1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still haven't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. Lead your forces to battle in the 15th Techtree Contest. The call is yours, commander!
    Dismiss Notice
  5. The reforging of the races is complete. Come see the 14th Techtree Contest Results.
    Dismiss Notice
  6. It's time to choose your horse in the race - the 32nd Modeling Contest Poll is up!
    Dismiss Notice
  7. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

BloodElves 06.w3x
Variables
Initialization
Initialization
Init 01 Players
Init 02 Units
Init 03 Music
Init 04a Environment
Init 04b GatePoints
Init 05 Sound
Init 06 Quests
Init 07a Hard
Init 07b Normal
Init 08 Experience
Load Heroes
Load Vashj
Load Heroes
Load Illidan
Load Kael
Load Kael Kopiuj
Create Akama
Experience Cap Illidan
Experience Cap Kael
Experience Cap Vashj
Experience Cap Vashj Kopiuj 2
Experience Cap Vashj Kopiuj
Experience Cap Akama
Cinematic Revival
Selection Screnn
Selection Screen
Selection Screen Kopiuj
DEBUG
VICTORY CINEMATIC CHEAT
xxxxxxxxxxxxxxxxxxxx
Intro Cinematic
Intro Setup
Intro Cinematic Q
Intro Skipped
Intro Cleanup
Intro Generator Dies
Intro Spawn Blood Elves
Intro Spawn Draenei
Intro Reset Blood Elves
Gameplay
OpenGate MiniCinematic
OpenGate Setup
OpenGate MiniCinematic Q
OpenGate Cleanup
Victory Cinematic
Victory Setup
Victory Cinematic Q
Victory Create Bystanders
Victory Skipped
xxxxxxxxxxxxxxxxxxxx
Level Data
Next Level Prep
Next Level Run
Victory Cheat
Defeat Cheat
Quests
Quest Generators Create
Quest Generators Discover
Quest Generators Updated
Quest Generators Completed
Quest Keys Create
Quest Keys Discover
Quest Keys Master Killed
Quest Keys Mistress Killed
Quest Keys Completed
Quest Magtheridon Create
Quest Magtheridon Discover
Quest Magtheridon Completed
Quest Siege Create
Quest Siege Discover
Quest Siege Completed
Scripted Events
Open Masters Gate
Magtheridon Gets Angry
Barrels01
Barrels02
Spawn Infernals
Open Cages of Discipline
Cage of Discipline 01
Cage of Discipline 02
Open Cages of Agony
Cage of Agony 01
Cage of Agony 02
Prisoner 01
Prisoner 02
Cage03
Cage04
Cave01
Cave02
Voiceovers
Discover Siege Bastion Q
Rescue Siege Bastion Q
Gate Open Q
Fresh Meat Q
Vision
Gate02LeftOn
Gate02LeftOff
Gate02RightOn
Gate02RightOff
Gate03LeftOn
Gate03LeftOff
Gate03RightOn
Gate03RightOff
Gate04LeftOn
Gate04LeftOff
Gate04RightOn
Gate04RightOff
Gate05LeftOn
Gate05LeftOff
Gate05RightOn
Gate05RightOff
CoinIslandOn
CoinIslandOff
CoinIsland2On
CoinIsland2Off
GateOn
GateOff
MagtheridonRampOn
MagtheridonRampOff
HydraDenOn
HydraDenOff
DocksOn
DocksOff
Elevators
-------- Bridge Elevator --------
BridgePlate Left
BridgePlate Right
-------- Throne Elevator --------
ThronePlate
Hints
Hint Gate 02 Q
Hint Gate 03 Q
Hint Gate 04 Q
Hint Gate 05 Q
Hint Generator 02
Hint Generator 02 Q
Hint Generator 03
Hint Generator 03 Q
Hint Generator 04
Hint Generator 04 Q
Hint Generator 05
Hint Generator 05 Q
Hint Naga Q
Hint Naga Disable
Hint Draenei Q
Hint Draenei Disable
Hint Phoenix Q
Hint Gold Coin
Hint Gold Coin Q
AI
Start AIs
Start Pink AI
Start Green AI
AI Resources Orange Gold
AI Resources Orange Lumber
AI Resources Pink Gold
AI Resources Pink Lumber
AI Resources Green Gold
AI Resources Green Lumber
AI Resources Yellow Gold
AI Resources Yellow Lumber
xxxxxxxxxxxxxxxxxxxx
Patrols
Patroller Dies
-------- Left Patrol --------
LeftPatrol Start
LeftPatrol Reaches 01
LeftPatrol Reaches 02
-------- Right Patrol --------
RightPatrol Start
RightPatrol Reaches 01
RightPatrol Reaches 02
Combat Check
Combat Detected
Combat Resolved
Victory Defeat
Victory Magtheridon Dead
Defeat Player1 Dead
Ping Timer
Ping Timer
Siege Quest
Player Approaches Siege Bastion
Siege Guards Die
Siege Guards Die Q
Player Approaches Butcher
Add Siege Discover Q
Shadowkey Quest
Lieutenants Found Q
Mistress of Torment Dies
Mistress of Torment Dies Q
Master of Pain Dies
Master of Pain Dies Q
Generators Quest
Generators Found Q
Power Generator 02 Destroyed
Power Generator 02 Special Effects
Power Generator 03 Destroyed
Power Generator 03 Special Effects
Power Generator 04 Destroyed
Power Generator 04 Special Effects
Power Generator 05 Destroyed
Power Generator 05 Special Effects
GeneratorPan
Add Generator Update Q
All Generators Destroyed Q
Slay Magtheridon Quest
Magtheridon Found Q
System
Deselect Unit
Death Select
Select Unit
Send Gold
Send Lumber
Exchange Unit
Spells2
Fire Fury Loop Kopiuj
Fire Fury Cast Kopiuj
CUSTOM - Shared Gold and Lumber
Bundle of Lumber
HAcquire Bundle of Lumber
BEAcquire Bundle of Lumber
Small Bundle of Lumber
HAcquire Small Bundle of Lumber
BEAcquire Small Bundle of Lumber
Gold Coins
HAcquire Gold Coins
BEAcquire Gold Coins

		
Name Type Is Array Initial Value
a01 effect No
a02 effect No
a03 effect No
Akama unit No UnitNull
AkamaReturnSpot location No
AP1_Player player No Player00
APG1_Player force No Force00
b01 effect No
b02 effect No
b03 effect No
BloodKey item No ItemNull
BridgeOpenLeft boolean No
BridgeOpenRight boolean No
BridgePlateLeft destructable No
BridgePlateRight destructable No
