
KaelUnit28 unit No
KaelUnit29 unit No
KaelUnit30 unit No
LadyVashj unit No
LizardUnit unit No
Load integer Yes
LoadCount integer No
NagaComeBackSkipped boolean No false
NagaUnit01 unit No
NagaUnit02 unit No
NagaUnit03 unit No
NagaUnit04 unit No
NagaUnit05 unit No
NagaUnit06 unit No
NagaUnit07 unit No
Observatory01 unit No
Observatory01Vision fogmodifier No
Observatory02 unit No
Observatory02Vision fogmodifier No
Observatory03 unit No
Observatory03Vision fogmodifier No
P11_Undead player No Player10
P12_Undead player No Player11
P2_Orc player No Player01
P3_Undead player No Player02
P3StartingUnits group No
P4_Undead player No Player03
P5_Undead player No Player04
P5StartingUnits group No
P6_Undead player No Player05
P6StartingUnits group No
P7_Undead player No Player06
P7StartingUnits group No
Player1 player No Player00
Player2 player No Player09
QuestAssassination quest No
QuestAssassinationReqKill questitem No
QuestGoldMine quest No
QuestGoldMineReq01 questitem No
QuestGoldMineReq02 questitem No
RankInteger integer No
Ravael unit No
RavaelReturnSpot location No
Requirement_Region rect No
RequirementTech boolean Yes
RequirementTech_Kopiuj_Kopiuj boolean Yes
RequirementUnitP1 unit Yes
RequirementUnitP2 unit Yes
RequirementUnitP3 unit Yes
RequirementUnitType unitcode Yes
ResearchEnabledT1 boolean Yes
ResearchEnabledT2 boolean Yes
ResearchEnabledT3 boolean Yes
ResearchStringT1 string Yes
ResearchStringT2 string Yes
ResearchStringT3 string Yes
ResearchType techcode Yes
ResourceDropBuildings group No
ResourceDropHashtable hashtable No
RevivalAltar unit No UnitNull
RevivalHero unit No UnitNull
RevivalReturnSpot location No
RevivalSpot location No
RevivalSpot2 location No
RoamingLizardUnits group No
RunningAIBottom boolean No
RunningAITop boolean No
Save integer Yes
SaveCount integer No
SaveLoad_Abilities abilcode Yes
SaveLoad_AbilityCount integer No
SaveLoad_Alphabet string No
SaveLoad_Base integer No
SaveLoad_Char string Yes
SaveLoad_CheckName boolean No
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_HyphenSpace integer No
SaveLoad_Item itemcode Yes
SaveLoad_ItemCount 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_Upper string No
SaveLoad_Valid boolean No
SelectedUnits group No
SelectionGroup1 group No
SelectionGroup2 group No
SpawnDelay real No 1.50
SpawnPathingGroup group No
SpawnPathingGroupB01 group No
SpawnPathingGroupB02 group No
SpawnPathingGroupT01 group No
SpawnPathingGroupT02 group No
SpawnStays01 boolean No
SpawnStays02 boolean No
SpawnUnitGroup group No
SpellBreaker unit No
TempBoolean boolean No
TempGroup group No
Tempinteger integer No
TempInteger integer No
Tempitem item No
TempitemType itemcode No
tempoint location No
TempPGroup force No
TempPGroup2 force No
TempPlayer player No
Temppoint location No
TempPoint location No
tempugroup group No
TempUGroup group No
TempUGroup2 force No
TempUnit unit No
TempUnitGroup group No
TempunitType unitcode No
TopAttacking boolean No
TopAttackWave group No
TopDone boolean No
TopGuardsPlayer5 group No
TopGuardsPlayer6 group No
TopMokeyCheckTimer timer No
TopUnitGroupLeave group No
TopUnitGroupTown01 group No
TopUnitGroupTown02 group No
VictorySkipped boolean No false
VisibleUndeadUnitGroup group No
WhichPlayer player No
WhichUnitType unitcode No
x real No
y real No
zPointBottomAttackSpot01 location No
zPointBottomLeaveSpot location No
zPointTopAttackSpot01 location No
zPointTopLeaveSpot location No
zPointUndeadEntranceBottom location No
zPointUndeadEntranceTop location No
Template version 1.04
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_Points <gen> (checking conditions)
    Trigger - Run Init_06_Quests <gen> (checking conditions)
    Trigger - Run Set_Vision <gen> (ignoring conditions)
    Unit - Unpause all units
    Unit Group - Pick every unit in HiddenUndeadUnits and do (Pause (Picked unit))
    Unit Group - Pick every unit in HiddenUndeadUnits and do (Hide (Picked unit))
    -------- Start Intro Cinematic --------
    Trigger - Add Intro_Cinematic_Q <gen> to the trigger queue (Checking conditions)
Init 01 Players
  Events
  Conditions
  Actions
    Custom script: call SetPlayerUnitAvailableBJ( 'stwp', false, udg_AP1_Player )
    -------- Alliance Settings --------
    Player - Make AP1_Player treat Neutral Passive as an Neutral
    Player - Make Player 10 (Light Blue) treat Neutral Passive as an Neutral
    Player - Make AP1_Player treat Player 10 (Light Blue) as an Ally with shared vision
    Player - Make AP1_Player treat Player 2 (Blue) as an Neutral
    Player - Make Player 10 (Light Blue) treat AP1_Player as an Ally with shared vision
    Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Neutral
    Player - Make Player 2 (Blue) treat AP1_Player as an Neutral
    Player - Make Player 2 (Blue) treat Player 10 (Light Blue) as an Neutral
    Player - Make P3_Undead treat P11_Undead as an Neutral
    Player - Make P3_Undead treat P11_Undead as an Neutral
    Player - Make P3_Undead treat P11_Undead as an Neutral
    Player - Make P3_Undead treat P11_Undead as an Neutral
    Player - Make P3_Undead treat P11_Undead as an Neutral
    Player - Make P3_Undead treat P12_Undead as an Neutral
    Player - Make P3_Undead treat Neutral Hostile as an Neutral
    Player - Make P4_Undead treat P11_Undead as an Ally
    Player - Make P4_Undead treat P12_Undead as an Ally
    Player - Make P4_Undead treat Neutral Hostile as an Neutral
    Player - Make P5_Undead treat P11_Undead as an Neutral
    Player - Make P5_Undead treat P12_Undead as an Neutral
    Player - Make P5_Undead treat Neutral Hostile as an Neutral
    Player - Make P6_Undead treat P11_Undead as an Neutral
    Player - Make P6_Undead treat P12_Undead as an Neutral
    Player - Make P6_Undead treat Neutral Hostile as an Neutral
    Player - Make P7_Undead treat P11_Undead as an Neutral
    Player - Make P7_Undead treat P12_Undead as an Neutral
    Player - Make P7_Undead treat Neutral Hostile as an Neutral
    Player - Make P11_Undead treat Neutral Hostile as an Neutral
    Player - Make P11_Undead treat P4_Undead as an Ally
    Player - Make P11_Undead treat P5_Undead as an Neutral
    Player - Make P11_Undead treat P6_Undead as an Neutral
    Player - Make P11_Undead treat P7_Undead as an Neutral
    Player - Make P11_Undead treat P12_Undead as an Neutral
    Player - Make P12_Undead treat Neutral Hostile as an Neutral
    Player - Make P12_Undead treat P4_Undead as an Ally
    Player - Make P12_Undead treat P5_Undead as an Neutral
    Player - Make P12_Undead treat P6_Undead as an Neutral
    Player - Make P12_Undead treat P7_Undead as an Neutral
    Player - Make P12_Undead treat P11_Undead as an Neutral
    Player - Make Neutral Hostile treat P3_Undead as an Neutral
    Player - Make Neutral Hostile treat Player 9 (Gray) as an Neutral
    Player - Make Player 9 (Gray) treat Neutral Hostile as an Neutral
    Player - Make Neutral Hostile treat P4_Undead as an Neutral
    Player - Make Neutral Hostile treat P5_Undead as an Neutral
    Player - Make Neutral Hostile treat P6_Undead as an Neutral
    Player - Make Neutral Hostile treat P7_Undead as an Neutral
    Player - Make Neutral Hostile treat P11_Undead as an Neutral
    Player - Make Neutral Hostile treat P12_Undead as an Neutral
    Player - Make AP1_Player treat Neutral Victim as an Neutral
    Player - Make Player 10 (Light Blue) treat Neutral Victim as an Neutral
    Player - Make P3_Undead treat Neutral Victim as an Neutral
    Player - Make P5_Undead treat Neutral Victim as an Neutral
    Player - Make P4_Undead treat Neutral Victim as an Neutral
    Player - Make P6_Undead treat Neutral Victim as an Neutral
    Player - Make P7_Undead treat Neutral Victim as an Neutral
    Player - Make P11_Undead treat Neutral Victim as an Neutral
    Player - Make P12_Undead treat Neutral Victim as an Neutral
    -------- Initial Resources --------
    Player - Set AP1_Player.Current gold to 500
    Player - Set Player 10 (Light Blue).Current gold to 500
    Player - Set AP1_Player.Current lumber to 500
    Player - Set Player 10 (Light Blue).Current lumber to 500
    Player - Set P3_Undead.Current gold to 5000
    Player - Set P3_Undead.Current lumber to 5000
    Player - Set P4_Undead.Current gold to 10000
    Player - Set P4_Undead.Current lumber to 10000
    Player - Set P5_Undead.Current gold to 5000
    Player - Set P5_Undead.Current lumber to 5000
    Player - Set P6_Undead.Current gold to 5000
    Player - Set P6_Undead.Current lumber to 5000
    Player - Set P7_Undead.Current gold to 5000
    Player - Set P7_Undead.Current lumber to 5000
    -------- Player Colors --------
    Player - Change color of Neutral Victim to Maroon, Changing color of existing units
    Player - Change color of P3_Undead to Purple, Changing color of existing units
    Player - Change color of P4_Undead to Green, Changing color of existing units
    Player - Change color of P5_Undead to Orange, Changing color of existing units
    Player - Change color of P6_Undead to Orange, Changing color of existing units
    Player - Change color of P7_Undead to Purple, Changing color of existing units
    Player - Change color of Player 11 (Dark Green) to Purple, Changing color of existing units
    Player - Change color of Player 12 (Brown) to Orange, Changing color of existing units
    -------- Hide Excess Players --------
    Player - Hide P6_Undead in the post-game score screen
    Player - Hide P7_Undead in the post-game score screen
    Player - Hide P12_Undead in the post-game score screen
    Player - Hide P11_Undead in the post-game score screen
Init 02 Units
  Events
  Conditions
  Actions
    Unit - Hide Human Transport Ship 0125 <gen>
    Unit - Hide Human Transport Ship 0175 <gen>
    Unit - Change color of Emissary 0187 <gen> to Light Blue
    -------- Moonwells --------
    -------- Heroes --------
    Trigger - Run Load_Heroes <gen> (checking conditions)
    Hero - Make AP1_Player Heroes gain 25.00% experience from future kills
    -------- NPCs --------
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set VariableSet TempUnitGroup = (Units in P3_Starting_Units <gen> owned by P3_Undead)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit Group - Add (Picked unit) to P3StartingUnits
        Unit - Pause (Picked unit)
        Unit - Hide (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set VariableSet TempUnitGroup = (Units in P5_Starting_Units <gen> owned by P5_Undead)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit Group - Add (Picked unit) to P5StartingUnits
        Unit - Pause (Picked unit)
        Unit - Hide (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set VariableSet TempUnitGroup = (Units in P6_Starting_Units <gen> owned by P6_Undead)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit Group - Add (Picked unit) to P6StartingUnits
        Unit - Pause (Picked unit)
        Unit - Hide (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set VariableSet TempUnitGroup = (Units in P7_Starting_Units <gen> owned by P7_Undead)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit Group - Add (Picked unit) to P7StartingUnits
        Unit - Pause (Picked unit)
        Unit - Hide (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Unit - Pause Acolyte 0182 <gen>
    Unit - Pause Acolyte 0183 <gen>
    Unit - Pause Acolyte 0184 <gen>
    Unit - Pause Acolyte 0185 <gen>
    Unit - Hide Acolyte 0182 <gen>
    Unit - Hide Acolyte 0183 <gen>
    Unit - Hide Acolyte 0184 <gen>
    Unit - Hide Acolyte 0185 <gen>
    Set VariableSet Observatory01 = Arcane Observatory 0009 <gen>
    Set VariableSet Observatory02 = Arcane Observatory 0008 <gen>
    Set VariableSet Observatory03 = Arcane Observatory 0048 <gen>
    Set VariableSet Dalvengyr = Dalvengyr 0036 <gen>
    Set VariableSet Emissary = Emissary 0187 <gen>
    Hero - Disable experience gain for Dalvengyr 0036 <gen>.