Butcher unit No
CagedUnit01 unit No
CagedUnit02 unit No
CagedUnit03 unit No
CagedUnit04 unit No
CagedUnit05 unit No
CagedUnit06 unit No
CameraReturnPoint location No
Catapult01 unit No
Catapult02 unit No
Catapult03 unit No
Catapult04 unit No
CinematicAkama unit No
CinematicIllidan unit No
CinematicKael unit No
CinematicMagtheridon unit No
CinematicRavael unit No
CinematicVashj unit No
CoinIslandVision2On boolean No
CoinIslandVision2VM fogmodifier No
CoinIslandVisionOn boolean No
CoinIslandVisionVM fogmodifier No
CombatCheckTimer timer No
CombinedKeys item No ItemNull
DocksVisionOn boolean No
DocksVM fogmodifier No
DraeneiUsed boolean No
ElevatorLeftA destructable No
ElevatorLeftB destructable No
ElevatorLeftC destructable No
ElevatorRightA destructable No
ElevatorRightB destructable No
ElevatorRightC destructable No
ElevatorSound sound No
EndGate01 destructable No
EndGate02 destructable No
Exchangefail1 boolean No
Exchangefail2 boolean No
Exchangefail3 boolean No
ExchangeSucces boolean No
Exchanging1 boolean No
Exchanging2 boolean No
ExchangingSelection1 group No
ExchangingSelection2 group No
ExpDisabledForAkama boolean No false
ExpDisabledForIllidan boolean No false
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_Done boolean Yes
FF_DummyUnit unit Yes
FF_ExplosionEffect modelfile 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_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 integervar No
FF_KillTrees boolean Yes
FF_KillTreesAoE boolean Yes
FF_MinimalDistance real No
FF_RealTimer real Yes
FF_SingleDamages real Yes
FF_SingleUnitEffect modelfile Yes
FF_TempGroup group No
FF_TempPoint1 location No
FF_TempPoint2 location No
FF_TempPoint3 location No
FodderUnits group No
GameOver boolean No false
Gate02LeftVisionOn boolean No
Gate02LeftVisionVM fogmodifier No
Gate02RightVisionOn boolean No
Gate02RightVisionVM fogmodifier No
Gate03LeftVisionOn boolean No
Gate03LeftVisionVM fogmodifier No
Gate03RightVisionOn boolean No
Gate03RightVisionVM fogmodifier No
Gate04LeftVisionOn boolean No
Gate04LeftVisionVM fogmodifier No
Gate04RightVisionOn boolean No
Gate04RightVisionVM fogmodifier No
Gate05LeftVisionOn boolean No
Gate05LeftVisionVM fogmodifier No
Gate05RightVisionOn boolean No
Gate05RightVisionVM fogmodifier No
GateVisionOn boolean No
GateVisionVM fogmodifier No
Generator02 unit No
Generator02Destroyed boolean No
Generator02Panned boolean No
Generator02VM fogmodifier No
Generator03 unit No
Generator03Destroyed boolean No
Generator03Panned boolean No
Generator03VM fogmodifier No
Generator04 unit No
Generator04Destroyed boolean No
Generator04Panned boolean No
Generator04VM fogmodifier No
Generator05 unit No
Generator05Destroyed boolean No
Generator05Panned boolean No
Generator05VM fogmodifier No
GeneratorsAlive integer No 4
GhostKey item No ItemNull
Gold integer No
HiddenUnits group No
HydraDenVisionOn boolean No
HydraDenVM fogmodifier No
Illidan unit No UnitNull
IllidanReturnSpot location No
InCinematic boolean No false
InCombat boolean No false
IntroAssassin01 unit No
IntroAssassin02 unit No
IntroAssassin03 unit No
IntroSaboteur01 unit No
IntroSaboteur02 unit No
IntroSkipped boolean No false
IntroWarlock unit No
InvulnerableGuards group No
Kael unit No UnitNull
KaelReturnSpot location No
LeftPatrolA unit No
LeftPatrolB unit No
LeftPatrolC unit No
LeftPatrolTarget integer No
LeftPatrolUnits group No
Magtheridon unit No UnitNull
MagtheridonGuard01 unit No
MagtheridonGuard02 unit No
MagtheridonGuard03 unit No
MagtheridonGuard04 unit No
MagtheridonRampVisionOn boolean No
MagtheridonRampVM fogmodifier No
MagtheridonTrigger unit No
Master unit No
MastersGuards group No
Mistress unit No
MistressGuards group No
MistressOrb effect No
NagaUsed boolean No
OrangeProductionBuildings group No
P04_Magtheridon player No Player03
P05_ChaosOrcRight player No Player04
P06_ChaosOrcLeft player No Player05
P07_ChaosOrcRight player No Player06
P08_ChaosOrcLeft player No Player07
P09_Rescuables player No Player08
P10_MistressOfTorment player No Player09
P11_MasterOfPain player No Player10
P12_Generators player No Player11
PingTimer timer No
PinkProductionBuildings group No
PlateActivationSound sound No
QuestGenerators quest No
QuestGeneratorsReqDestroy questitem No
QuestGeneratorsReqHint questitem No
QuestKey quest No
QuestKeyReqKillMaster questitem No
QuestKeyReqKillMistress questitem No
QuestMagtheridon quest No
QuestMagtheridonReqKill questitem No
QuestSiege quest No
QuestSiegeReqKill questitem No
QuestSky quest No
Ravael unit No UnitNull
RefundGold integer No
RefundLumber integer No
ResourceDropBuildings group No
ResourceDropHashtable hashtable No
RevivalAltar unit No UnitNull
RevivalHero unit No UnitNull
RevivalReturnSpot location No
RevivalSpot location No
RightPatrolA unit No
RightPatrolB unit No
RightPatrolC unit No
RightPatrolTarget integer No
RightPatrolUnits group No
SelectedUnits group No
SelectionGroup1 group No
SelectionGroup2 group No
SiegeGuards group No
SiegeRescuables group No
SkyGuards group No
SkyRescuables group No
SpecialEffect01 effect No
SpecialEffect02 effect No
SpecialEffect03 effect No
SpecialEffect04 effect No
SpecialEffect05 effect No
SpecialEffect06 effect No
SpecialEffect07 effect No
SpecialEffect08 effect No
SpecialEffect09 effect No
StartingPriest01 unit No
StartingPriest02 unit No
StartingPriest03 unit No
StartingSorceress01 unit No
StartingSorceress02 unit No
StartingSpellBreaker01 unit No
StartingSpellBreaker02 unit No
StartingSpellBreaker03 unit No
StartingSpellBreaker04 unit No
StartingSpellBreaker05 unit No
SummonedUnits group No
TempBoolean boolean No
Tempinteger integer No
Tempitem item No
TempitemType itemcode No
TempPGroup force No
TempPGroup2 force No
TempPlayer player No
TempPoint location No
temppoint location No
temppoint2 location No
TempUGroup group No
tempugroup group No
TempUnit unit No
TempUnitType unitcode No
ThroneElevatorA destructable No
ThroneElevatorB destructable No
ThronePlate destructable No
UnitGoldCost integer No
UnitLumberCost integer No
Vashj unit No UnitNull
VashjReturnSpot location No
VictorySkipped boolean No false
VisibilityGate fogmodifier No
VisibilityGateA fogmodifier No
VisibilityGateB fogmodifier No
VisibilityGateC fogmodifier No
VisibilityGateD fogmodifier No
VisibilitySiegeGate fogmodifier No
VisibilitySiegeRescuables fogmodifier No
WhichUnitType unitcode No
x real No
y real No
zCoinVSource01 location No
zCoinVSource02 location No
zDocksVSource location No
zGateVSource location No
zGateVSource02LeftA location No
zGateVSource02LeftB location No
zGateVSource02LeftC location No
zGateVSource02LeftD location No
zGateVSource02LeftE location No
zGateVSource02RightA location No
zGateVSource02RightB location No
zGateVSource02RightC location No
zGateVSource02RightD location No
zGateVSource02RightE location No
zGateVSource03LeftA location No
zGateVSource03LeftB location No
zGateVSource03LeftC location No
zGateVSource03LeftD location No
zGateVSource03LeftE location No
zGateVSource03RightA location No
zGateVSource03RightB location No
zGateVSource03RightC location No
zGateVSource03RightD location No
zGateVSource03RightE location No
zGateVSource04LeftA location No
zGateVSource04LeftB location No
zGateVSource04LeftC location No
zGateVSource04LeftD location No
zGateVSource04LeftE location No
zGateVSource04RightA location No
zGateVSource04RightB location No
zGateVSource04RightC location No
zGateVSource04RightD location No
zGateVSource04RightE location No
zGateVSource05LeftA location No
zGateVSource05LeftB location No
zGateVSource05LeftC location No
zGateVSource05LeftD location No
zGateVSource05LeftE location No
zGateVSource05RightA location No
zGateVSource05RightB location No
zGateVSource05RightC location No
zGateVSource05RightD location No
zGateVSource05RightE location No
zHydraDenVSource location No
zMagtheridonVSourceA location No
zMagtheridonVSourceB location No
zPatrolPointLeft01A location No
zPatrolPointLeft01B location No
zPatrolPointLeft01C location No
zPatrolPointLeft02A location No
zPatrolPointLeft02B location No
zPatrolPointLeft02C location No
zPatrolPointRight01A location No
zPatrolPointRight01B location No
zPatrolPointRight01C location No
zPatrolPointRight02A location No
zPatrolPointRight02B location No
zPatrolPointRight02C location No
Template version 1.03
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_04a_Environment <gen> (checking conditions)
    Trigger - Run Init_04b_GatePoints <gen> (checking conditions)
    Trigger - Run Init_05_Sound <gen> (checking conditions)
    Trigger - Run Init_06_Quests <gen> (checking conditions)
    Trigger - Run Init_08_Experience <gen> (checking conditions)
    -------- Start Intro Cinematic --------
    Player - Limit training of Naga Royal Guard to 2 for Player 2 (Blue)
    Trigger - Add Intro_Cinematic_Q <gen> to the trigger queue (Checking conditions)
Init 01 Players
  Events
  Conditions
  Actions
    -------- Alliance Settings --------
    -------- Player 1 --------
    Player - Make AP1_Player treat Neutral Passive as an Neutral
    Player - Make AP1_Player treat Neutral Hostile as an Enemy
    Player - Make AP1_Player treat P04_Magtheridon as an Enemy
    Player - Make AP1_Player treat Player 3 (Teal) as an Ally with shared vision and full shared units
    Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision and full shared units
    Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision and full shared units
    Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision and full shared units
    Player - Make AP1_Player treat P05_ChaosOrcRight as an Enemy
    Player - Make AP1_Player treat P06_ChaosOrcLeft as an Enemy
    Player - Set name of Player 2 (Blue) to Siły Lady Vash
    Player - Make AP1_Player treat P07_ChaosOrcRight as an Enemy
    Player - Limit training of Naga Royal Guard to 2 for Player 2 (Blue)
    Player - Set name of Player 1 (Red) to Ilidan z Kael'thasem i Krwawe elfy
    Player - Make AP1_Player treat P08_ChaosOrcLeft as an Enemy
    Player - Make AP1_Player treat P09_Rescuables as an Neutral
    Player - Make AP1_Player treat P10_MistressOfTorment as an Enemy