    -------- Creeps --------
    Player - Disable sleeping for all creeps
    Set VariableSet RoamingLizardUnits = (Units in Roaming_Lizards <gen> owned by Neutral Hostile)
    Set VariableSet TempUnitGroup = (Units owned by Neutral Passive of type Gnoll Hut)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Victim and Change color
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set VariableSet TempUnitGroup = (Units owned by Neutral Passive of type Gnoll Hut 2)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Victim and Change color
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Custom script: set udg_TempUnitGroup = null
    -------- Computer Units P3 BOTTOM LEFT --------
    Set VariableSet WhichPlayer = P3_Undead
    Unit - Create 1.Crypt Fiend for WhichPlayer at (Center of BLUnit01 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Frost Wyrm for WhichPlayer at (Center of BLUnit02 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Crypt Fiend for WhichPlayer at (Center of BLUnit03 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Crypt Fiend for WhichPlayer at (Center of BLUnit04 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of BLUnit05 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of BLUnit06 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of BLUnit07 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of BLUnit08 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Abomination for WhichPlayer at (Center of BLUnit09 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    -------- Computer Units P5 TOP LEFT --------
    Set VariableSet WhichPlayer = P5_Undead
    Unit - Create 1.Crypt Fiend for WhichPlayer at (Center of TLUnit01 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Frost Wyrm for WhichPlayer at (Center of TLUnit02 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Crypt Fiend for WhichPlayer at (Center of TLUnit03 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Crypt Fiend for WhichPlayer at (Center of TLUnit04 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of TLUnit05 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of TLUnit06 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of TLUnit07 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of TLUnit08 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Abomination for WhichPlayer at (Center of TLUnit09 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    -------- Computer Units P6 TOP RIGHT --------
    Set VariableSet WhichPlayer = P6_Undead
    Unit - Create 1.Ghoul for WhichPlayer at (Center of TRUnit01 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Crypt Fiend for WhichPlayer at (Center of TRUnit02 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of TRUnit03 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of TRUnit04 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of TRUnit05 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    -------- Computer Units P7 BOTTOM RIGHT --------
    Set VariableSet WhichPlayer = P7_Undead
    Unit - Create 1.Ghoul for WhichPlayer at (Center of BRUnit01 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Crypt Fiend for WhichPlayer at (Center of BRUnit02 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of BRUnit03 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of BRUnit04 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
    Unit - Create 1.Ghoul for WhichPlayer at (Center of BRUnit05 <gen>) facing Default building facing degrees
    Unit Group - Add (Last created unit) to HiddenUndeadUnits
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 1
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. --------
Init 05 Points
  Events
  Conditions
  Actions
    Set VariableSet zPointBottomAttackSpot01 = (Center of Bottom_Attack_Spot_01 <gen>)
    Set VariableSet zPointTopAttackSpot01 = (Center of Top_Attack_Spot_01 <gen>)
    Set VariableSet zPointUndeadEntranceBottom = (Center of Undead_Enterance_Bottom <gen>)
    Set VariableSet zPointUndeadEntranceTop = (Center of Undead_Enterance_Top <gen>)
    Set VariableSet zPointTopLeaveSpot = (Center of Top_Leave_Spot <gen>)
    Set VariableSet zPointBottomLeaveSpot = (Center of Bottom_Leave_Spot <gen>)
Init 06 Quests
  Events
  Conditions
  Actions
    -------- Create Quests --------
    Trigger - Run Quest_Crush_and_Destroy_Create <gen> (checking conditions)
Init 07a Hard
  Events
    Player - Player 1 (Red) types a chat message containing -Hard (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -Hard (stringnoformat) as An exact match
  Conditions
  Actions
    -------- Extra Gnolls --------
    -------- Hide Units in Unit Group --------
    -------- Extra Undead --------
    -------- Computer Units P4 --------
    -------- Set Reearch of the Undead --------
    Trigger - Run Initialization <gen> (ignoring conditions)
    Player - Set name of Player 10 (Light Blue) to Blood Elves
    Player - Change color of Player 10 (Light Blue) to (Color of Player 2 (Blue)), Changing color of existing units
    Player - Set the current research level of Rume (techcode) to 3 for Player 4 (Purple)
    Player - Set the current research level of Ruar (techcode) to 3 for Player 4 (Purple)
    Player - Set the current research level of Rura (techcode) to 3 for Player 4 (Purple)
    Player - Set the current research level of Rucr (techcode) to 3 for Player 4 (Purple)
    Player - Set the current research level of Rume (techcode) to 3 for Player 3 (Teal)
    Player - Set the current research level of Rura (techcode) to 3 for Player 3 (Teal)
    Player - Set the current research level of Ruar (techcode) to 3 for Player 3 (Teal)
    Player - Limit training of Doom Guard (Standard) to 2 for Player 5 (Yellow)
    Player - Limit training of Fel Stalker to 2 for Player 5 (Yellow)
    Player - Limit training of Fel Stalker to 2 for Player 4 (Purple)
    Player - Limit training of Fel Stalker to 2 for Player 5 (Yellow)
    Player - Limit training of Doom Guard (Standard) to 2 for Player 4 (Purple)
    Player - Limit training of Doom Guard (Standard) to 2 for Player 3 (Teal)
    Player - Set the current research level of Rucr (techcode) to 3 for Player 3 (Teal)
    Player - Set the current research level of Ruar (techcode) to 3 for Player 6 (Orange)
    Player - Set the current research level of Rume (techcode) to 3 for Player 6 (Orange)
    Player - Set the current research level of Rura (techcode) to 3 for Player 6 (Orange)
    Player - Set the current research level of Rucr (techcode) to 3 for Player 6 (Orange)
    Player - Set the current research level of Rucr (techcode) to 3 for Player 7 (Green)
    Unit - Change color of Emissary 0187 <gen> to Light Blue
    Unit - Change color of Knight 0197 <gen> to Red
    Unit - Change color of Mortar Team 0219 <gen> to Red
    Unit - Change color of Rifleman 0221 <gen> to Red
    Player - Set the current research level of Rume (techcode) to 3 for Player 7 (Green)
    Player - Set the current research level of Rnam (techcode) to 3 for Player 10 (Light Blue)
    Player - Set the current research level of Rnat (techcode) to 3 for Player 10 (Light Blue)
    Player - Set the current research level of Rura (techcode) to 3 for Player 7 (Green)
    Player - Set the current research level of Ruar (techcode) to 3 for Player 7 (Green)
    Player - Set the current research level of Rhme (techcode) to 3 for Player 9 (Gray)
    Player - Set the current research level of Rotr (techcode) to 1 for Player 9 (Gray)
    Player - Set the current research level of Rhar (techcode) to 3 for Player 9 (Gray)
    Player - Set the current research level of Rume (techcode) to 3 for Player 5 (Yellow)
    Player - Set the current research level of Rura (techcode) to 3 for Player 5 (Yellow)
    Player - Set the current research level of Ruar (techcode) to 3 for Player 5 (Yellow)
    Player - Set the current research level of Rucr (techcode) to 3 for Player 5 (Yellow)
    Player - Set the current research level of Rusm (techcode) to 1 for Player 5 (Yellow)
    Player - Set the current research level of Rusm (techcode) to 1 for Player 3 (Teal)
    Player - Set the current research level of Ruac (techcode) to 1 for Player 6 (Orange)
    Player - Set the current research level of Rusm (techcode) to 1 for Player 6 (Orange)
    Player - Set the current research level of Rusm (techcode) to 1 for Player 4 (Purple)
    Player - Set the current research level of Ruac (techcode) to 1 for Player 4 (Purple)
    Player - Set the current research level of Ruac (techcode) to 1 for Player 3 (Teal)
    Player - Set the current research level of Ruac (techcode) to 1 for Player 7 (Green)
    Player - Set the current research level of Ruac (techcode) to 1 for Player 5 (Yellow)
    Player - Set the current research level of Rupc (techcode) to 3 for Player 5 (Yellow)
    Player - Set the current research level of Rupc (techcode) to 3 for Player 4 (Purple)
    Player - Set the current research level of Rupc (techcode) to 3 for Player 6 (Orange)
    Player - Set the current research level of Rupc (techcode) to 3 for Player 3 (Teal)
    Player - Set the current research level of Rupc (techcode) to 3 for Player 7 (Green)
    -------- Set Lvl Dalvengyr and Items --------
    Hero - Set Dalvengyr 0036 <gen> Hero-level to 10, Hide level-up graphics
    Hero - Learn skill for Dalvengyr 0036 <gen>: Inferno
    Hero - Learn skill for Dalvengyr 0036 <gen>: Locust Swarm
    Hero - Learn skill for Dalvengyr 0036 <gen>: Locust Swarm
    Hero - Learn skill for Dalvengyr 0036 <gen>: Locust Swarm
    Hero - Learn skill for Dalvengyr 0036 <gen>: Vampiric Aura
    Hero - Learn skill for Dalvengyr 0036 <gen>: Vampiric Aura
    Hero - Learn skill for Dalvengyr 0036 <gen>: Vampiric Aura
    Hero - Learn skill for Dalvengyr 0036 <gen>: Rain of Fire
    Hero - Learn skill for Dalvengyr 0036 <gen>: Rain of Fire
    Hero - Learn skill for Dalvengyr 0036 <gen>: Rain of Fire
    Hero - Create Crown of Kings +5 and give it to Dalvengyr 0036 <gen>
    Hero - Create Claws of Attack +15 and give it to Dalvengyr 0036 <gen>
    Hero - Create Sobi Mask and give it to Dalvengyr 0036 <gen>
    Hero - Create Ring of Protection +5 and give it to Dalvengyr 0036 <gen>
    Hero - Create Khadgar's Gem of Health and give it to Dalvengyr 0036 <gen>
    Hero - Create Pendant of Mana and give it to Dalvengyr 0036 <gen>
    Unit - Change color of Dalvengyr 0036 <gen> to Purple
    -------- Research of the player --------
    Player - Set the current research level of Rhme (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of Rhar (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of Rema (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of Resm (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of Resm (techcode) to 1 for Player 10 (Light Blue)
    Player - Set the current research level of Rhme (techcode) to 1 for Player 10 (Light Blue)
    Player - Set the current research level of Rhar (techcode) to 1 for Player 10 (Light Blue)
    Player - Set the current research level of Rema (techcode) to 1 for Player 10 (Light Blue)
    Player - Set the current research level of Rhlh (techcode) to 1 for Player 10 (Light Blue)
    Player - Set the current research level of Rhac (techcode) to 1 for Player 10 (Light Blue)
    Player - Set the current research level of Rhac (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of Rhlh (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of Rhcd (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of Rhcd (techcode) to 1 for Player 10 (Light Blue)
Init 07b Normal
  Events
    Player - Player 1 (Red) types a chat message containing -Normal (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -Normal (stringnoformat) as An exact match
  Conditions
  Actions
    Unit - Remove Slaughterhouse 0021 <gen> from the game
    Trigger - Run Initialization <gen> (ignoring conditions)
    -------- Computer Units P4 --------
    Unit - Remove Crypt Fiend 0045 <gen> from the game
    Unit - Remove Demon Gate 0247 <gen> from the game
    AI - Ignore Crypt Fiend 0117 <gen>'s guard position
    AI - Ignore Frost Wyrm 0255 <gen>'s guard position
    AI - Ignore Frost Wyrm 0254 <gen>'s guard position
    AI - Ignore Gargoyle 0257 <gen>'s guard position
    AI - Ignore Gargoyle 0256 <gen>'s guard position
    AI - Ignore Gargoyle 0261 <gen>'s guard position
    AI - Ignore Gargoyle 0258 <gen>'s guard position
    AI - Ignore Gargoyle 0259 <gen>'s guard position
    Unit - Remove Crypt Fiend 0117 <gen> from the game
    AI - Ignore Frost Wyrm 0232 <gen>'s guard position
    AI - Ignore Crypt Fiend 0045 <gen>'s guard position
    Unit - Remove Frost Wyrm 0232 <gen> from the game
    AI - Ignore Destroyer 0233 <gen>'s guard position
    Unit - Remove Destroyer 0233 <gen> from the game
    AI - Ignore Abomination 0238 <gen>'s guard position
    Unit - Remove Abomination 0238 <gen> from the game
    -------- Hide Units in Unit Group --------
    Unit Group - Pick every unit in HiddenUndeadUnits and do (Hide (Picked unit))
    Unit Group - Pick every unit in HiddenUndeadUnits and do (Pause (Picked unit))
    Player - Set name of Player 10 (Light Blue) to Blood Elves
    Player - Change color of Player 10 (Light Blue) to (Color of Player 2 (Blue)), Changing color of existing units
    Unit - Change color of Emissary 0187 <gen> to Light Blue
    -------- Research of the Undead --------
    Unit - Change color of Knight 0197 <gen> to Red
    Unit - Change color of Mortar Team 0219 <gen> to Red
    Unit - Change color of Rifleman 0221 <gen> to Red
    Player - Set the current research level of Rume (techcode) to 1 for Player 4 (Purple)
    Player - Set the current research level of Rura (techcode) to 1 for Player 4 (Purple)
    Player - Set the current research level of Rucr (techcode) to 1 for Player 4 (Purple)
    Player - Limit training of Doom Guard (Standard) to 2 for Player 5 (Yellow)
    Player - Limit training of Doom Guard (Standard) to 2 for Player 3 (Teal)
    Player - Limit training of Doom Guard (Standard) to 2 for Player 4 (Purple)
    Player - Set the current research level of Ruar (techcode) to 1 for Player 4 (Purple)
    Player - Set the current research level of Rura (techcode) to 1 for Player 3 (Teal)
    Player - Set the current research level of Rucr (techcode) to 1 for Player 3 (Teal)
    Player - Set the current research level of Rume (techcode) to 1 for Player 3 (Teal)
    Player - Set the current research level of Ruar (techcode) to 1 for Player 3 (Teal)
    Player - Set the current research level of Ruar (techcode) to 1 for Player 5 (Yellow)
    Player - Set the current research level of Rume (techcode) to 1 for Player 5 (Yellow)
    Player - Set the current research level of Rucr (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 Rura (techcode) to 1 for Player 7 (Green)
    Player - Set the current research level of Rume (techcode) to 1 for Player 7 (Green)
    Player - Set the current research level of Ruar (techcode) to 1 for Player 7 (Green)
    Player - Set the current research level of Rucr (techcode) to 1 for Player 7 (Green)
    Player - Set the current research level of Rnat (techcode) to 3 for Player 10 (Light Blue)
    Player - Set the current research level of Rnam (techcode) to 3 for Player 10 (Light Blue)
    Player - Set the current research level of Rucr (techcode) to 1 for Player 6 (Orange)
    Player - Set the current research level of Rura (techcode) to 1 for Player 6 (Orange)
    Player - Set the current research level of Ruar (techcode) to 1 for Player 6 (Orange)
    Player - Set the current research level of Rume (techcode) to 1 for Player 6 (Orange)
    -------- Player research --------
    Player - Set the current research level of Rhme (techcode) to 2 for Player 1 (Red)
    Player - Set the current research level of Rhar (techcode) to 2 for Player 1 (Red)
    Player - Set the current research level of Rhlh (techcode) to 2 for Player 1 (Red)
    Player - Set the current research level of Rhac (techcode) to 2 for Player 1 (Red)
    Player - Set the current research level of Resm (techcode) to 2 for Player 1 (Red)
    Player - Set the current research level of Rema (techcode) to 2 for Player 1 (Red)
    Player - Set the current research level of Rhde (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of Rhst (techcode) to 2 for Player 1 (Red)
    Player - Set the current research level of Rhpt (techcode) to 2 for Player 1 (Red)
    Player - Set the current research level of Rhcd (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of Rhcd (techcode) to 1 for Player 10 (Light Blue)
    Player - Set the current research level of Rhac (techcode) to 2 for Player 10 (Light Blue)
    Player - Set the current research level of Rhlh (techcode) to 2 for Player 10 (Light Blue)
    Player - Set the current research level of Rhme (techcode) to 2 for Player 10 (Light Blue)
    Player - Set the current research level of Rhar (techcode) to 2 for Player 10 (Light Blue)
    Player - Set the current research level of Resm (techcode) to 2 for Player 10 (Light Blue)
    Player - Set the current research level of Rema (techcode) to 2 for Player 10 (Light Blue)
    Player - Set the current research level of Rhpt (techcode) to 2 for Player 10 (Light Blue)
    Player - Set the current research level of Rhst (techcode) to 2 for Player 10 (Light Blue)
    Player - Set the current research level of Reib (techcode) to 1 for Player 10 (Light Blue)
    Player - Set the current research level of Reib (techcode) to 1 for Player 1 (Red)
    Player - Set the current research level of Remk (techcode) to 1 for Player 10 (Light Blue)
    Player - Set the current research level of Remk (techcode) to 1 for Player 1 (Red)
    -------- Undead Hero --------
    Hero - Set Dalvengyr 0036 <gen> Hero-level to 7, Hide level-up graphics
    Hero - Learn skill for Dalvengyr 0036 <gen>: Rain of Fire
    Hero - Learn skill for Dalvengyr 0036 <gen>: Rain of Fire
    Hero - Learn skill for Dalvengyr 0036 <gen>: Rain of Fire
    Hero - Learn skill for Dalvengyr 0036 <gen>: Vampiric Aura
    Hero - Learn skill for Dalvengyr 0036 <gen>: Vampiric Aura
    Hero - Learn skill for Dalvengyr 0036 <gen>: Carrion Swarm
    Hero - Learn skill for Dalvengyr 0036 <gen>: Carrion Swarm
    Hero - Create Phat Lewt and give it to Dalvengyr 0036 <gen>
    Hero - Create Phat Lewt and give it to Dalvengyr 0036 <gen>
    Hero - Create Phat Lewt and give it to Dalvengyr 0036 <gen>
    Hero - Create Phat Lewt and give it to Dalvengyr 0036 <gen>
    Hero - Create Phat Lewt and give it to Dalvengyr 0036 <gen>
    Hero - Create Phat Lewt and give it to Dalvengyr 0036 <gen>
    Unit - Change color of Dalvengyr 0036 <gen> to Purple
Selcetion Hard
  Events
    Player - Player 1 (Red) types a chat message containing -Hard (stringnoformat) as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -Hard (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Run Initialization <gen> (ignoring 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 Player 10 (Light Blue).Food max to 60
    Player - Set name of Player 1 (Red) to Kael'thas Elves
    Player - Set name of Player 10 (Light Blue) to Blood Elves
    -------- Sets Up Panda Logo and Game Information --------
    Cinematic - Fade out over 0.00 seconds using texture war3mapImported\Kaelthas.2.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Game - Display to (All players) the text: Welcome to the 2Player's Chapter 2 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 4.00 seconds
    Game - Display to (All players) the text: use comand -load and type the code if you have him from previous chapter
    Game - Display to (All players) the text: Commends -Hard and Normal will start the Game
    -------- 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 Player's Name and the Maximum Food They Can Have --------
    -------- Sets Up Panda Logo and Game Information --------
    Cinematic - Fade out over 0.00 seconds using texture war3mapImported\Kaelthas.2.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Game - Display to (All players) the text: Chapter 2 Dark Pact Completed
    -------- 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_Ravael <gen> (checking conditions)
Load Kael
  Events
  Conditions
  Actions
    -------- Load Hero From Cache --------
    Game Cache - Restore Kael (stringnoformat) of HumanX02 (stringnoformat) from (Last created game cache) for AP1_Player at (Center of Intro_Kael_Start <gen>) facing 350.00
    Set VariableSet Kael = (Last restored unit)
    If (Kael Not equal to No unit) then do (Skip remaining actions) else do (Do nothing)
    -------- 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 3, Hide level-up graphics
    Set VariableSet Kael = (Last created unit)
Load Ravael
  Events
  Conditions
  Actions
    -------- Load Hero From Cache --------
    Game Cache - Restore Ravael (stringnoformat) of HumanX02 (stringnoformat) from (Last created game cache) for Player 10 (Light Blue) at (Center of Intro_Ravael <gen>) facing 350.00
    Set VariableSet Ravael = (Last restored unit)
    If (Ravael Not equal to No unit) then do (Skip remaining actions) else do (Do nothing)
    -------- Create Default Hero --------
    Unit - Create 1.Ravael for Player 10 (Light Blue) at (Center of Intro_Ravael <gen>) facing 350.00 degrees
    Hero - Set Ravael Hero-level to 3, Hide level-up graphics
    Set VariableSet Ravael = (Last created unit)
Load Roomath
  Events
  Conditions
  Actions
    Hero - Set Ravael Hero-level to 3, Hide level-up graphics
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 4
  Actions
    Hero - Disable experience gain for Kael.
    Set VariableSet ExpDisabledForKael = True
Experience Cap Vashj
  Events
    Unit - A unit owned by Player 1 (Red).Gains a level
  Conditions
    (Leveling Hero) Equal to LadyVashj
    (Hero level of (Leveling Hero)) Greater than or equal to 3
  Actions
    Hero - Disable experience gain for LadyVashj.
    Set VariableSet ExpDisabledForVashj = True
Experience Cap Ravael
  Events
    Unit - A unit owned by Player 10 (Light Blue).Gains a level
  Conditions
    (Leveling Hero) Equal to Ravael
    (Hero level of (Leveling Hero)) Greater than or equal to 4
  Actions
    Hero - Disable experience gain for Ravael.
    Set VariableSet ExpDisabledForRavael = True
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 A
  Events
    Player - Player 1 (Red) types a chat message containing a (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AttackTargetTop Equal to No unit
      Then - Actions
        Game - Display to (All players) the text: TOP= NO UNIT
      Else - Actions
        Game - Display to (All players) the text: (TOP = + (Name of AttackTargetTop))
        Cinematic - Ping minimap for (All players) at (Position of AttackTargetTop) for 1.00 seconds
        Camera - Set a spacebar-point for AP1_Player at (Position of AttackTargetTop)
DEBUG B
  Events
    Player - Player 1 (Red) types a chat message containing b (stringnoformat) as An exact match
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AttackTargetBottom Equal to No unit
      Then - Actions
        Game - Display to (All players) the text: BOTTOM= NO UNIT
      Else - Actions
        Game - Display to (All players) the text: (BOTTOM = + (Name of AttackTargetBottom))
        Cinematic - Ping minimap for (All players) at (Position of AttackTargetBottom) for 1.00 seconds
        Camera - Set a spacebar-point for AP1_Player at (Position of AttackTargetBottom)
DEBUG C
  Events
    Player - Player 1 (Red) types a chat message containing c (stringnoformat) as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in ClearingRegionTop matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to AP1_Player)))) and do (Actions)
      Loop - Actions
        Cinematic - Ping minimap for (All players) at (Position of (Picked unit)) for 1.00 seconds
    Unit Group - Pick every unit in (Units in ClearingRegionBottom matching ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to AP1_Player)))) and do (Actions)
      Loop - Actions
        Cinematic - Ping minimap for (All players) at (Position of (Picked unit)) for 1.00 seconds
DEBUG C Kopiuj
  Events
    Player - Player 1 (Red) types a chat message containing S (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Run Naga_Come_Back_Cinematic_Q <gen> (checking conditions)
DEBUG D
  Events
    Player - Player 1 (Red) types a chat message containing D (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) for 5.00 seconds the text: Nie będzie papu! Ani zarazy!