    Player - Make AP1_Player treat P11_MasterOfPain as an Enemy
    Player - Make AP1_Player treat P12_Generators as an Enemy
    -------- Player 4 --------
    Player - Make P04_Magtheridon treat Neutral Passive as an Neutral
    Player - Make P04_Magtheridon treat Neutral Hostile as an Neutral
    Player - Make P04_Magtheridon treat AP1_Player as an Enemy
    Player - Make P04_Magtheridon treat P05_ChaosOrcRight as an Ally
    Player - Make P04_Magtheridon treat P06_ChaosOrcLeft as an Ally
    Player - Make P04_Magtheridon treat P07_ChaosOrcRight as an Ally
    Player - Make P04_Magtheridon treat P08_ChaosOrcLeft as an Ally
    Player - Make P04_Magtheridon treat P09_Rescuables as an Neutral
    Player - Make P04_Magtheridon treat P10_MistressOfTorment as an Ally
    Player - Make P04_Magtheridon treat P11_MasterOfPain as an Ally
    Player - Make P04_Magtheridon treat P12_Generators as an Neutral
    -------- Player 5 --------
    Player - Make P05_ChaosOrcRight treat Neutral Passive as an Neutral
    Player - Make P05_ChaosOrcRight treat Neutral Hostile as an Neutral
    Player - Make P05_ChaosOrcRight treat AP1_Player as an Enemy
    Player - Make P05_ChaosOrcRight treat P04_Magtheridon as an Ally
    Player - Make P05_ChaosOrcRight treat P06_ChaosOrcLeft as an Ally
    Player - Make P05_ChaosOrcRight treat P07_ChaosOrcRight as an Ally
    Player - Make P05_ChaosOrcRight treat P08_ChaosOrcLeft as an Ally
    Player - Make P05_ChaosOrcRight treat P09_Rescuables as an Neutral
    Player - Make P05_ChaosOrcRight treat P10_MistressOfTorment as an Ally
    Player - Make P05_ChaosOrcRight treat P11_MasterOfPain as an Ally
    Player - Make P05_ChaosOrcRight treat P12_Generators as an Neutral
    -------- Player 6 --------
    Player - Make P06_ChaosOrcLeft treat Neutral Passive as an Neutral
    Player - Make P06_ChaosOrcLeft treat Neutral Hostile as an Neutral
    Player - Make P06_ChaosOrcLeft treat AP1_Player as an Enemy
    Player - Make P06_ChaosOrcLeft treat P04_Magtheridon as an Ally
    Player - Make P06_ChaosOrcLeft treat P05_ChaosOrcRight as an Ally
    Player - Make P06_ChaosOrcLeft treat P07_ChaosOrcRight as an Ally
    Player - Make P06_ChaosOrcLeft treat P08_ChaosOrcLeft as an Ally
    Player - Make P06_ChaosOrcLeft treat P09_Rescuables as an Neutral
    Player - Make P06_ChaosOrcLeft treat P10_MistressOfTorment as an Ally
    Player - Make P06_ChaosOrcLeft treat P11_MasterOfPain as an Ally
    Player - Make P06_ChaosOrcLeft treat P12_Generators as an Neutral
    -------- Player 7 --------
    Player - Make P07_ChaosOrcRight treat Neutral Passive as an Neutral
    Player - Make P07_ChaosOrcRight treat Neutral Hostile as an Neutral
    Player - Make P07_ChaosOrcRight treat AP1_Player as an Enemy
    Player - Make P07_ChaosOrcRight treat P04_Magtheridon as an Ally
    Player - Make P07_ChaosOrcRight treat P05_ChaosOrcRight as an Ally
    Player - Make P07_ChaosOrcRight treat P06_ChaosOrcLeft as an Ally
    Player - Make P07_ChaosOrcRight treat P08_ChaosOrcLeft as an Ally
    Player - Make P07_ChaosOrcRight treat P09_Rescuables as an Neutral
    Player - Make P07_ChaosOrcRight treat P10_MistressOfTorment as an Ally
    Player - Make P07_ChaosOrcRight treat P11_MasterOfPain as an Ally
    Player - Make P07_ChaosOrcRight treat P12_Generators as an Neutral
    -------- Player 8 --------
    Player - Make P08_ChaosOrcLeft treat Neutral Passive as an Neutral
    Player - Make P08_ChaosOrcLeft treat Neutral Hostile as an Neutral
    Player - Make P08_ChaosOrcLeft treat AP1_Player as an Enemy
    Player - Make P08_ChaosOrcLeft treat P04_Magtheridon as an Ally
    Player - Make P08_ChaosOrcLeft treat P05_ChaosOrcRight as an Ally
    Player - Make P08_ChaosOrcLeft treat P06_ChaosOrcLeft as an Ally
    Player - Make P08_ChaosOrcLeft treat P07_ChaosOrcRight as an Ally
    Player - Make P08_ChaosOrcLeft treat P09_Rescuables as an Neutral
    Player - Make P08_ChaosOrcLeft treat P10_MistressOfTorment as an Ally
    Player - Make P08_ChaosOrcLeft treat P11_MasterOfPain as an Ally
    Player - Make P08_ChaosOrcLeft treat P12_Generators as an Neutral
    -------- Player 9 --------
    Player - Make P09_Rescuables treat Neutral Passive as an Neutral
    Player - Make P09_Rescuables treat Neutral Hostile as an Neutral
    Player - Make P09_Rescuables treat AP1_Player as an Neutral
    Player - Make P09_Rescuables treat P04_Magtheridon as an Neutral
    Player - Make P09_Rescuables treat P05_ChaosOrcRight as an Neutral
    Player - Make P09_Rescuables treat P06_ChaosOrcLeft as an Neutral
    Player - Make P09_Rescuables treat P07_ChaosOrcRight as an Neutral
    Player - Make P09_Rescuables treat P08_ChaosOrcLeft as an Neutral
    Player - Make P09_Rescuables treat P10_MistressOfTorment as an Neutral
    Player - Make P09_Rescuables treat P11_MasterOfPain as an Neutral
    Player - Make P09_Rescuables treat P12_Generators as an Neutral
    -------- Player 10 --------
    Player - Make P10_MistressOfTorment treat Neutral Passive as an Neutral
    Player - Make P10_MistressOfTorment treat Neutral Hostile as an Neutral
    Player - Make P10_MistressOfTorment treat AP1_Player as an Enemy
    Player - Make P10_MistressOfTorment treat P04_Magtheridon as an Ally
    Player - Make P10_MistressOfTorment treat P05_ChaosOrcRight as an Ally
    Player - Make P10_MistressOfTorment treat P06_ChaosOrcLeft as an Ally
    Player - Make P10_MistressOfTorment treat P07_ChaosOrcRight as an Ally
    Player - Make P10_MistressOfTorment treat P08_ChaosOrcLeft as an Ally
    Player - Make P10_MistressOfTorment treat P09_Rescuables as an Neutral
    Player - Make P10_MistressOfTorment treat P11_MasterOfPain as an Ally
    Player - Make P10_MistressOfTorment treat P12_Generators as an Neutral
    -------- Player 11 --------
    Player - Make P11_MasterOfPain treat Neutral Passive as an Neutral
    Player - Make P11_MasterOfPain treat Neutral Hostile as an Neutral
    Player - Make P11_MasterOfPain treat AP1_Player as an Enemy
    Player - Make P11_MasterOfPain treat P04_Magtheridon as an Ally
    Player - Make P11_MasterOfPain treat P05_ChaosOrcRight as an Ally
    Player - Make P11_MasterOfPain treat P06_ChaosOrcLeft as an Ally
    Player - Make P11_MasterOfPain treat P07_ChaosOrcRight as an Ally
    Player - Make P11_MasterOfPain treat P08_ChaosOrcLeft as an Ally
    Player - Make P11_MasterOfPain treat P09_Rescuables as an Neutral
    Player - Make P11_MasterOfPain treat P11_MasterOfPain as an Ally
    Player - Make P11_MasterOfPain treat P12_Generators as an Neutral
    -------- Player 12 --------
    Player - Make P12_Generators treat Neutral Passive as an Neutral
    Player - Make P12_Generators treat Neutral Hostile as an Neutral
    Player - Make P12_Generators treat AP1_Player as an Neutral
    Player - Make P12_Generators treat P04_Magtheridon as an Neutral
    Player - Make P12_Generators treat P05_ChaosOrcRight as an Neutral
    Player - Make P12_Generators treat P06_ChaosOrcLeft as an Neutral
    Player - Make P12_Generators treat P07_ChaosOrcRight as an Neutral
    Player - Make P12_Generators treat P08_ChaosOrcLeft as an Neutral
    Player - Make P12_Generators treat P09_Rescuables as an Neutral
    Player - Make P12_Generators treat P10_MistressOfTorment as an Neutral
    Player - Make P12_Generators treat P11_MasterOfPain as an Neutral
    -------- Neutral Hostile --------
    Player - Make Neutral Hostile treat Neutral Passive as an Neutral
    Player - Make Neutral Hostile treat AP1_Player as an Enemy
    Player - Make Neutral Hostile treat P04_Magtheridon as an Neutral
    Player - Make Neutral Hostile treat P05_ChaosOrcRight as an Neutral
    Player - Make Neutral Hostile treat P06_ChaosOrcLeft as an Neutral
    Player - Make Neutral Hostile treat P07_ChaosOrcRight as an Neutral
    Player - Make Neutral Hostile treat P08_ChaosOrcLeft as an Neutral
    Player - Make Neutral Hostile treat P09_Rescuables as an Neutral
    Player - Make Neutral Hostile treat P10_MistressOfTorment as an Neutral
    Player - Make Neutral Hostile treat P11_MasterOfPain as an Neutral
    Player - Make Neutral Hostile treat P12_Generators as an Neutral
    -------- Initial Resources --------
    Player - Set AP1_Player.Current gold to 1000
    Player - Set Player 2 (Blue).Current gold to 1000
    Player - Set AP1_Player.Current lumber to 0
    Player - Set P09_Rescuables.Current gold to 0
    Player - Set P09_Rescuables.Current lumber to 0
    Player - Set P04_Magtheridon.Current gold to 5000
    Player - Set P04_Magtheridon.Current lumber to 5000
    Player - Set P05_ChaosOrcRight.Current gold to 5000
    Player - Set P05_ChaosOrcRight.Current lumber to 5000
    Player - Set P06_ChaosOrcLeft.Current gold to 5000
    Player - Set P06_ChaosOrcLeft.Current lumber to 5000
    Player - Set P07_ChaosOrcRight.Current gold to 5000
    Player - Set P07_ChaosOrcRight.Current lumber to 5000
    Player - Set P08_ChaosOrcLeft.Current gold to 5000
    Player - Set P08_ChaosOrcLeft.Current lumber to 5000
    -------- Turn off Creep Sleeping and Bounty --------
    Player - Disable sleeping for all creeps
    Player - Turn Gives bounty Off for Neutral Hostile
    -------- Player Colors --------
    Player - Change color of P05_ChaosOrcRight to Purple, Changing color of existing units
    Player - Change color of P06_ChaosOrcLeft to Green, Changing color of existing units
    Player - Change color of P07_ChaosOrcRight to Purple, Changing color of existing units
    Player - Change color of P08_ChaosOrcLeft to Dark Green, Changing color of existing units
    Player - Change color of P10_MistressOfTorment to Orange, Changing color of existing units
    Player - Change color of P11_MasterOfPain to Dark Green, Changing color of existing units
    Player - Change color of P12_Generators to Teal, Changing color of existing units
    -------- Hide Excess Players --------
    Player - Hide P04_Magtheridon in the post-game score screen
    Player - Hide P05_ChaosOrcRight in the post-game score screen
    Player - Hide P09_Rescuables in the post-game score screen
    Player - Hide P10_MistressOfTorment in the post-game score screen