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Disable Blight Growth Large for (Picked player)
        Player - Disable Blight Growth Small for (Picked player)
Your keyboard suxors.
DEBUG E
  Events
    Player - Player 1 (Red) types a chat message containing E (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) for 5.00 seconds the text: Klituś Blizzuś.
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Enable Blight Growth Large for (Picked player)
        Player - Enable Blight Growth Small for (Picked player)
LINES
  Events
  Conditions
  Actions
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A02Kael12 <gen> and display Przeciwnik atakuje - musimy go odeprzeć i uderzyć na te przeklęte cytadele!. Modify duration: Add 0 seconds and Don't wait
Intro Cinematic Q
  Events
  Conditions
  Actions
    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 (All players)
    Sound - Set Fire Sounds to 0.00%
    Trigger - Run Intro_Setup <gen> (checking conditions)
    Camera - .Apply. gg_cam_Intro_01 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_Intro_01 for Player 10 (Light Blue) over 0 seconds
    -------- Fade In --------
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Trigger - Turn on Intro_Skipped <gen>
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Unit - Order Emissary to Move To.(Center of Emissionary <gen>)
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Kael face Emissary over 0 seconds
    Unit - Make Ravael face Emissary over 0 seconds
    Unit - Make Emissary face Kael over 0 seconds
    Camera - .Apply. gg_cam_Intro_01a for AP1_Player over 10.00 seconds
    Camera - .Apply. gg_cam_Intro_01a for Player 10 (Light Blue) over 10.00 seconds
    Cinematic - Send transmission to (All players) from Emissary named Emisariusz: Play A02Emissary01 <gen> and display Bądź pozdrowiony, książę Kaelu. Przywożę wiadomość od Wielkiego Marszałka Garithosa.. Modify duration: Add 0 seconds and Don't wait
    Wait for A02Emissary01 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Kael face Emissary over 0 seconds
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A02Kael02 <gen> and display Jak wygląda sytuacja?. Modify duration: Add 0 seconds and Don't wait
    Wait for A02Kael02 <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 Emissary named Emisariusz: Play A02Emissary03 <gen> and display Obserwatoria, które naprawiliście, wykryły poważne siły nieumarłych zbierające się w tej okolicy. Lord Garithos nakazuje ci zmiażdżenie ich, zanim zagrożą Dalaranowi.. Modify duration: Add 0 seconds and Don't wait
    Wait 2 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_03__Undead_View for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_03__Undead_View for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_03_Undead_View02 for AP1_Player over 5.50 seconds
    Camera - .Apply. gg_cam_Intro_03_Undead_View02 for Player 10 (Light Blue) over 5.50 seconds
    Unit - Make Kael face Emissary over 0 seconds
    Wait for A02Emissary03 <gen> to be 3.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_04 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_04 for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_05 for Player 10 (Light Blue) over ((Length of A02Kael04 <gen>) + ((Length of A02Emissary05 <gen>) + 3.00)) seconds
    Camera - .Apply. gg_cam_Intro_05 for AP1_Player over ((Length of A02Kael04 <gen>) + ((Length of A02Emissary05 <gen>) + 3.00)) seconds
    Wait for A02Emissary03 <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 A02Kael04 <gen> and display To chyba nie będzie zbyt trudne.... Modify duration: Add 0 seconds and Don't wait
    Wait for A02Kael04 <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 Emissary named Emisariusz: Play A02Emissary05 <gen> and display Niestety, twoje siły zostaną nieco uszczuplone. Lord Garithos nakazał wszystkim twoim piechurom, kawalerzystom i jednostkom wsparcia dołączyć do niego na linii frontu. No dalej, ruszać się!. Modify duration: Add 0 seconds and Don't wait
    Wait for A02Emissary05 <gen> to be 0.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_06 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_06 for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_07 for AP1_Player over ((Length of A02Kael06 <gen>) + (Length of A02Emissary07 <gen>)) seconds
    Camera - .Apply. gg_cam_Intro_07 for Player 10 (Light Blue) over ((Length of A02Kael06 <gen>) + (Length of A02Emissary07 <gen>)) seconds
    Set VariableSet TempUnitGroup = (Units in Human_Starting_Units <gen> owned by AP1_Player)
    Set VariableSet TempUnitGroup = (Units in Human_Starting_Units <gen> owned by Player 10 (Light Blue))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Order (Picked unit) to Move To.(Center of Human_Walk_to <gen>)
        Sound - Play HorseLoop2 <gen> at 70.00% volume, attached to Emissary
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Custom script: set udg_TempUnitGroup = null
    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 Kael named Książę Kael'thas: Play A02Kael06 <gen> and display To chyba jakieś żarty! Jak mam pokonać tych nieumarłych? Śliną i wyzwiskami?!?. Modify duration: Add 0 seconds and Don't wait
    Wait for A02Kael06 <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 Emissary named Emisariusz: Play A02Emissary07 <gen> and display Marszałek ufa twym zdolnościom. Musisz być twórczy.... Modify duration: Add 0 seconds and Don't wait
    Wait for A02Emissary07 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Emissary to Move To.(Center of Human_Walk_to <gen>)
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_Kael01 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_Kael01 for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_Kael02 for AP1_Player over (Length of A02Kael08 <gen>) seconds
    Camera - .Apply. gg_cam_Intro_Kael02 for Player 10 (Light Blue) over (Length of A02Kael08 <gen>) seconds
    Wait for A02Kael08 <gen> to be 0 seconds from finished playing
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A02Kael08 <gen> and display Ten Garithos... Zaczynam go nienawidzić.. Modify duration: Add 0 seconds and Don't wait
    If (IntroSkipped 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 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 --------
    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 (All players)
    -------- 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 Remove_Human_Units_Kopiuj <gen> from the trigger queue
    Trigger - Run Load_Roomath <gen> (checking conditions)
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 --------
    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
    Camera - Reset camera for Player 10 (Light Blue) 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
    Trigger - Run Load_Roomath <gen> (checking conditions)
Intro Setup
  Events
  Conditions
  Actions
    -------- Set Sky --------
    Environment - Set sky to Lordaeron Summer Sky
    -------- 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 Kael
    Unit - Unpause Ravael
    Unit - Unpause Emissary
    Unit - Change color of Rifleman 0220 <gen> to Red
    Unit - Change color of Knight 0217 <gen> to Red
    Set VariableSet TempUnitGroup = (Units in Region_319 <gen> owned by AP1_Player)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Unpause (Picked unit)
    Set VariableSet TempUnitGroup = (Units in Human_Starting_Units <gen> owned by Player 10 (Light Blue))
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Unpause (Picked unit)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Custom script: set udg_TempUnitGroup = null
    -------- Hide Units --------
    Set VariableSet HiddenUnits = (Units owned by AP1_Player matching (((Matching unit) is hidden) Equal to False).)
    Unit Group - Remove Ravael from HiddenUnits.
    Unit Group - Remove Kael from HiddenUnits.
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    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))
    -------- Disable Abilities --------
    Player - Disable Vampiric Aura for P4_Undead
Intro Cleanup
  Events
  Conditions
  Actions
    Unit - Hide Human Transport Ship 0125 <gen>
    Unit - Hide Human Transport Ship 0175 <gen>
    -------- Restore Abilities --------
    Player - Enable Vampiric Aura for P4_Undead
    -------- Move Units --------
    Unit - Move Kael instantly to (Center of Gameplay_Kael_Start <gen>), facing 255.00 degrees
    Unit - Move Ravael instantly to (Center of Region_318 <gen>), facing 255.00 degrees
    Set VariableSet RavaelReturnSpot = RevivalReturnSpot
    -------- Unhide Items --------
    Item - Pick every item in (Playable map area) and do (Show (Picked item))
    -------- Unhide Units --------
    Unit - Remove Emissary from the game
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    -------- Unpause Units --------
    Unit - Unpause all units
    Unit Group - Pick every unit in HiddenUndeadUnits and do (Pause (Picked unit))
    -------- 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)
    -------- Restore Selection --------
    Selection - Select Ravael
    Selection - Select Kael
    -------- 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 for AP1_Player to (Target of gg_cam_Intro_Skipped) over 0 seconds
    Camera - Pan camera for Player 10 (Light Blue) to (Target of gg_cam_Intro_Skipped) over 0 seconds
    -------- Initial Harvesting --------
    Set VariableSet TempUnitGroup = (Units in GoldPeons01 <gen> owned by AP1_Player)
    Unit Group - Pick every unit in TempUnitGroup and do (Order (Picked unit) to Harvest Nearby Gold.)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set VariableSet TempUnitGroup = (Units in GoldPeons02 <gen> owned by AP1_Player)
    Unit Group - Pick every unit in TempUnitGroup and do (Order (Picked unit) to Harvest Nearby Gold.)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set VariableSet TempUnitGroup = (Units in GoldPeons03 <gen> owned by Player 10 (Light Blue))
    Unit Group - Pick every unit in TempUnitGroup and do (Order (Picked unit) to Harvest Nearby Gold.)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set VariableSet TempUnitGroup = (Units in GoldPeons04 <gen> owned by Player 10 (Light Blue))
    Unit Group - Pick every unit in TempUnitGroup and do (Order (Picked unit) to Harvest Nearby Gold.)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set VariableSet TempUnitGroup = (Units in LumberPeons <gen> owned by Player 1 (Red))
    Unit Group - Pick every unit in TempUnitGroup and do (Order (Picked unit) to Harvest Nearby Lumber.)
    Set VariableSet TempUnitGroup = (Units in Region_320 <gen> owned by Player 1 (Red))
    Unit Group - Pick every unit in TempUnitGroup and do (Order (Picked unit) to Harvest Nearby Lumber.)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Custom script: set udg_TempUnitGroup = null
    -------- 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 Units Attacking Towns for the Cinematic --------
    -------- Run Triggers to Start the Rest of the Attack Wave --------
    Trigger - Run Remove_Human_Units_Kopiuj <gen> (checking conditions)
    Trigger - Run Waves <gen> (checking conditions)
Gameplay
  Events
  Conditions
  Actions
    -------- Do initial gameplay stuff, like quest messages and hints --------
    Wait 5.00 seconds
    Trigger - Add Quest_Assassination_Discover_Q <gen> to the trigger queue (Checking conditions)
    Wait 30.00 seconds
    Trigger - Add Hint_Dragon_Hawks_Q <gen> to the trigger queue (Checking conditions)
Victory Cinematic Q
  Events
  Conditions
  Actions
    Set VariableSet InCinematic = True
    -------- Quest update --------
    Trigger - Run Quest_Crush_and_Destroy_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 (All players)
    Wait 0.25 seconds
    Trigger - Run (checking conditions)
    Trigger - Run Ending_Setup <gen> (checking conditions)
    Wait 0.25 seconds
    Camera - .Apply. gg_cam_Victory_01 for AP1_Player over 0 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
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Camera - .Apply. gg_cam_Victory_02 for AP1_Player over ((Length of A02Kael20 <gen>) + (Length of A02LadyVashj21 <gen>)) seconds
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A02Kael20 <gen> and display Dziękuję ci, Lady. Bez twojej pomocy zwycięstwo byłoby niemożliwe, boję się jednak, że godząc się na nią, napytałem sobie nielichej biedy.... Modify duration: Add 0 seconds and Don't wait
    Wait for A02Kael20 <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 LadyVashj named Lady Vash: Play A02LadyVashj21 <gen> and display Ten człowiek, któremu służysz, nie ufa innym rasom... Jego poczucie honoru jest równie powierzchowne, jak jego tolerancja.. Modify duration: Add 0 seconds and Don't wait
    Wait for A02LadyVashj21 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Victory_03 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_Victory_04 for AP1_Player over (Length of A02Kael22 <gen>) seconds
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A02Kael22 <gen> and display Lojalność i poczucie obowiązku nakazują mi słuchać go i wspierać to rozpadające się Przymierze... Ostatnio jednak wraz z moimi pobratymcami pożądam czegoś innego.. Modify duration: Add 0 seconds and Don't wait
    Wait for A02Kael22 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Victory_05 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_Victory_06 for AP1_Player over (Length of A02LadyVashj23 <gen>) seconds
    Cinematic - Send transmission to (All players) from LadyVashj named Lady Vash: Play A02LadyVashj23 <gen> and display Może więc czas już na poszukiwanie nowej drogi ku potędze i chwale?. Modify duration: Add 0 seconds and Don't wait
    Wait for A02LadyVashj23 <gen> to be 0 seconds from finished playing
    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
    -------- Fade Out --------
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Trigger - Run (checking conditions)
Naga Come Back 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 (All players)
    Wait 0.25 seconds
    If (GameOver Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run Naga_Come_Back_Setup <gen> (checking conditions)
    Wait 0.25 seconds
    Camera - .Apply. gg_cam_Naga_Come_Back_01 for AP1_Player over 0 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 Naga_Come_Back_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Unit - Order SpellBreaker to Move To.(Center of Naga_Ravael_Go_to <gen>)
    Wait 0.50 seconds
    If (NagaComeBackSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Ravael named Ravael: Play A02SpellBreaker10 <gen> and display Książę, bazy tworzące nasz pierścień obronny zostały zajęte przez wroga. Jesteśmy otoczeni!. Modify duration: Add 0 seconds and Don't wait
    Wait for A02SpellBreaker10 <gen> to be 0 seconds from finished playing
    If (NagaComeBackSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from CinematicKael named Książę Kael'thas: Play A02Kael11 <gen> and display Te bazy są już stracone. Trzeba będzie wymyślić coś innego.. Modify duration: Add 0 seconds and Don't wait
    Wait for A02Kael11 <gen> to be 5.00 seconds from finished playing
    If (NagaComeBackSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order LadyVashj to Move To.(Center of LadyVashjMove <gen>)
    Unit - Order NagaUnit01 to Move To.(Center of NagaUnit01Move <gen>)
    Unit - Order NagaUnit02 to Move To.(Center of NagaUnit02Move <gen>)
    Unit - Order NagaUnit03 to Move To.(Center of NagaUnit03Move <gen>)
    Unit - Order NagaUnit04 to Move To.(Center of NagaUnit04Move <gen>)
    Unit - Order NagaUnit05 to Move To.(Center of NagaUnit05Move <gen>)
    Unit - Order NagaUnit06 to Move To.(Center of NagaUnit06Move <gen>)
    Unit - Order NagaUnit07 to Move To.(Center of NagaUnit07Move <gen>)
    Wait for A02Kael11 <gen> to be 0.00 seconds from finished playing
    If (NagaComeBackSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Naga_Come_Back_02 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_Naga_Come_Back_02a for AP1_Player over 4.00 seconds
    Wait 2 seconds
    If (NagaComeBackSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make CinematicKael face LadyVashj over 0 seconds
    Unit - Make LadyVashj face CinematicKael over 0 seconds
    Cinematic - Send transmission to (All players) from LadyVashj named Lady Vash: Play A02LadyVashj13 <gen> and display Ishnu dal-dieb, książę Kaelu. Przybywamy wesprzeć cię w walce z przeklętymi trupami.. Modify duration: Add 0 seconds and Don't wait
    Wait 2 seconds
    If (NagaComeBackSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Naga_Come_Back_03 for AP1_Player over 0 seconds
    Wait for A02LadyVashj13 <gen> to be 0 seconds from finished playing
    If (NagaComeBackSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from CinematicKael named Książę Kael'thas: Play A02Kael14 <gen> and display Witaj, Lady Vash. Z chęcią przyjąłbym twoją pomoc, ale mój dowódca ma bardzo złą opinię o waszej rasie.. Modify duration: Add 0 seconds and Don't wait
    Wait for A02Kael14 <gen> to be 0 seconds from finished playing
    If (NagaComeBackSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Naga_Come_Back_04 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_Naga_Come_Back_05 for AP1_Player over ((Length of A02LadyVashj15 <gen>) + (Length of A02Kael16 <gen>)) seconds
    Cinematic - Send transmission to (All players) from LadyVashj named Lady Vash: Play A02LadyVashj15 <gen> and display Ale nie widzę go tutaj, w ogniu walki... Zgódź się na połączenie naszych sił - bez tego z pewnością przegracie.. Modify duration: Add 0 seconds and Don't wait
    Wait for A02LadyVashj15 <gen> to be 0 seconds from finished playing
    If (NagaComeBackSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from CinematicKael named Książę Kael'thas: Play A02Kael16 <gen> and display To prawda. Ja... Przyjmuję twoją propozycję.. Modify duration: Add 0 seconds and Don't wait