    Player - Hide P11_MasterOfPain in the post-game score screen
    Player - Hide P12_Generators in the post-game score screen
Init 02 Units
  Events
  Conditions
  Actions
    -------- Heroes --------
    Trigger - Run Load_Heroes <gen> (checking conditions)
    Trigger - Run Load_Kael_Kopiuj <gen> (checking conditions)
    -------- AI Phat Lewt --------
    -------- NPC Units --------
    Set VariableSet IntroWarlock = Piekielny Ork - Czarnoksiężnik 0108 <gen>
    Unit Group - Pick every unit in (Units in Siege_Guards01 <gen>) and do (Add (Picked unit) to SiegeGuards)
    Set VariableSet Butcher = Rzeźnik 0193 <gen>
    Set VariableSet Catapult01 = Burzyciel Piekielnych Orków 0064 <gen>
    Set VariableSet Catapult02 = Burzyciel Piekielnych Orków 0065 <gen>
    Set VariableSet Catapult03 = Burzyciel Piekielnych Orków 0062 <gen>
    Set VariableSet Catapult04 = Burzyciel Piekielnych Orków 0063 <gen>
    -------- Master of Pain --------
    Set VariableSet Master = Pan Bólu 0426 <gen>
    -------- Mistress of Torment --------
    Set VariableSet Mistress = Pani Udreki 0019 <gen>
    -------- Magtheridon --------
    Set VariableSet Magtheridon = Pit Lord 0087 <gen>
    Hero - Set Magtheridon Hero-level to 15, Hide level-up graphics
    Hero - Learn skill for Magtheridon: Undead Lich - Frost Nova
    Hero - Learn skill for Magtheridon: Undead Lich - Frost Nova
    Hero - Learn skill for Magtheridon: Undead Lich - Frost Nova
    Hero - Learn skill for Magtheridon: Neutral Pit Lord - Howl Of Terror
    Hero - Learn skill for Magtheridon: Neutral Pit Lord - Howl Of Terror
    Hero - Learn skill for Magtheridon: Neutral Pit Lord - Howl Of Terror
    Hero - Learn skill for Magtheridon: Neutral Pit Lord - Cleaving Attack
    Hero - Learn skill for Magtheridon: Neutral Pit Lord - Cleaving Attack
    Hero - Learn skill for Magtheridon: Neutral Pit Lord - Cleaving Attack
    Hero - Learn skill for Magtheridon: Feral Spirit
    Hero - Learn skill for Magtheridon: Feral Spirit
    Hero - Learn skill for Magtheridon: Feral Spirit
    Hero - Learn skill for Magtheridon: Feral Spirit
    Hero - Learn skill for Magtheridon: Special Archimonde - Rain Of Chaos
    Hero - Create Orb of Fire and give it to Magtheridon
    Item - Make (Last created item) Undroppable
    Hero - Create Khadgar's Gem of Health and give it to Magtheridon
    Item - Make (Last created item) Undroppable
    Hero - Create Pendant of Mana and give it to Magtheridon
    Item - Make (Last created item) Undroppable
    Hero - Create Runed Bracers and give it to Magtheridon
    Item - Make (Last created item) Undroppable
    Hero - Create Potion of Greater Healing and give it to Magtheridon
    Item - Make (Last created item) Undroppable
    Hero - Create Legion Doom-Horn and give it to Magtheridon
    Item - Make (Last created item) Undroppable
    -------- Rescuable Catapults --------
    Unit Group - Pick every unit in (Units in Rescue_Siege_TripwireA <gen>) and do (Add (Picked unit) to SiegeRescuables)
    -------- Draenei Forces --------
    Set VariableSet IntroAssassin01 = Draenei Elitarny Skrytobójca 0085 <gen>
    Set VariableSet IntroAssassin02 = Draenei Elitarny Skrytobójca 0070 <gen>
    Set VariableSet IntroAssassin03 = Draenei Elitarny Skrytobójca 0086 <gen>
    Set VariableSet IntroSaboteur01 = Draenei Sabotażysta 0031 <gen>
    Set VariableSet IntroSaboteur02 = Draenei Sabotażysta 0126 <gen>
    Player - Disable Permanent Invisibility for AP1_Player
    -------- Inept Guards --------
    Unit - Change color of Overlord 0143 <gen> to (Color of P04_Magtheridon)
    Unit - Change color of Felguard 0142 <gen> to (Color of P04_Magtheridon)
    -------- Patrols --------
    Set VariableSet LeftPatrolA = (Random unit from (Units in LeftPatrol_01A <gen> owned by P04_Magtheridon))
    Set VariableSet LeftPatrolB = (Random unit from (Units in LeftPatrol_01B <gen> owned by P04_Magtheridon))
    Set VariableSet LeftPatrolC = (Random unit from (Units in LeftPatrol_01C <gen> owned by P04_Magtheridon))
    Set VariableSet LeftPatrolUnits = (Units in LeftPatrol_Units <gen> owned by P04_Magtheridon)
    Unit Group - Pick every unit in LeftPatrolUnits and do (Actions)
      Loop - Actions
        AI - Ignore (Picked unit)'s guard position
        Unit - Set (Picked unit) movement speed to 270.00
    Set VariableSet RightPatrolA = (Random unit from (Units in RightPatrol_01A <gen> owned by P04_Magtheridon))
    Set VariableSet RightPatrolB = (Random unit from (Units in RightPatrol_01B <gen> owned by P04_Magtheridon))
    Set VariableSet RightPatrolC = (Random unit from (Units in RightPatrol_01C <gen> owned by P04_Magtheridon))
    Set VariableSet RightPatrolUnits = (Units in RightPatrol_Units <gen> owned by P04_Magtheridon)
    Unit Group - Pick every unit in RightPatrolUnits and do (Actions)
      Loop - Actions
        AI - Ignore (Picked unit)'s guard position
        Unit - Set (Picked unit) movement speed to 270.00
    -------- Yellow AI Ignore --------
    AI - Ignore Siepacz Piekielnych Orków 0057 <gen>'s guard position