    Wait for A02Kael16 <gen> to be 0 seconds from finished playing
    If (NagaComeBackSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from LadyVashj named Lady Vash: Play A02LadyVashj17 <gen> and display Dobrze - bierzmy się więc do roboty.. Modify duration: Add 0 seconds and Don't wait
    Wait for A02LadyVashj17 <gen> to be 0 seconds from finished playing
    If (NagaComeBackSkipped 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_Come_Back_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_Come_Back_Cleanup <gen> (checking conditions)
    Wait 0.50 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    -------- 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 --------
    Set VariableSet InCinematic = False
    Trigger - Run Gameplay_02 <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Naga Come Back 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 NagaComeBackSkipped = 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
    -------- Cleanup --------
    Trigger - Run Naga_Come_Back_Cleanup <gen> (checking conditions)
    Wait 0.50 seconds
    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 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 --------
    Set VariableSet InCinematic = False
    Trigger - Run Gameplay_02 <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove Naga_Come_Back_Cinematic_Q <gen> from the trigger queue
Naga Come Back 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)
    Set VariableSet SelectedUnits = (Units currently selected by Player 10 (Light Blue))
    Selection - Clear selection
    -------- Revive Hero --------
    Set VariableSet RevivalHero = Kael
    Set VariableSet RevivalSpot = (Center of Naga_Kael_Start <gen>)
    Set VariableSet RevivalHero = Ravael
    Set VariableSet RevivalSpot = (Center of Naga_Ravael_Go_to <gen>)
    Trigger - Run Cinematic_Revival <gen> (checking conditions)
    Set VariableSet KaelReturnSpot = RevivalReturnSpot
    Set VariableSet RavaelReturnSpot = RevivalReturnSpot
    Unit - Make Kael face 0.00 over 0 seconds
    Unit - Create 1.Blood Mage for AP1_Player at (Center of Naga_Kael_Start <gen>) facing Default building facing degrees
    Set VariableSet CinematicKael = (Last created unit)
    Unit - Create 1.Spell Breaker for Player 10 (Light Blue) at (Center of Naga_Ravael_Go_to <gen>) facing Default building facing degrees
    Set VariableSet SpellBreaker = (Last created unit)
    Unit - Make CinematicKael face Ravael over 0 seconds
    Unit - Make CinematicRavael face SpellBreaker over 0 seconds
    Unit - Make Ravael face CinematicKael over 0 seconds
    -------- Create Naga Units --------
    Unit - Create 1.Naga Sea Witch for Player 2 (Blue) at (Center of LadyVashjStart <gen>) facing Default building facing degrees
    Set VariableSet LadyVashj = (Last created unit)
    Hero - Set LadyVashj Hero-level to 2, Hide level-up graphics
    Hero - Learn skill for LadyVashj: Neutral Sea Witch - Forked Lightning
    Hero - Learn skill for LadyVashj: Neutral Sea Witch - Frost Arrows
    Unit - Create 1.Naga Myrmidon for Player 2 (Blue) at (Center of NagaUnit01Start <gen>) facing Default building facing degrees
    Set VariableSet NagaUnit01 = (Last created unit)
    Unit - Create 1.Naga Myrmidon for Player 2 (Blue) at (Center of NagaUnit02Start <gen>) facing Default building facing degrees
    Set VariableSet NagaUnit02 = (Last created unit)
    Unit - Create 1.Naga Myrmidon for Player 2 (Blue) at (Center of NagaUnit03Start <gen>) facing Default building facing degrees
    Set VariableSet NagaUnit03 = (Last created unit)
    Unit - Create 1.Naga Myrmidon for Player 2 (Blue) at (Center of NagaUnit04Start <gen>) facing Default building facing degrees
    Set VariableSet NagaUnit04 = (Last created unit)
    Unit - Create 1.Naga Siren for Player 2 (Blue) at (Center of NagaUnit05Start <gen>) facing Default building facing degrees
    Set VariableSet NagaUnit05 = (Last created unit)
    Unit - Create 1.Naga Siren for Player 2 (Blue) at (Center of NagaUnit06Start <gen>) facing Default building facing degrees
    Set VariableSet NagaUnit06 = (Last created unit)
    Unit - Create 1.Naga Royal Guard for Player 2 (Blue) at (Center of NagaUnit07Start <gen>) facing Default building facing degrees
    Set VariableSet NagaUnit07 = (Last created unit)
    -------- 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 Kael
    Unit - Unpause LadyVashj
    Unit - Unpause NagaUnit01
    Unit - Unpause NagaUnit02
    Unit - Unpause NagaUnit03
    Unit - Unpause NagaUnit04
    Unit - Unpause NagaUnit05
    Unit - Unpause NagaUnit06
    Unit - Unpause NagaUnit07
    -------- Remove the Towns --------
    Unit Group - Pick every unit in (Units in Bottom_Attack_Spot_01 <gen> matching ((((Matching unit) is A structure) Equal to False) and ((Owner of (Matching unit)) Equal to AP1_Player))) and do (Actions)
      Loop - Actions
        If (((Picked unit) is dead) Equal to True) then do (Remove (Picked unit) from the game) else do (Do nothing)
        Unit - Move (Picked unit) instantly to ((Center of LumberPeons <gen>) offset by (0, 0))
    Unit Group - Pick every unit in (Units in Bottom_Attack_Spot_02 <gen> matching ((((Matching unit) is A structure) Equal to False) and ((Owner of (Matching unit)) Equal to AP1_Player))) and do (Actions)
      Loop - Actions
        If (((Picked unit) is dead) Equal to True) then do (Remove (Picked unit) from the game) else do (Do nothing)
        Unit - Move (Picked unit) instantly to ((Center of LumberPeons <gen>) offset by (0, 0))
    Unit Group - Pick every unit in (Units in Bottom_Attack_Spot_02 <gen> matching ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to AP1_Player))) and do (Actions)
      Loop - Actions
        Unit - Kill (Picked unit)
    Unit Group - Pick every unit in (Units in Top_Attack_Spot_01 <gen> matching ((((Matching unit) is A structure) Equal to False) and ((Owner of (Matching unit)) Equal to AP1_Player))) and do (Actions)
      Loop - Actions
        If (((Picked unit) is dead) Equal to True) then do (Remove (Picked unit) from the game) else do (Do nothing)
        Unit - Move (Picked unit) instantly to ((Center of LumberPeons <gen>) offset by (0, 0))
    Unit Group - Pick every unit in (Units in Top_Attack_Spot_02 <gen> matching ((((Matching unit) is A structure) Equal to False) and ((Owner of (Matching unit)) Equal to AP1_Player))) and do (Actions)
      Loop - Actions
        If (((Picked unit) is dead) Equal to True) then do (Remove (Picked unit) from the game) else do (Do nothing)
        Unit - Move (Picked unit) instantly to ((Center of LumberPeons <gen>) offset by (0, 0))
    Unit Group - Pick every unit in (Units in Top_Attack_Spot_03_TELEPORT <gen> matching ((((Matching unit) is A structure) Equal to False) and ((Owner of (Matching unit)) Equal to AP1_Player))) and do (Actions)
      Loop - Actions
        If (((Picked unit) is dead) Equal to True) then do (Remove (Picked unit) from the game) else do (Do nothing)
        Unit - Move (Picked unit) instantly to ((Center of LumberPeons <gen>) offset by (0, 0))
    Unit Group - Pick every unit in (Units in Top_Attack_Spot_02 <gen> matching ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to AP1_Player))) and do (Actions)
      Loop - Actions
        Unit - Kill (Picked unit)
    -------- Hide Units --------
    Set VariableSet HiddenUnits = (Units owned by AP1_Player matching (((Matching unit) is hidden) Equal to False).)
    Unit Group - Remove CinematicKael from HiddenUnits.
    Unit Group - Remove SpellBreaker from HiddenUnits.
    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 --------
    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 P4_Undead.) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by P7_Undead.) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by P11_Undead.) and do (Remove All buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by P12_Undead.) and do (Remove All buffs from (Picked unit))
    -------- Disable Abilities --------
    Player - Disable Thorns Aura for AP1_Player
    -------- Music Theme --------
    Sound - Play Naga Theme.
    -------- Remove the Waves Units from the gren town. --------
    Unit Group - Pick every unit in BottomUnitGroupLeave and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit Group - Pick every unit in TopUnitGroupLeave and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    -------- Remove Undead Buildings --------
    Unit Group - Pick every unit in (Units owned by P3_Undead matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit Group - Pick every unit in (Units owned by P5_Undead matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit Group - Pick every unit in (Units owned by P6_Undead matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Unit Group - Pick every unit in (Units owned by P7_Undead matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    -------- Hide Units --------
    Unit Group - Add all units of (Units owned by P3_Undead matching (((Matching unit) is hidden) Equal to False).) to VisibleUndeadUnitGroup
    Unit Group - Add all units of (Units owned by P5_Undead matching (((Matching unit) is hidden) Equal to False).) to VisibleUndeadUnitGroup
    Unit Group - Add all units of (Units owned by P7_Undead matching (((Matching unit) is hidden) Equal to False).) to VisibleUndeadUnitGroup
    Unit Group - Add all units of (Units owned by P6_Undead matching (((Matching unit) is hidden) Equal to False).) to VisibleUndeadUnitGroup
    Unit Group - Add all units of (Units owned by P11_Undead matching (((Matching unit) is hidden) Equal to False).) to VisibleUndeadUnitGroup
    Unit Group - Add all units of (Units owned by P12_Undead matching (((Matching unit) is hidden) Equal to False).) to VisibleUndeadUnitGroup
    Unit Group - Pick every unit in VisibleUndeadUnitGroup and do (Hide (Picked unit))
    -------- Reset the Undead Towns --------
    Trigger - Run Create_Undead_Towns_Top <gen> (checking conditions)
    Trigger - Run Create_Undead_Towns_Bottom <gen> (checking conditions)
Ravael face Vash
  Events
    Unit - A unit enters Region_327 <gen>
  Conditions
    (Entering unit) Equal to LadyVashj
  Actions
    Unit - Make Ravael face (Center of Region_327 <gen>) over 0 seconds
Naga Come Back Cleanup
  Events
  Conditions
  Actions
    Custom script: call SetPlayerUnitAvailableBJ( 'stwp', true, udg_AP1_Player )
    Unit - Unhide Human Transport Ship 0125 <gen>
    Unit - Unhide Human Transport Ship 0175 <gen>
    Unit - Remove CinematicKael from the game
    -------- Restore Abilities --------
    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 HiddenUnits and do (Unhide (Picked unit))
    -------- Unpause Units --------
    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 Kael.) else do (Do nothing)
    -------- Return Heroes --------
    Unit - Move Kael instantly to (Center of Gameplay_Kael_Start <gen>)
    Unit - Move Kael instantly to KaelReturnSpot
    Unit - Move Ravael instantly to (Center of Region_318 <gen>)
    Unit - Move SpellBreaker instantly to (Center of SpellBreaker <gen>)
    -------- 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 (Target of gg_cam_Naga_Skipped) over 0 seconds
    -------- Give Naga Units to Player --------
    Unit - Move LadyVashj instantly to (Center of LadyVashjAfter <gen>)
    Unit - Change ownership of LadyVashj to Player 1 (Red) and Change color
    Unit - Move NagaUnit01 instantly to (Center of NagaUnit01After <gen>)
    Unit - Change ownership of NagaUnit01 to Player 1 (Red) and Change color
    Unit - Move NagaUnit02 instantly to (Center of NagaUnit02After <gen>)
    Unit - Change ownership of NagaUnit02 to Player 10 (Light Blue) and Change color
    Unit - Move NagaUnit03 instantly to (Center of NagaUnit03After <gen>)
    Unit - Change ownership of NagaUnit03 to Player 10 (Light Blue) and Change color
    Unit - Move NagaUnit04 instantly to (Center of NagaUnit04After <gen>)
    Unit - Change ownership of NagaUnit04 to Player 10 (Light Blue) and Change color
    Unit - Move NagaUnit05 instantly to (Center of NagaUnit05After <gen>)
    Unit - Change ownership of NagaUnit05 to Player 10 (Light Blue) and Change color
    Unit - Move NagaUnit06 instantly to (Center of NagaUnit06After <gen>)
    Unit - Change ownership of NagaUnit06 to Player 10 (Light Blue) and Change color
    Unit - Move NagaUnit07 instantly to (Center of NagaUnit07After <gen>)
    Unit - Change ownership of NagaUnit07 to Player 10 (Light Blue) and Change color
    -------- Give the Player Money --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (AP1_Player Current gold) Less than 500
      Then - Actions
        Player - Add 500 to AP1_Player.Current gold
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (AP1_Player Current lumber) Less than 500
      Then - Actions
        Player - Add 500 to AP1_Player.Current lumber
      Else - Actions
    -------- Reset the Undead Towns --------
    Trigger - Run Finish_Undead_Town_Creation <gen> (checking conditions)
    Trigger - Run Start_Dalvengyer_Town <gen> (checking conditions)
Create Undead Towns Top
  Events
  Conditions
  Actions
    Wait 0.05 seconds
    -------- ############################################# --------
    -------- ############################################# --------
    -------- ############################################# --------
    -------- Computer Town P5 TOP LEFT --------
    Set VariableSet WhichPlayer = P5_Undead
    Environment - Create Blight for WhichPlayer from (Center of TLBlightBombA <gen>) to a radius of 1500.00.
    Environment - Create Blight for WhichPlayer from (Center of TLBlightBombB <gen>) to a radius of 1200.00.
    Unit - Create 1.Halls of the Dead for WhichPlayer at (Center of TLNercopolis <gen>) facing Default building facing degrees
    Unit - Create 1.Ziggurat for WhichPlayer at (Center of TLTower01 <gen>) facing Default building facing degrees
    Unit - Create 1.Spirit Tower for WhichPlayer at (Center of TLTower02 <gen>) facing Default building facing degrees
    Unit - Create 1.Spirit Tower for WhichPlayer at (Center of TLTower03 <gen>) facing Default building facing degrees
    Unit - Create 1.Ziggurat for WhichPlayer at (Center of TLTower04 <gen>) facing Default building facing degrees
    Unit - Create 1.Ziggurat for WhichPlayer at (Center of TLTower05 <gen>) facing Default building facing degrees
    Unit - Create 1.Ziggurat for WhichPlayer at (Center of TLTower06 <gen>) facing Default building facing degrees
    Unit - Create 1.Altar of Darkness for WhichPlayer at (Center of TLAltar <gen>) facing Default building facing degrees
    Unit - Create 1.Crypt for WhichPlayer at (Center of TLCrypt <gen>) facing Default building facing degrees
    Unit - Create 1.Graveyard for WhichPlayer at (Center of TLGraveyard <gen>) facing Default building facing degrees
    Unit - Create 1.Temple of the Damned for WhichPlayer at (Center of TLTemple <gen>) facing Default building facing degrees
    Unit - Create 1.Boneyard for WhichPlayer at (Center of TLBoneyard <gen>) facing Default building facing degrees
    Unit - Create 1.Tomb of Relics for WhichPlayer at (Center of TLRelic <gen>) facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Equal to Normal
      Then - Actions
        Unit - Create 1.Crypt for WhichPlayer at (Center of TLHARDCrypt <gen>) facing Default building facing degrees
        Unit - Create 1.Slaughterhouse for WhichPlayer at (Center of TLHARDSlaughterHouse <gen>) facing Default building facing degrees
      Else - Actions
    Neutral Building - Haunt (Random unit from (Units in TLHauntedMine <gen> matching ((Unit-type of (Matching unit)) Equal to Gold Mine))) for WhichPlayer.
    -------- ############################################# --------
    -------- ############################################# --------
    -------- ############################################# --------
    -------- Computer Town P6 TOP RIGHT --------
    Set VariableSet WhichPlayer = P6_Undead
    Environment - Create Blight for WhichPlayer from (Center of TRBlightBombA <gen>) to a radius of 1300.00.
    Unit - Create 1.Necropolis for WhichPlayer at (Center of TRNercopolis <gen>) facing Default building facing degrees
    Unit - Create 1.Ziggurat for WhichPlayer at (Center of TRTower01 <gen>) facing Default building facing degrees
    Unit - Create 1.Spirit Tower for WhichPlayer at (Center of TRTower02 <gen>) facing Default building facing degrees
    Unit - Create 1.Spirit Tower for WhichPlayer at (Center of TRTower03 <gen>) facing Default building facing degrees
    Unit - Create 1.Spirit Tower for WhichPlayer at (Center of TRTower04 <gen>) facing Default building facing degrees
    Unit - Create 1.Altar of Darkness for WhichPlayer at (Center of TRAltar <gen>) facing Default building facing degrees
    Unit - Create 1.Crypt for WhichPlayer at (Center of TRCrypt <gen>) facing Default building facing degrees
    Unit - Create 1.Graveyard for WhichPlayer at (Center of TRGraveyard <gen>) facing Default building facing degrees
    Neutral Building - Haunt (Random unit from (Units in TRHauntedMine <gen> matching ((Unit-type of (Matching unit)) Equal to Gold Mine))) for WhichPlayer.
Create Undead Towns Bottom
  Events
  Conditions
  Actions
    Wait 0.05 seconds
    -------- ############################################# --------
    -------- ############################################# --------
    -------- ############################################# --------
    -------- Computer Town P3 BOTTOM LEFT --------
    Set VariableSet WhichPlayer = P3_Undead
    Environment - Create Blight for WhichPlayer from (Center of BLBlightBombA <gen>) to a radius of 1100.00.
    Environment - Create Blight for WhichPlayer from (Center of BLBlightBombB <gen>) to a radius of 1600.00.
    Environment - Create Blight for WhichPlayer from (Center of BLBlightBombC <gen>) to a radius of 1200.00.
    Unit - Create 1.Halls of the Dead for WhichPlayer at (Center of BLNercopolis <gen>) facing Default building facing degrees
    Unit - Create 1.Spirit Tower for WhichPlayer at (Center of BLTower01 <gen>) facing Default building facing degrees
    Unit - Create 1.Ziggurat for WhichPlayer at (Center of BLTower02 <gen>) facing Default building facing degrees
    Unit - Create 1.Ziggurat for WhichPlayer at (Center of BLTower03 <gen>) facing Default building facing degrees
    Unit - Create 1.Spirit Tower for WhichPlayer at (Center of BLTower04 <gen>) facing Default building facing degrees
    Unit - Create 1.Spirit Tower for WhichPlayer at (Center of BLTower05 <gen>) facing Default building facing degrees
    Unit - Create 1.Ziggurat for WhichPlayer at (Center of BLTower06 <gen>) facing Default building facing degrees
    Unit - Create 1.Altar of Darkness for WhichPlayer at (Center of BLAltar <gen>) facing Default building facing degrees
    Unit - Create 1.Crypt for WhichPlayer at (Center of BLCrypt <gen>) facing Default building facing degrees
    Unit - Create 1.Graveyard for WhichPlayer at (Center of BLGraveyard <gen>) facing Default building facing degrees
    Unit - Create 1.Temple of the Damned for WhichPlayer at (Center of BLTemple <gen>) facing Default building facing degrees
    Unit - Create 1.Boneyard for WhichPlayer at (Center of BLBoneyard <gen>) facing Default building facing degrees
    Unit - Create 1.Tomb of Relics for WhichPlayer at (Center of BLRelic <gen>) facing Default building facing degrees
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Equal to Normal
      Then - Actions
        Unit - Create 1.Crypt for WhichPlayer at (Center of BLHARDCrypt <gen>) facing Default building facing degrees
        Unit - Create 1.Slaughterhouse for WhichPlayer at (Center of BLSlaughterHouse <gen>) facing Default building facing degrees
      Else - Actions
    Neutral Building - Haunt (Random unit from (Units in BLHauntedMine <gen> matching ((Unit-type of (Matching unit)) Equal to Gold Mine))) for WhichPlayer.
    -------- ############################################# --------
    -------- ############################################# --------
    -------- ############################################# --------
    -------- Computer Town P7 BOTTOM RIGHT --------
    Set VariableSet WhichPlayer = P7_Undead
    Environment - Create Blight for WhichPlayer from (Center of BRBlightBombA <gen>) to a radius of 1600.00.
    Unit - Create 1.Necropolis for WhichPlayer at (Center of BRNercopolis <gen>) facing Default building facing degrees
    Unit - Create 1.Spirit Tower for WhichPlayer at (Center of BRTower01 <gen>) facing Default building facing degrees
    Unit - Create 1.Spirit Tower for WhichPlayer at (Center of BRTower02 <gen>) facing Default building facing degrees
    Unit - Create 1.Spirit Tower for WhichPlayer at (Center of BRTower03 <gen>) facing Default building facing degrees
    Unit - Create 1.Ziggurat for WhichPlayer at (Center of BRTower04 <gen>) facing Default building facing degrees
    Unit - Create 1.Altar of Darkness for WhichPlayer at (Center of BRAltar <gen>) facing Default building facing degrees
    Unit - Create 1.Crypt for WhichPlayer at (Center of BRCrypt <gen>) facing Default building facing degrees
    Unit - Create 1.Graveyard for WhichPlayer at (Center of BRGraveyard <gen>) facing Default building facing degrees
    Neutral Building - Haunt (Random unit from (Units in BRHauntedMine <gen> matching ((Unit-type of (Matching unit)) Equal to Gold Mine))) for WhichPlayer.
Finish Undead Town Creation
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in VisibleUndeadUnitGroup and do (Unhide (Picked unit))
    -------- ############################################# --------
    -------- ############################################# --------
    -------- ############################################# --------
    -------- Unhide Uints --------
    Unit Group - Pick every unit in HiddenUndeadUnits and do (Unhide (Picked unit))
    Unit Group - Pick every unit in HiddenUndeadUnits and do (Unpause (Picked unit))
    Player - For P3_Undead, turn Shared vision On toward AP1_Player
    Player - For P4_Undead, turn Shared vision On toward AP1_Player
    Player - For P5_Undead, turn Shared vision On toward AP1_Player
    Player - For P6_Undead, turn Shared vision On toward AP1_Player
    Player - For P7_Undead, turn Shared vision On toward AP1_Player
    Player - For P3_Undead, turn Shared vision Off toward AP1_Player
    Player - For P4_Undead, turn Shared vision Off toward AP1_Player
    Player - For P5_Undead, turn Shared vision Off toward AP1_Player
    Player - For P6_Undead, turn Shared vision Off toward AP1_Player
    Player - For P7_Undead, turn Shared vision Off toward AP1_Player
Gameplay 02
  Events
  Conditions
  Actions
    -------- Do initial gameplay stuff, like quest messages and hints --------
    Wait 5.00 seconds
    Trigger - Add Quest_Gold_Mine_Discover_Q <gen> to the trigger queue (Checking conditions)
    Wait 30.00 seconds
    Trigger - Add Hint_Naga_Royal_Guard_Units_Q <gen> to the trigger queue (Checking conditions)
    Wait 30.00 seconds
    Trigger - Add Hint_Naga_Units_Q <gen> to the trigger queue (Checking conditions)
Naga01
  Events
    Unit - A unit enters Naga_Guard_01 <gen>
  Conditions
    (Entering unit) Equal to KaelUnit10
  Actions
    Unit - Order KaelUnit10 to Stop.
    Unit - Make KaelUnit10 face (Center of Kael01 <gen>) over 0 seconds
Naga02
  Events
    Unit - A unit enters Naga_Guard_02 <gen>
  Conditions
    (Entering unit) Equal to KaelUnit12
  Actions
    Unit - Order KaelUnit12 to Stop.
    Unit - Make KaelUnit12 face (Center of Kael01 <gen>) over 0 seconds
Vashj
  Events
    Unit - A unit enters Vashj01 <gen>
  Conditions
    (Entering unit) Equal to KaelUnit21
  Actions
    Unit - Order KaelUnit21 to Stop.
    Unit - Make KaelUnit21 face (Center of Kael01 <gen>) over 0 seconds
Kael
  Events
    Unit - A unit enters Kael01 <gen>
  Conditions
    (Entering unit) Equal to KaelUnit19
  Actions
    Unit - Order KaelUnit19 to Stop.
    Unit - Make KaelUnit19 face (Center of Look_Here <gen>) over 0 seconds
Blood Elf01
  Events
    Unit - A unit enters Elf_Guard_01 <gen>
  Conditions
    (Entering unit) Equal to KaelUnit11
  Actions
    Unit - Order KaelUnit11 to Stop.
    Unit - Make KaelUnit11 face (Center of Vashj01 <gen>) over 0 seconds
Blood Elf02
  Events
    Unit - A unit enters Elf_Guard_02 <gen>
  Conditions
    (Entering unit) Equal to KaelUnit13
  Actions
    Unit - Order KaelUnit13 to Stop.
    Unit - Make KaelUnit13 face (Center of Vashj01 <gen>) over 0 seconds
Blood Elf02 Kopiuj
  Events
    Unit - A unit enters Region_326 <gen>
  Conditions
    (Entering unit) Equal to Ravael
  Actions
    Unit - Order Ravael to Stop.
    Unit - Make Ravael face (Center of Vashj01 <gen>) over 0 seconds
Ending Cinematic Q
  Events
  Conditions
  Actions
    -------- Fade Out --------
    Set VariableSet InCinematic = True
    Trigger - Run Quest_Crush_and_Destroy_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 --------
    Camera - Set the camera bounds for Player 1 (Red) to (Entire map)
    Camera - Set the camera bounds for Player 10 (Light Blue) to (Entire map)
    Cinematic - Turn cinematic mode On for (All players)
    Wait 0.25 seconds
    Trigger - Run (checking conditions)
    Trigger - Run Ending_Setup <gen> (checking conditions)
    Camera - .Apply. gg_cam_ENDIntro01 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_ENDIntro01 for Player 10 (Light Blue) over 0 seconds
    Camera - Run camera for Player 1 (Red) through cinimatic.mdl cinematic camera
    Wait 0.25 seconds
    -------- Fade In --------
    Cinematic - Fade in over 2.20 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.20 seconds
    Trigger - Turn on Ending_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Camera - .Apply. gg_cam_ENDIntro02 for AP1_Player over ((Length of A02Kael24 <gen>) + 3.00) seconds
    Camera - .Apply. gg_cam_ENDIntro02 for Player 10 (Light Blue) over ((Length of A02Kael24 <gen>) + 3.00) seconds
    Unit - Hide KaelUnit09
    Unit - Hide GarUnit13
    Unit - Hide GarUnit16
    Unit - Hide GarUnit06
    Unit - Hide GarUnit05
    Unit - Hide GarUnit04
    Unit - Hide GarUnit03
    Unit - Hide GarUnit12
    Unit - Hide GarUnit11
    Unit - Hide GarUnit10
    Unit - Hide GarUnit09
    Unit - Hide GarUnit08
    Unit - Hide GarUnit07
    Unit - Hide GarUnit02
    Unit - Hide GarUnit01
    Unit - Hide KaelUnit01
    Unit - Hide KaelUnit02
    Unit - Hide GarUnit18
    Unit - Hide GarUnit17
    Unit - Hide GarUnit19
    Unit - Hide GarUnit20
    Unit - Hide GarUnit21
    Unit - Hide GarUnit15
    Unit - Hide GarUnit14
    Unit - Hide KaelUnit29
    Unit - Hide KaelUnit30
    Unit Group - Pick every unit in (Units in Naga_Running_Away_Start <gen>) and do (Hide (Picked unit))
    Unit - Order KaelUnit10 to Move To.(Center of Naga_Guard_01 <gen>)
    Unit - Order KaelUnit11 to Move To.(Center of Elf_Guard_01 <gen>)
    Unit - Order KaelUnit21 to Move To.(Center of Vashj01 <gen>)
    Unit - Order KaelUnit19 to Move To.(Center of Kael01 <gen>)
    Unit - Order KaelUnit12 to Move To.(Center of Naga_Guard_02 <gen>)
    Unit - Order KaelUnit13 to Move To.(Center of Elf_Guard_02 <gen>)
    Unit - Order Ravael to Move To.(Center of Region_326 <gen>)
    Wait 3.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Line 00 Kael --------
    Cinematic - Send transmission to (All players) from KaelUnit19 named Książę Kael'thas: Play A02Kael20 <gen> and display Dziękuję ci, Lady. Bez twojej pomocy zwycięstwo byłoby niemożliwe, boję się jednak, że godząc się na nią, napytałem sobie nielichej biedy.... Modify duration: Add 0 seconds and Don't wait
    Wait for A02Kael20 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_ENDIntro03 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_ENDIntro03 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_ENDIntro04 for Player 10 (Light Blue) over ((Length of A02Kael20 <gen>) + (Length of A02LadyVashj21 <gen>)) seconds
    Camera - .Apply. gg_cam_ENDIntro04 for AP1_Player over ((Length of A02Kael20 <gen>) + (Length of A02LadyVashj21 <gen>)) seconds
    -------- Line 01 Vashj --------
    Cinematic - Send transmission to (All players) from KaelUnit21 named Lady Vash: Play A02LadyVashj21 <gen> and display Ten człowiek, któremu służysz, nie ufa innym rasom... Jego poczucie honoru jest równie powierzchowne, jak jego tolerancja.. Modify duration: Add 0 seconds and Don't wait
    Wait for A02LadyVashj21 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Line 02 Kael --------
    Cinematic - Send transmission to (All players) from KaelUnit19 named Książę Kael'thas: Play A02Kael22 <gen> and display Lojalność i poczucie obowiązku nakazują mi słuchać go i wspierać to rozpadające się Przymierze... Ostatnio jednak wraz z moimi pobratymcami pożądam czegoś innego.. Modify duration: Add 0 seconds and Don't wait
    Wait for A02Kael22 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_ENDVashj01 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_ENDVashj01 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_ENDVAshj02 for Player 10 (Light Blue) over ((Length of A02LadyVashj23 <gen>) + 0.00) seconds
    Wait for A02LadyVashj23 <gen> to be 0 seconds from finished playing
    Camera - .Apply. gg_cam_ENDVAshj02 for AP1_Player over ((Length of A02LadyVashj23 <gen>) + 0.00) seconds
    -------- Line 03 Vashj --------
    Cinematic - Send transmission to (All players) from KaelUnit21 named Lady Vash: Play A02LadyVashj23 <gen> and display Może więc czas już na poszukiwanie nowej drogi ku potędze i chwale?. Modify duration: Add 0 seconds and Don't wait
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Line 1 Kael --------
    Cinematic - Send transmission to (All players) from KaelUnit19 named Książę Kael'thas: Play A02Kael24 <gen> and display Trudno mi to wyrazić, ale od czasu zniszczenia mojej ojczyzny czujemy pustkę... Jak gdyby ktoś pozbawił nas ducha.. Modify duration: Add 0 seconds and Wait
    Wait for A02Kael24 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_ENDKaelSpeak01 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_ENDKaelSpeak01 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_ENDKaelSpeak02 for Player 10 (Light Blue) over ((Length of A02Kael25 <gen>) + (Length of A02LadyVashj26 <gen>)) seconds
    Camera - .Apply. gg_cam_ENDKaelSpeak02 for AP1_Player over ((Length of A02Kael25 <gen>) + (Length of A02LadyVashj26 <gen>)) seconds
    -------- Line 2 Kael --------
    Cinematic - Send transmission to (All players) from KaelUnit19 named Książę Kael'thas: Play A02Kael25 <gen> and display Odczuwamy nowy głód. Głód, przez który stwardniały nasze serca.. Modify duration: Add 0 seconds and Wait
    Wait for A02Kael25 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Line 3 Vashj --------
    Cinematic - Send transmission to (All players) from KaelUnit21 named Lady Vash: Play A02LadyVashj26 <gen> and display Wiem, o czym mówisz, Kaelu. Jesteście podobnie jak my uzależnieni od magii!. Modify duration: Add 0 seconds and Wait
    Wait for A02LadyVashj26 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_ENDVashjSpeak01 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_ENDVashjSpeak01 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_ENDVashjSpeak02 for Player 10 (Light Blue) over ((Length of A02LadyVashj27 <gen>) + 0.00) seconds
    Camera - .Apply. gg_cam_ENDVashjSpeak02 for AP1_Player over ((Length of A02LadyVashj27 <gen>) + 0.00) seconds
    -------- Line 4 Vashj --------
    Cinematic - Send transmission to (All players) from KaelUnit21 named Lady Vash: Play A02LadyVashj27 <gen> and display Krążyła w waszych żyłach przez tysiące lat, a zagłada ojczyzny i dającej wam moc Słonecznej Studni.... Modify duration: Add 0 seconds and Wait
    Wait for A02LadyVashj27 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Line 5 Kael --------
    Cinematic - Send transmission to (All players) from KaelUnit19 named Książę Kael'thas: Play A02Kael28 <gen> and display Odcięła nas od źródła potęgi, od naszego dziedzictwa! Bez nowego źródła magii mój lud z pewnością wymrze.. Modify duration: Add 0 seconds and Wait
    Wait for A02Kael28 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_ENDKael01 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_ENDKael01 for AP1_Player over 0 seconds
    -------- Line 6 Vashj --------
    Cinematic - Send transmission to (All players) from KaelUnit21 named Lady Vash: Play A02LadyVashj29 <gen> and display Ten świat kryje także inne źródła potęgi, Kaelu. Takie na przykład demony.... Modify duration: Add 0 seconds and Wait
    Wait for A02LadyVashj29 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Line 7 Kael --------
    Cinematic - Send transmission to (All players) from KaelUnit19 named Książę Kael'thas: Play A02Kael30 <gen> and display To szaleństwo, pani. Nigdy nie upadniemy tak nisko!. Modify duration: Add 0 seconds and Wait
    Wait for A02Kael30 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Line 8 Vashj --------
    Cinematic - Send transmission to (All players) from KaelUnit21 named Lady Vash: Play A02LadyVashj31 <gen> and display Rozumiem twą odrazę, ale.... Modify duration: Add 0 seconds and Wait
    Wait for A02LadyVashj31 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Unhide KaelUnit09
    Unit - Order KaelUnit09 to Move To.(Center of Spellbreaker <gen>)
    Unit - Make KaelUnit19 face (Center of Spellbreaker <gen>) over 0 seconds
    Unit - Make KaelUnit21 face (Center of Spellbreaker <gen>) over 0 seconds
    Unit - Make Ravael face (Center of Spellbreaker <gen>) over 0 seconds
    Camera - .Apply. gg_cam_ENDSpellbreaker01 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_ENDSpellbreaker01 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_ENDSpellbreaker02 for Player 10 (Light Blue) over ((Length of A02SpellBreaker32 <gen>) + 0.00) seconds
    Camera - .Apply. gg_cam_ENDSpellbreaker02 for AP1_Player over ((Length of A02SpellBreaker32 <gen>) + 0.00) seconds
    -------- Line 9 Spell Breaker --------
    Cinematic - Send transmission to (All players) from KaelUnit09 named Łamacz Zaklęć: Play A02SpellBreaker32 <gen> and display Książę Kaelu - przybył Wielki Marszałek Garithos! Ma ze sobą cały batalion wojska.. Modify duration: Add 0 seconds and Wait
    Wait for A02SpellBreaker32 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play Pursuit.