    AI - Ignore Siepacz Piekielnych Orków 0001 <gen>'s guard position
    -------- Green AI Ignore --------
    AI - Ignore Infernal 0079 <gen>'s guard position
    AI - Ignore Felguard 0266 <gen>'s guard position
    AI - Ignore Maiden of Pain 0263 <gen>'s guard position
    AI - Ignore Bloodfiend 0267 <gen>'s guard position
    AI - Ignore Vile Temptress 0207 <gen>'s guard position
    AI - Ignore Felguard 0264 <gen>'s guard position
    -------- Generators --------
    Set VariableSet Generator02 = Power Generator 0160 <gen>
    Set VariableSet Generator03 = Power Generator 0161 <gen>
    Set VariableSet Generator04 = Power Generator 0162 <gen>
    Set VariableSet Generator05 = Power Generator 0163 <gen>
    -------- Orange Production Buildings --------
    Unit Group - Add Beastiary 0110 <gen> to OrangeProductionBuildings
    Unit Group - Add Barracks 0319 <gen> to OrangeProductionBuildings
    Unit Group - Add Altar of Storms 0106 <gen> to OrangeProductionBuildings
    -------- Pink Production Buildings --------
    Unit Group - Add Beastiary 0146 <gen> to PinkProductionBuildings
    Unit Group - Add Barracks 0144 <gen> to PinkProductionBuildings
    Unit Group - Add Altar of Storms 0023 <gen> to PinkProductionBuildings
    -------- Magtheridon's Guards --------
    Set VariableSet MagtheridonGuard01 = Eredar Diabolist 0255 <gen>
    Set VariableSet MagtheridonGuard02 = Eredar Diabolist 0281 <gen>
    Set VariableSet MagtheridonGuard03 = Infernal Juggernaut 0254 <gen>
    Set VariableSet MagtheridonGuard04 = Piekielny Ork - Czarnoksiężnik 0108 <gen>
    Set VariableSet MagtheridonTrigger = Eredar Warlock 0317 <gen>
    -------- Make units in Magtheridon's area invulnerable until the gates are open --------
    Set VariableSet InvulnerableGuards = (Units in Invulnerable_Guards <gen>)
    Unit Group - Add Generator04 to InvulnerableGuards
    Unit Group - Pick every unit in InvulnerableGuards and do (Make (Picked unit) Invulnerable)
    -------- Set Guard Groups --------
    Unit Group - Add all units of (Units in MastersGuards <gen> owned by P11_MasterOfPain) to MastersGuards
    Unit Group - Add all units of (Units in MistressGuards <gen> owned by P10_MistressOfTorment) to MistressGuards
Init 03 Music
  Events
  Conditions
  Actions
    Sound - Clear the music list
    Wait 0.01 seconds
    Sound - Play Doom.
    Sound - Set the music list to Music, starting with song 1
Init 04a Environment
  Events
  Conditions
  Actions
    -------- Initial Time Of Day --------
    Game - Set the time of day to 12.00
    Game - Turn the day/night cycle Off
    -------- Weather Effects --------
    -------- Fog --------
    -------- Initial Visibility --------
    -------- Blood Elf Gate --------
    Destructible - Open Brama Cytadeli 0374 <gen>
    -------- Naga Gate --------
    Destructible - Make Iron Gate 0047 <gen> Invulnerable
    -------- Magtheridon's Gates --------
    Set VariableSet EndGate01 = Vengeance 1525 <gen>
    Set VariableSet EndGate02 = Vengeance 1526 <gen>
    Destructible - Make EndGate01 Invulnerable
    Destructible - Make EndGate02 Invulnerable
    -------- Siege Gates --------
    Destructible - Make Iron Gate 0832 <gen> Invulnerable
    Destructible - Make Iron Gate 0833 <gen> Invulnerable
    -------- Bridge Plate --------
    Set VariableSet BridgePlateLeft = Foot Switch 1784 <gen>
    Set VariableSet BridgePlateRight = Foot Switch 0721 <gen>
    -------- Throne Plate --------
    Set VariableSet ThronePlate = Foot Switch 0894 <gen>
    -------- Bridge Elevators --------
    Set VariableSet ElevatorLeftA = Elevator 1439 <gen>
    Set VariableSet ElevatorLeftB = Elevator 1440 <gen>
    Set VariableSet ElevatorLeftC = Elevator 1783 <gen>
    Set VariableSet ElevatorRightA = Elevator 0717 <gen>
    Set VariableSet ElevatorRightB = Elevator 0718 <gen>
    Set VariableSet ElevatorRightC = Elevator 1379 <gen>
    Destructible - Set height of ElevatorLeftA to 2
    Destructible - Set height of ElevatorLeftB to 2
    Destructible - Set height of ElevatorLeftC to 2
    Destructible - Set height of ElevatorRightA to 2
    Destructible - Set height of ElevatorRightB to 2
    Destructible - Set height of ElevatorRightC to 2
    Destructible - Close West wall of ElevatorLeftA
    Destructible - Close West wall of ElevatorLeftB
    Destructible - Close West wall of ElevatorLeftC
    Destructible - Close East wall of ElevatorRightA
    Destructible - Close East wall of ElevatorRightB
    Destructible - Close East wall of ElevatorRightC
    Destructible - Close North wall of ElevatorLeftA
    Destructible - Close North wall of ElevatorRightA
    Destructible - Close South wall of ElevatorLeftC
    Destructible - Close South wall of ElevatorRightC
    -------- Throne Elevator --------
    Set VariableSet ThroneElevatorA = Elevator 0485 <gen>
    Set VariableSet ThroneElevatorB = Elevator 0893 <gen>
    Destructible - Set height of ThroneElevatorA to 2
    Destructible - Set height of ThroneElevatorB to 2
    Destructible - Close North wall of ThroneElevatorA