    Camera - .Apply. gg_cam_ENDKael02 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_ENDKael02 for AP1_Player over (Length of A02Kael33 <gen>) seconds
    Unit - Make KaelUnit19 face (Center of Vashj01 <gen>) over 0 seconds
    Unit - Make Ravael face (Center of Vashj01 <gen>) over 0 seconds
    Unit - Make KaelUnit21 face (Center of Kael01 <gen>) over 0 seconds
    -------- Line 10 Kael --------
    Cinematic - Send transmission to (All players) from KaelUnit19 named Książę Kael'thas: Play A02Kael33 <gen> and display Ech... Lepiej będzie, jak nas opuścicie, Lady. Nie mogę zagwarantować wam bezpieczeństwa.. Modify duration: Add 0 seconds and Wait
    Wait for A02Kael33 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Vashj_Troops01 <gen>) and do (Order (Picked unit) to Move To.(Center of Vashj_Run_Away <gen>))
    Unit Group - Pick every unit in (Units in Vashj_Troops02 <gen>) and do (Order (Picked unit) to Move To.(Center of Vashj_Run_Away <gen>))
    Unit - Order KaelUnit21 to Move To.(Center of Vashj_Run_Away <gen>)
    Unit - Order KaelUnit10 to Follow.KaelUnit21
    Unit - Order KaelUnit12 to Follow.KaelUnit21
    Unit - Order KaelUnit09 to Move To.(Center of Kael_Run_Away <gen>)
    Camera - .Apply. gg_cam_ENDKael03 for AP1_Player over 5.00 seconds
    Wait 2.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Unhide GarUnit13
    Unit - Unhide GarUnit12
    Unit - Unhide GarUnit11
    Unit - Unhide GarUnit10
    Unit - Unhide GarUnit09
    Unit - Unhide GarUnit08
    Unit - Unhide GarUnit07
    Unit - Unhide GarUnit02
    Unit - Unhide GarUnit01
    Unit - Order KaelUnit19 to Move To.(Center of Kael_Run_Away <gen>)
    Unit - Order Ravael to Move To.(Center of Kael_Run_Away <gen>)
    Unit - Order KaelUnit13 to Move To.(Center of Naga_Guard_01 <gen>)
    Unit - Order KaelUnit11 to Move To.(Center of Kael_Run_Away <gen>)
    Unit - Order GarUnit13 to Move To.(Center of Cross_the_Bridge <gen>)
    Unit - Order GarUnit12 to Follow.GarUnit13
    Unit - Order GarUnit11 to Follow.GarUnit13
    Unit Group - Pick every unit in (Units in Garithos_Troops01 <gen>) and do (Order (Picked unit) to Follow.GarUnit13)
    Wait 3.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play HorseLoop3 <gen> at 70.00% volume, attached to GarUnit11
    Camera - .Apply. gg_cam_ENDBridge_01 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_ENDBridge_01 for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_ENDBridge_02 for Player 10 (Light Blue) over 4.50 seconds
    Camera - .Apply. gg_cam_ENDBridge_02 for AP1_Player over 4.50 seconds
    Wait 2.25 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play HorseLoop3 <gen> at 70.00% volume, attached to GarUnit16
    Wait 2.25 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order GarUnit13 to Move To.(Center of Garithos01 <gen>)
    Unit - Order GarUnit16 to Move To.(Center of Knight_Sees_Naga <gen>)
    Unit - Unhide KaelUnit25
    Unit - Unhide KaelUnit27
    Unit - Unhide KaelUnit28
    Unit - Unhide GarUnit16
    Camera - .Apply. gg_cam_ENDKnight01 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_ENDKnight01 for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_ENDKnight02 for Player 10 (Light Blue) over 2.00 seconds
    Camera - .Apply. gg_cam_ENDKnight02 for AP1_Player over 2.00 seconds
    Sound - Play HorseLoop1 <gen> at 70.00% volume, attached to GarUnit16
    Unit Group - Pick every unit in (Units in Naga_Running_Away_Start <gen>) and do (Order (Picked unit) to Move To.(Center of Naga_Running_Away_Finish <gen>))
    Wait 2.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Line 11 Knight --------
    Cinematic - Send transmission to (All players) from GarUnit16 named Rycerz: Play A02Knight34 <gen> and display Nagi wojownicy!. Modify duration: Add 0 seconds and Wait
    Wait for A02Knight34 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait 0.50 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_ENDGarithos01 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_ENDGarithos01 for Player 10 (Light Blue) over 0.00 seconds
    Unit - Order GarUnit13 to Move To.(Center of Garithos02 <gen>)
    -------- Line 12 Garithos --------
    Cinematic - Send transmission to (All players) from GarUnit13 named Wielki Marszałek Garithos: Play A02Garithos35 <gen> and display Zostawcie ich w spokoju.. Modify duration: Add 0 seconds and Don't wait
    Sound - Play HorseLoop2 <gen> at 70.00% volume, attached to GarUnit13
    Wait for A02Garithos35 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Move KaelUnit19 instantly to (Center of Kael_Surrounded <gen>), facing (Position of GarUnit13)
    Unit - Move Ravael instantly to (Center of Region_321 <gen>)
    Camera - .Apply. gg_cam_ENDKael_Surrounded01 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_ENDKael_Surrounded01 for Player 10 (Light Blue) over 0.00 seconds
    Unit - Remove GarUnit12 from the game
    Unit - Remove GarUnit11 from the game
    Unit - Remove GarUnit10 from the game
    Unit - Remove GarUnit09 from the game
    Unit - Remove GarUnit08 from the game
    Unit - Remove GarUnit07 from the game
    Unit - Remove GarUnit02 from the game
    Unit - Remove GarUnit01 from the game
    Unit - Remove KaelUnit11 from the game
    Unit - Remove KaelUnit13 from the game
    Unit - Remove KaelUnit03 from the game
    Unit - Remove KaelUnit05 from the game
    Unit - Remove KaelUnit04 from the game
    Unit - Remove KaelUnit07 from the game
    Unit - Remove KaelUnit08 from the game
    Unit - Remove KaelUnit06 from the game
    Unit - Remove KaelUnit09 from the game
    -------- Kaels Troops --------
    Unit - Unhide KaelUnit01
    Unit - Unhide KaelUnit02
    Unit - Make KaelUnit01 face (Center of Garithos02 <gen>) over 0 seconds
    Unit - Make Ravael face (Center of Garithos02 <gen>) over 0 seconds
    Unit - Make KaelUnit02 face (Center of Garithos02 <gen>) over 0 seconds
    Unit - Create 1 Captain for AP1_Player at (Center of Captain01 <gen>) facing (Center of Garithos02 <gen>)
    Unit - Create 1 Captain for AP1_Player at (Center of Captain02 <gen>) facing (Center of Garithos02 <gen>)
    Unit - Create 1 Captain for AP1_Player at (Center of Captain03 <gen>) facing (Center of Garithos02 <gen>)
    Unit - Create 1 Archer for AP1_Player at (Center of archer01 <gen>) facing (Center of Garithos02 <gen>)
    Unit - Create 1 Sorceress for Player 10 (Light Blue) at (Center of Sorc01 <gen>) facing (Center of Garithos02 <gen>)
    Unit - Create 1 Spell Breaker for AP1_Player at (Center of Breaker02 <gen>) facing (Center of Garithos02 <gen>)
    -------- Garithos Soldiers --------
    Unit - Create 1 Knight for P2_Orc at (Center of Knight01 <gen>) facing (Center of Kael_Surrounded <gen>)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Knight for P2_Orc at (Center of Knight02 <gen>) facing (Center of Kael_Surrounded <gen>)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Footman for P2_Orc at (Center of Footman01 <gen>) facing (Center of Kael_Surrounded <gen>)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Footman for P2_Orc at (Center of Footman02 <gen>) facing (Center of Kael_Surrounded <gen>)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Footman for P2_Orc at (Center of Footman03 <gen>) facing (Center of Kael_Surrounded <gen>)
    Unit - Change color of (Last created unit) to Light Blue
    -------- Garithos Soldiers That Step Forward --------
    Unit - Create 1 Footman for P2_Orc at (Center of FootmanA_Start <gen>) facing (Center of Kael_Surrounded <gen>)
    Unit - Order (Last created unit) to Move To.(Center of FootmanA_Finish <gen>)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Footman for P2_Orc at (Center of FootmanB_Start <gen>) facing (Center of Kael_Surrounded <gen>)
    Unit - Order (Last created unit) to Move To.(Center of FootmanB_Finish <gen>)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Footman for P2_Orc at (Center of FootmanC_Start <gen>) facing (Center of Kael_Surrounded <gen>)
    Unit - Order (Last created unit) to Move To.(Center of FootmanC_Finish <gen>)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Footman for P2_Orc at (Center of FootmanD_Start <gen>) facing (Center of Kael_Surrounded <gen>)
    Unit - Order (Last created unit) to Move To.(Center of FootmanD_Finish <gen>)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Knight for P2_Orc at (Center of KnightA_Start <gen>) facing (Center of Kael_Surrounded <gen>)
    Unit - Order (Last created unit) to Move To.(Center of KnightA_Finish <gen>)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1 Knight for P2_Orc at (Center of KnightB_Start <gen>) facing (Center of Kael_Surrounded <gen>)
    Unit - Order (Last created unit) to Move To.(Center of KnightB_Finish <gen>)
    Unit - Change color of (Last created unit) to Light Blue
    Wait 2.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Line 13 Garithos --------
    Cinematic - Send transmission to (All players) from GarUnit13 named Wielki Marszałek Garithos: Play A02Garithos36 <gen> and display Kaelu - wreszcie pokazujesz swe prawdziwe oblicze. Sprzymierzyłeś się z tymi wężami! Mam teraz dowody, dzięki którym egzekucja nie ominie żadnego z was!. Modify duration: Add 0 seconds and Don't wait
    Wait for A02Garithos36 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_ENDKaels_Plea01 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_ENDKaels_Plea01 for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_ENDKaels_PLea02 for Player 10 (Light Blue) over ((Length of A02Kael37 <gen>) + 0.00) seconds
    Camera - .Apply. gg_cam_ENDKaels_PLea02 for AP1_Player over ((Length of A02Kael37 <gen>) + 0.00) seconds
    -------- More Garithos Soldiers --------
    Unit - Unhide GarUnit18
    Unit - Unhide GarUnit17
    Unit - Unhide GarUnit19
    Unit - Unhide GarUnit20
    Unit - Unhide GarUnit21
    Unit - Create 1 Knight for P2_Orc at (Center of BackupKnight02 <gen>) facing (Center of Kael_Surrounded <gen>)
    Unit - Create 1 Knight for P2_Orc at (Center of BackupKnight03 <gen>) facing (Center of Kael_Surrounded <gen>)
    Unit - Create 1 Knight for P2_Orc at (Center of BackupKnight04 <gen>) facing (Center of Kael_Surrounded <gen>)
    -------- Line 14 Kael --------
    Cinematic - Send transmission to (All players) from KaelUnit19 named Książę Kael'thas: Play A02Kael37 <gen> and display Milordzie - proszę, oszczędź mych żołnierzy. To ja podjąłem decyzję o.... Modify duration: Add 0 seconds and Don't wait
    Wait for A02Kael37 <gen> to be 0.50 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_ENDGarithos_02 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_ENDGarithos_02 for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_ENDGarithos_03 for Player 10 (Light Blue) over ((Length of A02Garithos38 <gen>) + 0.00) seconds
    Camera - .Apply. gg_cam_ENDGarithos_03 for AP1_Player over ((Length of A02Garithos38 <gen>) + 0.00) seconds
    -------- Line 15 Garithos --------
    Cinematic - Send transmission to (All players) from GarUnit13 named Wielki Marszałek Garithos: Play A02Garithos38 <gen> and display Daruj sobie - nigdy nie ufałem elfom. Pozwolenie wam na dołączenie do Przymierza było błędem, który można teraz naprawić. Zabrać ich!. Modify duration: Add 0 seconds and Wait
    Wait for A02Garithos38 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_ENDGarithos04 for AP1_Player over 0.00 seconds
    Unit - Make KaelUnit19 face (Center of Look_Kael <gen>) over 0 seconds
    Unit - Make KaelUnit02 face (Center of Garithos02 <gen>) over 0 seconds
    Unit - Make KaelUnit01 face (Center of Garithos02 <gen>) over 0 seconds
    Unit - Order GarUnit17 to Move To.(Center of Kael_Surrounded <gen>)
    Unit - Order GarUnit19 to Move To.(Center of Kael_Surrounded <gen>)
    Unit - Order GarUnit20 to Move To.(Center of Kael_Surrounded <gen>)
    Unit - Order GarUnit21 to Move To.(Center of Kael_Surrounded <gen>)
    Unit - Order GarUnit18 to Move To.(Center of Kael_Surrounded <gen>)
    Sound - Play HorseLoop1 <gen> at 70.00% volume, attached to GarUnit18
    Wait 1.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_ENDPrisoners01 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_ENDPrisoners02 for AP1_Player over 4.00 seconds
    Unit - Unhide GarUnit06
    Unit - Unhide GarUnit05
    Unit - Unhide GarUnit04
    Unit - Unhide GarUnit03
    Unit - Unhide GarUnit15
    Unit - Unhide GarUnit14
    Unit - Move KaelUnit19 instantly to (Center of KaelPrisoner01 <gen>), facing (Center of Jailor <gen>)
    Unit - Move Ravael instantly to (Center of Region_324 <gen>), facing (Center of Jailor <gen>)
    Unit - Create 1 Jailor Kassan for P2_Orc at (Center of Jailor <gen>) facing (Center of KaelPrisoner01 <gen>)
    Unit - Order KaelUnit19 to Move To.(Center of Kael_Prisoner02 <gen>)
    Unit - Order Ravael to Move To.(Center of Region_323 <gen>)
    Unit - Order GarUnit15 to Move To.(Center of Knight_Escort01 <gen>)
    Unit - Order GarUnit14 to Move To.(Center of Knight_Escort02 <gen>)
    Sound - Play HorseLoop2 <gen> at 70.00% volume, attached to GarUnit15
    Wait 3.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order GarUnit04 to Move To.(Center of Kael_Prisoner02 <gen>)
    Unit - Order GarUnit03 to Move To.(Center of Kael_Prisoner02 <gen>)
    Wait 1.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Hide KaelUnit28
    Unit - Hide KaelUnit27
    Unit - Hide KaelUnit26
    Unit - Hide KaelUnit25
    Unit - Move KaelUnit21 instantly to (Center of Vashj_Watching <gen>), facing (Center of Vashj_Look_Here <gen>)
    Unit - Unhide KaelUnit29
    Unit - Unhide KaelUnit30
    -------- Fade Out --------
    Cinematic - Fade out over 7.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_ENDNaga_WAtching01 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_ENDNaga_WAtching01 for Player 10 (Light Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_ENDNaga_Watching02 for Player 10 (Light Blue) over 7.00 seconds
    Camera - .Apply. gg_cam_ENDNaga_Watching02 for AP1_Player over 7.00 seconds
    Wait 7.00 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 --------
    Unit - Remove KaelUnit19 from the game
    Unit - Remove KaelUnit21 from the game
    Cinematic - Turn cinematic mode Off for (All players)
    Player - Change color of P3_Undead to Purple, Changing color of existing units
    Trigger - Turn off Ending_Skipped <gen>
    Trigger - Run Selection_Screen_Kopiuj <gen> (checking conditions)
Ending Setup
  Events
  Conditions
  Actions
    -------- Set Sky --------
    Environment - Set sky to Dalaran Sky
    Environment - Set fog to style Linear, z-start 1000, z-end 8000, density 0 and color (100%, 75.00%, 40.00%)
    -------- Initial Time Of Day --------
    Game - Set the time of day to 8.00
    -------- Alliance Settings --------
    Player - Make AP1_Player treat Neutral Passive as an Neutral
    Player - Make Player 10 (Light Blue) treat Neutral Passive as an Neutral
    Player - Make Player 10 (Light Blue) treat Neutral Hostile as an Neutral
    Player - Make Player 10 (Light Blue) treat Neutral Extra as an Neutral
    Player - Make Player 10 (Light Blue) treat Neutral Victim as an Neutral
    Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Neutral
    Player - Make P2_Orc treat Neutral Passive as an Neutral
    -------- Player Colors --------
    Player - Change color of AP1_Player to Red, Changing color of existing units
    Player - Change color of Player 10 (Light Blue) to Blue, Changing color of existing units
    Player - Change color of P2_Orc to Maroon, Changing color of existing units
    Player - Change color of P3_Undead to Red, Changing color of existing units
    -------- Hide Excess Players --------
    Player - Hide P2_Orc in the post-game score screen
    -------- Clear Selection --------
    Selection - Clear selection
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle Off
    -------- Pause Units --------
    Unit - Pause all units
    -------- Hide Units --------
    Set VariableSet HiddenUnits = (Units owned by AP1_Player matching (((Matching unit) is hidden) Equal to False).)
    Set VariableSet HiddenUnits = (Units owned by Player 10 (Light Blue) matching (((Matching unit) is hidden) Equal to False).)
    Unit Group - Pick every unit in (Units owned by P11_Undead.) and do (Add (Picked unit) to HiddenUnits)
    Unit Group - Pick every unit in (Units owned by P12_Undead.) and do (Add (Picked unit) to HiddenUnits)
    Unit Group - Pick every unit in (Units owned by P3_Undead.) and do (Add (Picked unit) to HiddenUnits)
    Unit Group - Pick every unit in (Units owned by P5_Undead.) and do (Add (Picked unit) to HiddenUnits)
    Unit Group - Pick every unit in (Units owned by P6_Undead.) and do (Add (Picked unit) to HiddenUnits)
    Unit Group - Pick every unit in (Units owned by P7_Undead.) and do (Add (Picked unit) to HiddenUnits)
    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 --------
    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 P4_Undead.) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by P7_Undead.) and do (Remove All except expiration timer buffs from (Picked unit))
    -------- Disable Abilities --------
    Player - Disable Thorns Aura for AP1_Player
    -------- Music Theme --------
    Sound - Clear the music list
    Wait 0.01 seconds
    Sound - Play Blood Elf Theme.
    Sound - Set the music list to Music, starting with song 0
    -------- Heroes --------
    Player Group - Pick every player in (All players) and do (Make (Picked player) Heroes gain 0.00% experience from future kills)
    -------- MAKE GARITHOS UNITS --------
    Unit - Create 1.Footman for Player 2 (Blue) at (Center of GarUnit01 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit01 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Footman for Player 2 (Blue) at (Center of GarUnit02 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit02 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Footman for Player 2 (Blue) at (Center of GarUnit03 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit03 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Footman for Player 2 (Blue) at (Center of GarUnit04 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit04 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Rifleman for Player 2 (Blue) at (Center of GarUnit05 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit05 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Rifleman for Player 2 (Blue) at (Center of GarUnit06 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit06 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Footman for Player 2 (Blue) at (Center of GarUnit07 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit07 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Footman for Player 2 (Blue) at (Center of GarUnit08 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit08 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Footman for Player 2 (Blue) at (Center of GarUnit09 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit09 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Footman for Player 2 (Blue) at (Center of GarUnit10 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit10 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Knight for Player 2 (Blue) at (Center of GarUnit11 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit11 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Knight for Player 2 (Blue) at (Center of GarUnit12 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit12 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Dark Knight for Player 2 (Blue) at (Center of GarUnit13 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit13 = (Last created unit)
    Unit - Change color of (Last created unit) to Gray
    Unit - Create 1.Knight for Player 2 (Blue) at (Center of GarUnit14 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit14 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Knight for Player 2 (Blue) at (Center of GarUnit15 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit15 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Knight for Player 2 (Blue) at (Center of GarUnit16 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit16 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Footman for Player 2 (Blue) at (Center of GarUnit17 <gen>) facing 90.00 degrees
    Set VariableSet GarUnit17 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Knight for Player 2 (Blue) at (Center of GarUnit18 <gen>) facing 90.00 degrees
    Set VariableSet GarUnit18 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Footman for Player 2 (Blue) at (Center of GarUnit19 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit19 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Footman for Player 2 (Blue) at (Center of GarUnit20 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit20 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    Unit - Create 1.Footman for Player 2 (Blue) at (Center of GarUnit21 <gen>) facing Default building facing degrees
    Set VariableSet GarUnit21 = (Last created unit)
    Unit - Change color of (Last created unit) to Light Blue
    -------- MAKE KAEL UNITS --------
    Unit - Create 1.Priest for Player 10 (Light Blue) at (Center of KaelUnit01 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit01 = (Last created unit)
    Unit - Create 1.Ravael for Player 10 (Light Blue) at (Center of Region_322 <gen>) facing Default building facing degrees
    Set VariableSet Ravael = (Last created unit)
    Unit - Create 1.Spell Breaker for Player 10 (Light Blue) at (Center of KaelUnit02 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit02 = (Last created unit)
    Unit - Create 1.Archer for Player 10 (Light Blue) at (Center of KaelUnit03 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit03 = (Last created unit)
    Unit - Create 1.Priest for Player 1 (Red) at (Center of KaelUnit04 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit04 = (Last created unit)
    Unit - Create 1.Archer for Player 10 (Light Blue) at (Center of KaelUnit05 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit05 = (Last created unit)
    Unit - Create 1.Swordsman for Player 10 (Light Blue) at (Center of KaelUnit06 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit06 = (Last created unit)
    Unit - Create 1.Captain for Player 10 (Light Blue) at (Center of KaelUnit07 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit07 = (Last created unit)
    Unit - Create 1.Swordsman for Player 10 (Light Blue) at (Center of KaelUnit08 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit08 = (Last created unit)
    Unit - Create 1.Spell Breaker for Player 1 (Red) at (Center of KaelUnit09 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit09 = (Last created unit)
    Unit - Create 1.Naga Royal Guard for Player 1 (Red) at (Center of KaelUnit10 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit10 = (Last created unit)
    Unit - Create 1.Spell Breaker for Player 1 (Red) at (Center of KaelUnit11 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit11 = (Last created unit)
    Unit - Create 1.Naga Royal Guard for Player 1 (Red) at (Center of KaelUnit12 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit12 = (Last created unit)
    Unit - Create 1.Spell Breaker for Player 1 (Red) at (Center of KaelUnit13 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit13 = (Last created unit)
    Unit - Create 1.Naga Siren for Player 1 (Red) at (Center of KaelUnit14 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit14 = (Last created unit)
    Unit - Create 1.Naga Myrmidon for Player 1 (Red) at (Center of KaelUnit15 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit15 = (Last created unit)
    Unit - Create 1.Naga Myrmidon for Player 1 (Red) at (Center of KaelUnit16 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit16 = (Last created unit)
    Unit - Create 1.Snap Dragon for Player 1 (Red) at (Center of KaelUnit17 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit17 = (Last created unit)
    Unit - Create 1.Naga Myrmidon for Player 1 (Red) at (Center of KaelUnit18 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit18 = (Last created unit)
    Unit - Create 1.Blood Mage for Player 1 (Red) at (Center of KaelUnit19 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit19 = (Last created unit)
    Unit - Create 1.Naga Myrmidon for Player 1 (Red) at (Center of KaelUnit20 <gen>) facing 0.00 degrees
    Set VariableSet KaelUnit20 = (Last created unit)
    Unit - Create 1.Naga Sea Witch for Player 1 (Red) at (Center of KaelUnit21 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit21 = (Last created unit)
    Unit - Create 1.Mur'gul Slave for Player 1 (Red) at (Center of KaelUnit22 <gen>) facing 45.00 degrees
    Set VariableSet KaelUnit22 = (Last created unit)
    Unit - Create 1.Snap Dragon for Player 10 (Light Blue) at (Center of KaelUnit23 <gen>) facing 45.00 degrees
    Set VariableSet KaelUnit23 = (Last created unit)
    Unit - Create 1.Mur'gul Slave for Player 10 (Light Blue) at (Center of KaelUnit24 <gen>) facing 45.00 degrees
    Set VariableSet KaelUnit24 = (Last created unit)
    Unit - Create 1.Snap Dragon for Player 1 (Red) at (Center of KaelUnit25 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit25 = (Last created unit)
    Unit - Create 1.Naga Myrmidon for Player 1 (Red) at (Center of KaelUnit26 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit26 = (Last created unit)
    Unit - Create 1.Naga Myrmidon for Player 10 (Light Blue) at (Center of KaelUnit27 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit27 = (Last created unit)
    Unit - Create 1.Naga Siren for Player 1 (Red) at (Center of KaelUnit28 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit28 = (Last created unit)
    Unit - Create 1.Snap Dragon for Player 10 (Light Blue) at (Center of KaelUnit29 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit29 = (Last created unit)
    Unit - Create 1.Naga Myrmidon for Player 1 (Red) at (Center of KaelUnit30 <gen>) facing Default building facing degrees
    Set VariableSet KaelUnit30 = (Last created unit)
Ravael Face
  Events
  Conditions
  Actions
    Unit - Make Ravael face (Center of Vashj01 <gen>) over 0 seconds
Ending Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Remove KaelUnit19 from the game
    Unit - Remove KaelUnit21 from the game
    Player - Change color of P3_Undead to Purple, Changing color of existing units
    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 (All players)
    Wait 2.00 seconds
    Trigger - Run Selection_Screen_Kopiuj <gen> (checking conditions)
Quest Crush and Destroy 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 Zniszczenie i pożoga with the description Ukryty w mroku Dalvengyr nakazał swej Pladze Nieumarłych otoczyć twoją bazę. Odszukaj go i zabij, jego wojska zniszcz, a budynki spal - niech nie pozostanie kamień na kamieniu!, using icon path ReplaceableTextures\CommandButtons\BTNHeroDreadLord.tga
    Set VariableSet QuestAssassination = (Last created quest)
    Quest - Create a quest requirement for QuestAssassination with the description Zmiażdż zieloną bazę nieumarłych
    Set VariableSet QuestAssassinationReqKill = (Last created quest requirement)
Quest Crush and Destroy Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Crush_and_Destroy_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestAssassination as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE GŁÓWNE|rZniszczenie i pożoga - Zmiażdż zieloną bazę nieumarłych
Quest Crush and Destroy Completed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Crush_and_Destroy_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestAssassination as Discovered
    Quest - Mark QuestAssassinationReqKill as Completed
    Quest - Mark QuestAssassination as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00ZADANIE GŁÓWNE WYKONANE|rZniszczenie i pożoga
Quest Gold Mine 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 Bój o kopalnię with the description Potężne kontruderzenie nieumarłych postawiło cię w niewesołej sytuacji - nie masz dostępu do jakiegokolwiek źródła złota. Musisz opanować kopalnię złota - zniszcz pobliską bazę nieumarłych i wybuduj na jej zgliszczach swój Ratusz. Bardzo przydatni mogą się okazać Jeźdźcy Smoczych Jastrzębi, którzy za pomocą Chmur mogą unieszkodliwić wrogie wieże., using icon path ReplaceableTextures\CommandButtons\BTNGoldMine.tga
    Set VariableSet QuestGoldMine = (Last created quest)
    Quest - Create a quest requirement for QuestGoldMine with the description Odszukaj kopalnię złota i wybuduj przy niej Ratusz
    Set VariableSet QuestGoldMineReq01 = (Last created quest requirement)
    Quest - Create a quest requirement for QuestGoldMine with the description (Wskazówka - wykorzystaj Chmurę Jeźdźców Smoczych Jastrzębi do uniemożliwienia ostrzału wrogim wieżom)
    Set VariableSet QuestGoldMineReq02 = (Last created quest requirement)
Quest Gold Mine Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Gold_Mine_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestGoldMine as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE DODATKOWE|r Bój o kopalnię - Odszukaj kopalnię złota i wybuduj przy niej Ratusz - Wskazówka - wykorzystaj Chmurę Jeźdźców Smoczych Jastrzębi do uniemożliwienia ostrzału wrogim wieżom
Quest Gold Mine Completed
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Gold_Mine_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestGoldMine as Discovered
    Quest - Mark QuestGoldMineReq01 as Completed
    Quest - Mark QuestGoldMineReq02 as Completed
    Quest - Mark QuestGoldMine as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00ZADANIE DODATKOWE WYKONANE|rBój o kopalnię
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 Kael Dead
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Mission Failed message: |cffffcc00MISJA NIEUDANA|rLady Vash nie żyje.
Hint Dragon Hawks Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the Hint message: |cff87ceebNOWA JEDNOSTKA DOSTĘPNA|rJeździec Smoczego Jastrzębia - Możesz teraz szkolić w Hodowli Gryfów Jeźdźców Smoczych Jastrzębi; dysponują oni zdolnością pętania wrogów Podniebnymi Kajdanami, a co za tym idzie tymczasowego uniemożliwiania im ruchu i walki.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Hint Cloud Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the Hint message: |cff32cd32WSKAZÓWKA|r - Jeźdźcy Smoczych Jastrzębi mogą za pomocą Chmury uniemożliwić budynkom ostrzał.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Hint Naga Units
  Events
    Unit - A unit owned by Player 1 (Red).Is issued an order targeting an object
    Unit - A unit owned by Player 10 (Light Blue).Is issued an order targeting an object
  Conditions
    GameOver Equal to False
    (Issued order) Equal to (Order(board))
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Ordered unit)) Equal to Naga Myrmidon
        (Unit-type of (Ordered unit)) Equal to Naga Royal Guard
        (Unit-type of (Ordered unit)) Equal to Naga Siren
        (Unit-type of (Ordered unit)) Equal to Naga Sea Witch
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Hint_Naga_Units_Q <gen> to the trigger queue (Checking conditions)
Hint Naga Units Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the Hint message: |cff32cd32WSKAZÓWKA|r - Nagi mogą pływać w wodzie bez pomocy statków - w przeciwieństwie do innych jednostek naziemnych.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Hint Naga Royal Guard Units Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the Hint message: |cff87ceebNOWA JEDNOSTKA DOSTĘPNA|rStrażnik Królewski - Niewiarygodnie potężna jednostka do walki w zwarciu posiadająca zdolności Zanurzenia, Odpornej Skóry, Lodowego Pocisku, Miażdżącej Fali i Przywołania Żywiołaka Morza.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Start AI
  Events
  Conditions
  Actions
    -------- Start All AI Scripts --------
    AI - Start melee AI script for Player 3 (Teal): war3mapImported\YellowH201.ai (aiscript)
    AI - Start melee AI script for Player 4 (Purple): war3mapImported\PurpleH21.ai (aiscript)
    AI - Start melee AI script for Player 5 (Yellow): war3mapImported\YellowH201.ai (aiscript)
    AI - Start melee AI script for Player 6 (Orange): war3mapImported\h02x06.ai (aiscript)
    AI - Start melee AI script for Player 7 (Green): war3mapImported\h02x06.ai (aiscript)
Start Dalvengyer Town
  Events
  Conditions
  Actions
    AI - Send P3_Undead the AI Command (0, 0)
    AI - Send P4_Undead the AI Command (0, 0)
    AI - Send P5_Undead the AI Command (0, 0)
    AI - Send P6_Undead the AI Command (0, 0)
    AI - Send P7_Undead the AI Command (0, 0)
Start AIs after Player gets Base Hard
  Events
    Unit - A unit owned by Player 1 (Red).Finishes construction
    Unit - A unit owned by Player 10 (Light Blue).Finishes construction
  Conditions
    (Difficulty level) Equal to Normal
    (Unit-type of (Constructed structure)) Equal to Haven
    Or - Any (Conditions) are true
      Conditions
        (Building_Check_01 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_02 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_03 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_04 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_05 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_06 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_07 <gen> contains (Constructed structure)) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    AI - Send P3_Undead the AI Command (0, 0)
    AI - Send P4_Undead the AI Command (0, 0)
    AI - Send P5_Undead the AI Command (0, 0)
Start AIs after Player gets Base Normal
  Events
    Unit - A unit owned by Player 1 (Red).Finishes construction
    Unit - A unit owned by Player 10 (Light Blue).Finishes construction
  Conditions
    (Difficulty level) Equal to Hard
    (Unit-type of (Constructed structure)) Equal to Haven
    Or - Any (Conditions) are true
      Conditions
        (Building_Check_01 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_02 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_03 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_04 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_05 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_06 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_07 <gen> contains (Constructed structure)) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    AI - Send P4_Undead the AI Command (0, 0)
Start AIs after Player gets Base Easy
  Events
    Unit - A unit owned by Player 1 (Red).Finishes construction
  Conditions
    (Difficulty level) Equal to Hard
    (Unit-type of (Constructed structure)) Equal to Haven
    Or - Any (Conditions) are true
      Conditions
        (Building_Check_01 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_02 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_03 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_04 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_05 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_06 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_07 <gen> contains (Constructed structure)) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    AI - Send P4_Undead the AI Command (0, 0)
Start Top AI
  Events
  Conditions
    DeadTop Equal to False
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet RunningAITop = True
    AI - Send P5_Undead the AI Command (0, 0)
Top Town Started
  Events
    Unit - A unit owned by Player 1 (Red).Finishes construction
    Unit - A unit owned by Player 10 (Light Blue).Finishes construction
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Difficulty level) Equal to Normal
        (Difficulty level) Equal to Easy
    (Unit-type of (Constructed structure)) Equal to Haven
    Or - Any (Conditions) are true
      Conditions
        (Building_Check_05 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_06 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_07 <gen> contains (Constructed structure)) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run Quest_Gold_Mine_Completed <gen> (checking conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RunningAIBottom Equal to False
      Then - Actions
        Trigger - Run Start_Top_AI <gen> (checking conditions)
      Else - Actions
Bottom AI Dead
  Events
    Unit - A unit owned by Player 3 (Teal).Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Difficulty level) Equal to Normal
        (Difficulty level) Equal to Easy
    (Count structures controlled by Player 3 (Teal) (Exclude incomplete structures)) Less than or equal to 2
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet DeadBottom = True
    Trigger - Run Start_Top_AI <gen> (checking conditions)
Start Bottom AI
  Events
  Conditions
    DeadBottom Equal to False
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet RunningAIBottom = True
    AI - Send P3_Undead the AI Command (0, 0)
Bottom Town Started
  Events
    Unit - A unit owned by Player 1 (Red).Finishes construction
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Difficulty level) Equal to Normal
        (Difficulty level) Equal to Easy
    (Unit-type of (Constructed structure)) Equal to Haven
    Or - Any (Conditions) are true
      Conditions
        (Building_Check_01 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_02 <gen> contains (Constructed structure)) Equal to True
        (Building_Check_03 <gen> contains (Constructed structure)) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run Quest_Gold_Mine_Completed <gen> (checking conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RunningAITop Equal to False
      Then - Actions
        Trigger - Run Start_Bottom_AI <gen> (checking conditions)
      Else - Actions
Top AI Dead
  Events
    Unit - A unit owned by Player 5 (Yellow).Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Difficulty level) Equal to Normal
        (Difficulty level) Equal to Easy
    (Count structures controlled by Player 5 (Yellow) (Exclude incomplete structures)) Less than or equal to 2
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet DeadTop = True
    Trigger - Run Start_Bottom_AI <gen> (checking conditions)
AI Resources Teal Gold
  Events
    Player - Player 3 (Teal)'s Current gold becomes Less than 1000.00
  Conditions
  Actions
    Player - Add 1351 to P3_Undead.Current gold
AI Resources Teal Lumber
  Events
    Player - Player 3 (Teal)'s Current lumber becomes Less than 1000.00
  Conditions
  Actions
    Player - Add 1273 to P3_Undead.Current lumber
AI Resources Purple Gold
  Events
    Player - Player 4 (Purple)'s Current gold becomes Less than 1000.00
  Conditions
  Actions
    Player - Add 1351 to P4_Undead.Current gold
AI Resources Purple Lumber
  Events
    Player - Player 4 (Purple)'s Current lumber becomes Less than 1000.00
  Conditions
  Actions
    Player - Add 1273 to P4_Undead.Current lumber
AI Resources Yellow Gold
  Events
    Player - Player 5 (Yellow)'s Current gold becomes Less than 1000.00
  Conditions
  Actions
    Player - Add 1351 to P5_Undead.Current gold
AI Resources Yellow Lumber
  Events
    Player - Player 5 (Yellow)'s Current lumber becomes Less than 1000.00
  Conditions
  Actions
    Player - Add 1273 to P5_Undead.Current lumber
AI Resources Orange Gold
  Events
    Player - Player 6 (Orange)'s Current gold becomes Less than 1000.00
  Conditions
  Actions
    Player - Add 1351 to P6_Undead.Current gold
AI Resources Orange Lumber
  Events
    Player - Player 6 (Orange)'s Current lumber becomes Less than 1000.00
  Conditions
  Actions
    Player - Add 1273 to P6_Undead.Current lumber
AI Resources Green Gold
  Events
    Player - Player 7 (Green)'s Current gold becomes Less than 1000.00
  Conditions
  Actions
    Player - Add 1627 to P7_Undead.Current gold
AI Resources Green Lumber
  Events
    Player - Player 7 (Green)'s Current lumber becomes Less than 1000.00
  Conditions
  Actions
    Player - Add 1019 to P7_Undead.Current lumber
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
  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
Victory Base Dies
  Events
    Unit - A unit owned by Player 4 (Purple).Dies
  Conditions
    GameOver Equal to False
  Actions
    Set VariableSet TempUnitGroup = (Units owned by P4_Undead matching ((((Matching unit) is alive) Equal to True) and ((Point-value of (Matching unit)) Equal to 1)).)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in TempUnitGroup) Equal to 0
      Then - Actions
        Set VariableSet GameOver = True
        Trigger - Add Ending_Cinematic_Q <gen> to the trigger queue (Checking conditions)
      Else - Actions
    Custom script: call DestroyGroup( udg_TempUnitGroup )
Defeat Units Dead
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    GameOver Equal to False
    (Count structures controlled by Player 1 (Red) (Include incomplete structures)) Equal to 0
  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!
Quest Assassination Discover Q
  Events
  Conditions
  Actions
    Trigger - Run Quest_Crush_and_Destroy_Discover <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Quest Gold Mine Discover Q
  Events
  Conditions
  Actions
    Trigger - Run Quest_Gold_Mine_Discover <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Waves
  Events
  Conditions
  Actions
    Trigger - Run Bottom_Waves <gen> (checking conditions)
    Wait (SpawnDelay / 2.00) game-time seconds
    Trigger - Run Top_Waves <gen> (checking conditions)
Top Waves
  Events
  Conditions
  Actions
    -------- Start Attacking --------
    Set VariableSet TopAttacking = True
    Trigger - Run Spawn_Top_Waves <gen> (checking conditions)
    -------- Clear Town 01 --------
    Set VariableSet ClearingRegionTop = Top_Attack_Spot_01 <gen>
    Set VariableSet DoneCleaningTop = False
    Trigger - Run Top_Keep_Attacking <gen> (ignoring conditions)
    Wait until (DoneCleaningTop Equal to True), checking every 1.00 seconds
    -------- Clear Town 02 --------
    Set VariableSet ClearingRegionTop = Top_Attack_Spot_02 <gen>
    Set VariableSet DoneCleaningTop = False
    Trigger - Run Top_Keep_Attacking <gen> (ignoring conditions)
    Wait until (DoneCleaningTop Equal to True), checking every 1.00 seconds
    -------- Stop Attacking --------
    Set VariableSet TopAttacking = False
    Set VariableSet TopDone = True
    Trigger - Run Naga_Cinematic <gen> (checking conditions)
    -------- Top Town 01 --------
    Unit Group - Pick every unit in TopUnitGroupTown01 and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (TopTown01_Guards <gen> contains (Picked unit)) Equal to True
          Then - Actions
            AI - Recycle (Picked unit)'s guard position
            Unit - Change ownership of (Picked unit) to P5_Undead and Change color
          Else - Actions
            Unit - Order (Picked unit) to Attack-Move To.(Center of TopTown01_Guards <gen>)
    Unit Group - Remove all units of (Units in TopTown01_Guards <gen> owned by P5_Undead) from TopUnitGroupTown01.
    -------- Top Town 02 --------
    Unit Group - Pick every unit in TopUnitGroupTown02 and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (TopTown02_Guards <gen> contains (Picked unit)) Equal to True
          Then - Actions
            AI - Recycle (Picked unit)'s guard position
            Unit - Change ownership of (Picked unit) to P6_Undead and Change color
          Else - Actions
            Unit - Order (Picked unit) to Attack-Move To.(Center of TopTown02_Guards <gen>)
    Unit Group - Remove all units of (Units in TopTown02_Guards <gen> owned by P6_Undead) from TopUnitGroupTown02.
    -------- Top Leave --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in TopUnitGroupLeave) Less than or equal to 12
      Then - Actions
        Unit Group - Order TopUnitGroupLeave to Attack-Move To.zPointTopLeaveSpot
      Else - Actions
        Unit Group - Pick every unit in TopUnitGroupLeave and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Attack-Move To.zPointTopLeaveSpot
    Wait 20.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in TopUnitGroupLeave) Less than or equal to 12
      Then - Actions
        Unit Group - Order TopUnitGroupLeave to Move To.zPointTopLeaveSpot
      Else - Actions
        Unit Group - Pick every unit in TopUnitGroupLeave and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Move To.zPointTopLeaveSpot
Spawn Top Waves
  Events
  Conditions
  Actions
    -------- Wave --------
    Set VariableSet WhichUnitType = Ghoul
    Set VariableSet SpawnStays01 = True
    Set VariableSet SpawnStays02 = True
    Set VariableSet SpawnPathingGroup = SpawnPathingGroupT01
    Trigger - Run Spawn_Top_Wave_Group <gen> (checking conditions)
    Wait SpawnDelay game-time seconds
    -------- Wave --------
    Set VariableSet WhichUnitType = Ghoul
    Set VariableSet SpawnStays01 = True
    Set VariableSet SpawnStays02 = True
    Set VariableSet SpawnPathingGroup = SpawnPathingGroupT01
    Trigger - Run Spawn_Top_Wave_Group <gen> (checking conditions)
    Wait SpawnDelay game-time seconds
    -------- Wave --------
    Set VariableSet WhichUnitType = Ghoul
    Set VariableSet SpawnStays01 = True
    Set VariableSet SpawnStays02 = True
    Set VariableSet SpawnPathingGroup = SpawnPathingGroupT01
    Trigger - Run Spawn_Top_Wave_Group <gen> (checking conditions)
    Wait SpawnDelay game-time seconds
    -------- Wave --------
    Set VariableSet WhichUnitType = Crypt Fiend
    Set VariableSet SpawnStays01 = True
    Set VariableSet SpawnStays02 = True
    Set VariableSet SpawnPathingGroup = SpawnPathingGroupT01
    Trigger - Run Spawn_Top_Wave_Group <gen> (checking conditions)
    Wait SpawnDelay game-time seconds
    -------- Wave --------
    Set VariableSet WhichUnitType = Gargoyle
    Set VariableSet SpawnStays01 = True
    Set VariableSet SpawnStays02 = True
    Set VariableSet SpawnPathingGroup = SpawnPathingGroupT01
    Trigger - Run Spawn_Top_Wave_Group <gen> (checking conditions)
    Wait SpawnDelay game-time seconds
    -------- Wave --------
    Set VariableSet WhichUnitType = Necromancer
    Set VariableSet SpawnStays01 = True
    Set VariableSet SpawnStays02 = True
    Set VariableSet SpawnPathingGroup = SpawnPathingGroupT02
    Trigger - Run Spawn_Top_Wave_Group <gen> (checking conditions)
    Wait SpawnDelay game-time seconds
    -------- Wave --------
    Set VariableSet WhichUnitType = Abomination
    Set VariableSet SpawnStays01 = True
    Set VariableSet SpawnStays02 = False
    Set VariableSet SpawnPathingGroup = SpawnPathingGroupT02
    Trigger - Run Spawn_Top_Wave_Group <gen> (checking conditions)
    Wait SpawnDelay game-time seconds
    -------- Wave --------
    Set VariableSet WhichUnitType = Abomination
    Set VariableSet SpawnStays01 = True
    Set VariableSet SpawnStays02 = True
    Set VariableSet SpawnPathingGroup = SpawnPathingGroupT02
    Trigger - Run Spawn_Top_Wave_Group <gen> (checking conditions)
    Wait SpawnDelay game-time seconds
    -------- Wave --------
    Set VariableSet WhichUnitType = Meat Wagon
    Set VariableSet SpawnStays01 = False
    Set VariableSet SpawnStays02 = False
    Set VariableSet SpawnPathingGroup = SpawnPathingGroupT02
    Trigger - Run Spawn_Top_Wave_Group <gen> (checking conditions)
    Wait SpawnDelay game-time seconds
    -------- Wave --------
    Set VariableSet WhichUnitType = Gargoyle
    Set VariableSet SpawnStays01 = True
    Set VariableSet SpawnStays02 = True
    Set VariableSet SpawnPathingGroup = SpawnPathingGroupT02
    Trigger - Run Spawn_Top_Wave_Group <gen> (checking conditions)
    Wait SpawnDelay game-time seconds
    -------- Attack Orders --------
    Trigger - Run Top_Keep_Attacking <gen> (ignoring conditions)
    Trigger - Run AI_Destroy_the_Tower <gen> (ignoring conditions)
Spawn Top Wave Group
  Events
  Conditions
  Actions
    Unit Group - Remove all units from SpawnUnitGroup.
    -------- Create Guy --------
    Unit - Create 1.WhichUnitType for Player 12 (Brown) at zPointUndeadEntranceTop facing Default building facing degrees
    Unit Group - Add (Last created unit) to SpawnUnitGroup
    Unit Group - Add (Last created unit) to SpawnPathingGroup
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SpawnStays01 Equal to True
      Then - Actions
        Unit Group - Add (Last created unit) to TopUnitGroupTown01
      Else - Actions
        Unit Group - Add (Last created unit) to TopUnitGroupLeave
    -------- Create Guy --------
    Unit - Create 1.WhichUnitType for Player 12 (Brown) at zPointUndeadEntranceTop facing Default building facing degrees
    Unit Group - Add (Last created unit) to SpawnUnitGroup
    Unit Group - Add (Last created unit) to SpawnPathingGroup
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SpawnStays02 Equal to True
      Then - Actions
        Unit Group - Add (Last created unit) to TopUnitGroupTown02
      Else - Actions
        Unit Group - Add (Last created unit) to TopUnitGroupLeave
    -------- Send Guys --------
    Unit Group - Add all units of SpawnUnitGroup to TopAttackWave
    Unit Group - Pick every unit in SpawnUnitGroup and do (Actions)
      Loop - Actions
        AI - Ignore (Picked unit)'s guard position
    Unit Group - Order SpawnUnitGroup to Attack-Move To.zPointTopAttackSpot01
Top Keep Attacking
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 10 (Light Blue).Dies
  Conditions
    TopAttacking Equal to True
    (Dying unit) Equal to AttackTargetTop
  Actions
    Set VariableSet TempUnitGroup = (Units in ClearingRegionTop matching (((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to True)) and ((Owner of (Matching unit)) Equal to AP1_Player)))
    Set VariableSet TempUnitGroup = (Units in ClearingRegionTop matching (((((Matching unit) is alive) Equal to True) and (((Matching unit) is A structure) Equal to True)) and ((Owner of (Matching unit)) Equal to AP1_Player)))
    Set VariableSet AttackTargetTop = (Random unit from TempUnitGroup)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AttackTargetTop Equal to No unit
      Then - Actions
        Set VariableSet DoneCleaningTop = True
        Trigger - Run Move_Acolytes <gen> (checking conditions)
      Else - Actions
        Set VariableSet TempPoint = (Position of AttackTargetTop)
        Unit Group - Order SpawnPathingGroupT01 to Attack-Move To.TempPoint
        Unit Group - Order SpawnPathingGroupT02 to Attack-Move To.TempPoint
        Custom script: call RemoveLocation( udg_TempPoint )
    Countdown Timer - Start TopMokeyCheckTimer as a One-shot timer that will expire in 20.00 seconds
Top Attack Dupid Check
  Events
    Time - Every 2 seconds of game time
  Conditions
    TopAttacking Equal to True
    AttackTargetTop Not equal to No unit
    (AttackTargetTop is dead) Equal to True
  Actions
    Trigger - Run Top_Keep_Attacking <gen> (ignoring conditions)
Top Attack Mokey Check
  Events
    Time - TopMokeyCheckTimer expires
  Conditions
    TopAttacking Equal to True
    AttackTargetTop Not equal to No unit
    (AttackTargetTop is alive) Equal to True
  Actions
    Trigger - Run Top_Keep_Attacking <gen> (ignoring conditions)
Top Reaches Town 01
  Events
    Unit - A unit enters TopTown01_Guards <gen>
  Conditions
    TopAttacking Equal to False
    ((Entering unit) is in TopUnitGroupTown01.) Equal to True
  Actions
    Unit Group - Remove (Entering unit) from TopUnitGroupTown01.
    AI - Recycle (Entering unit)'s guard position
    Unit - Change ownership of (Entering unit) to P5_Undead and Change color
Top Reaches Town 02
  Events
    Unit - A unit enters TopTown02_Guards <gen>
  Conditions
    TopAttacking Equal to False
    ((Entering unit) is in TopUnitGroupTown02.) Equal to True
  Actions
    Unit Group - Remove (Entering unit) from TopUnitGroupTown02.
    AI - Recycle (Entering unit)'s guard position
    Unit - Change ownership of (Entering unit) to P6_Undead and Change color
Top Comes Home
  Events
    Unit - A unit enters Top_Leave_Spot <gen>
  Conditions
    TopAttacking Equal to False
    ((Entering unit) is in TopUnitGroupLeave.) Equal to True
  Actions
    Unit Group - Remove (Entering unit) from TopUnitGroupLeave.
    AI - Recycle (Entering unit)'s guard position
    Unit - Change ownership of (Entering unit) to P4_Undead and Change color
Bottom Waves
  Events
  Conditions
  Actions
    -------- Start Attacking --------
    Set VariableSet BottomAttacking = True
    Trigger - Run Spawn_Bottom_Waves <gen> (checking conditions)
    -------- Clear Town 01 --------
    Set VariableSet ClearingRegionBottom = Bottom_Attack_Spot_01 <gen>
    Set VariableSet DoneCleaningBottom = False
    Trigger - Run Bottom_Keep_Attacking <gen> (ignoring conditions)
    Wait until (DoneCleaningBottom Equal to True), checking every 1.00 seconds
    -------- Clear Town 02 --------
    Set VariableSet ClearingRegionBottom = Bottom_Attack_Spot_02 <gen>
    Set VariableSet DoneCleaningBottom = False
    Trigger - Run Bottom_Keep_Attacking <gen> (ignoring conditions)
    Wait until (DoneCleaningBottom Equal to True), checking every 1.00 seconds
    -------- Stop Attacking --------
    Set VariableSet BottomAttacking = False
    Set VariableSet BottomDone = True
    Trigger - Run Naga_Cinematic <gen> (checking conditions)
    -------- Bottom Town 01 --------
    Unit Group - Pick every unit in BottomUnitGroupTown01 and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (BottomTown01_Guards <gen> contains (Picked unit)) Equal to True
          Then - Actions
            AI - Recycle (Picked unit)'s guard position
            Unit - Change ownership of (Picked unit) to P3_Undead and Change color
          Else - Actions
            Unit - Order (Picked unit) to Attack-Move To.(Center of BottomTown01_Guards <gen>)
    Unit Group - Remove all units of (Units in BottomTown01_Guards <gen> owned by P5_Undead) from BottomUnitGroupTown01.
    -------- Bottom Town 02 --------
    Unit Group - Pick every unit in BottomUnitGroupTown02 and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (BottomTown02_Guards <gen> contains (Picked unit)) Equal to True
          Then - Actions
            AI - Recycle (Picked unit)'s guard position
            Unit - Change ownership of (Picked unit) to P7_Undead and Change color
          Else - Actions
            Unit - Order (Picked unit) to Attack-Move To.(Center of BottomTown02_Guards <gen>)
    Unit Group - Remove all units of (Units in BottomTown02_Guards <gen> owned by P5_Undead) from BottomUnitGroupTown02.
    -------- Bottom Leave --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in BottomUnitGroupLeave) Less than or equal to 12
      Then - Actions
        Unit Group - Order BottomUnitGroupLeave to Attack-Move To.zPointBottomLeaveSpot
      Else - Actions
        Unit Group - Pick every unit in BottomUnitGroupLeave and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Attack-Move To.zPointBottomLeaveSpot
    Wait 20.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in BottomUnitGroupLeave) Less than or equal to 12
      Then - Actions
        Unit Group - Order BottomUnitGroupLeave to Move To.zPointBottomLeaveSpot
      Else - Actions
        Unit Group - Pick every unit in BottomUnitGroupLeave and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Move To.zPointBottomLeaveSpot
Spawn Bottom Waves
  Events
  Conditions
  Actions
    -------- Wave --------