    Destructible - Close West wall of ThroneElevatorA
    Destructible - Close East wall of ThroneElevatorA
    Destructible - Close South wall of ThroneElevatorB
    Destructible - Close West wall of ThroneElevatorB
    Destructible - Close East wall of ThroneElevatorB
Init 04b GatePoints
  Events
  Conditions
  Actions
    -------- Gate 02 --------
    Set VariableSet zGateVSource02LeftA = (Center of Gate02Left_Vision_Source_A <gen>)
    Set VariableSet zGateVSource02LeftB = (Center of Gate02Left_Vision_Source_B <gen>)
    Set VariableSet zGateVSource02LeftC = (Center of Gate02Left_Vision_Source_C <gen>)
    Set VariableSet zGateVSource02LeftD = (Center of Gate02Left_Vision_Source_D <gen>)
    Set VariableSet zGateVSource02LeftE = (Center of Gate02Left_Vision_Source_E <gen>)
    Set VariableSet zGateVSource02RightA = (Center of Gate02Right_Vision_Source_A <gen>)
    Set VariableSet zGateVSource02RightB = (Center of Gate02Right_Vision_Source_B <gen>)
    Set VariableSet zGateVSource02RightC = (Center of Gate02Right_Vision_Source_C <gen>)
    Set VariableSet zGateVSource02RightD = (Center of Gate02Right_Vision_Source_D <gen>)
    Set VariableSet zGateVSource02RightE = (Center of Gate02Right_Vision_Source_E <gen>)
    -------- Gate 03 --------
    Set VariableSet zGateVSource03LeftA = (Center of Gate03Left_Vision_Source_A <gen>)
    Set VariableSet zGateVSource03LeftB = (Center of Gate03Left_Vision_Source_B <gen>)
    Set VariableSet zGateVSource03LeftC = (Center of Gate03Left_Vision_Source_C <gen>)
    Set VariableSet zGateVSource03LeftD = (Center of Gate03Left_Vision_Source_D <gen>)
    Set VariableSet zGateVSource03LeftE = (Center of Gate03Left_Vision_Source_E <gen>)
    Set VariableSet zGateVSource03RightA = (Center of Gate03Right_Vision_Source_A <gen>)
    Set VariableSet zGateVSource03RightB = (Center of Gate03Right_Vision_Source_B <gen>)
    Set VariableSet zGateVSource03RightC = (Center of Gate03Right_Vision_Source_C <gen>)
    Set VariableSet zGateVSource03RightD = (Center of Gate03Right_Vision_Source_D <gen>)
    Set VariableSet zGateVSource03RightE = (Center of Gate03Right_Vision_Source_E <gen>)
    -------- Gate 04 --------
    Set VariableSet zGateVSource04LeftA = (Center of Gate04Left_Vision_Source_A <gen>)
    Set VariableSet zGateVSource04LeftB = (Center of Gate04Left_Vision_Source_B <gen>)
    Set VariableSet zGateVSource04LeftC = (Center of Gate04Left_Vision_Source_C <gen>)
    Set VariableSet zGateVSource04LeftD = (Center of Gate04Left_Vision_Source_D <gen>)
    Set VariableSet zGateVSource04LeftE = (Center of Gate04Left_Vision_Source_E <gen>)
    Set VariableSet zGateVSource04RightA = (Center of Gate04Right_Vision_Source_A <gen>)
    Set VariableSet zGateVSource04RightB = (Center of Gate04Right_Vision_Source_B <gen>)
    Set VariableSet zGateVSource04RightC = (Center of Gate04Right_Vision_Source_C <gen>)
    Set VariableSet zGateVSource04RightD = (Center of Gate04Right_Vision_Source_D <gen>)
    Set VariableSet zGateVSource04RightE = (Center of Gate04Right_Vision_Source_E <gen>)
    -------- Gate 05 --------
    Set VariableSet zGateVSource05LeftA = (Center of Gate05Left_Vision_Source_A <gen>)
    Set VariableSet zGateVSource05LeftB = (Center of Gate05Left_Vision_Source_B <gen>)
    Set VariableSet zGateVSource05LeftC = (Center of Gate05Left_Vision_Source_C <gen>)
    Set VariableSet zGateVSource05LeftD = (Center of Gate05Left_Vision_Source_D <gen>)
    Set VariableSet zGateVSource05LeftE = (Center of Gate05Left_Vision_Source_E <gen>)
    Set VariableSet zGateVSource05RightA = (Center of Gate05Right_Vision_Source_A <gen>)
    Set VariableSet zGateVSource05RightB = (Center of Gate05Right_Vision_Source_B <gen>)
    Set VariableSet zGateVSource05RightC = (Center of Gate05Right_Vision_Source_C <gen>)
    Set VariableSet zGateVSource05RightD = (Center of Gate05Right_Vision_Source_D <gen>)
    Set VariableSet zGateVSource05RightE = (Center of Gate05Right_Vision_Source_E <gen>)
    -------- Coin Vision 01 --------
    Set VariableSet zCoinVSource01 = (Center of CoinIsland_Vision_Source <gen>)
    -------- Coin Vision 02 --------
    Set VariableSet zCoinVSource02 = (Center of CoinIsland2_Vision_Source <gen>)
    -------- Gate Vision --------
    Set VariableSet zGateVSource = (Center of Gate_Vision_Source <gen>)
    -------- Magtheridon Vision --------
    Set VariableSet zMagtheridonVSourceA = (Center of Magtheridon_Vision_Source_A <gen>)
    Set VariableSet zMagtheridonVSourceB = (Center of Magtheridon_Vision_Source_B <gen>)
    -------- Hydra Den Vision --------
    Set VariableSet zHydraDenVSource = (Center of HydraDen_Vision_Source <gen>)
    -------- Docks Vision --------
    Set VariableSet zDocksVSource = (Center of Docks_Vision_Source <gen>)
    -------- Patrol Points --------
    Set VariableSet zPatrolPointLeft01A = (Center of LeftPatrol_01A <gen>)
    Set VariableSet zPatrolPointLeft01B = (Center of LeftPatrol_01B <gen>)
    Set VariableSet zPatrolPointLeft01C = (Center of LeftPatrol_01C <gen>)
    Set VariableSet zPatrolPointLeft02A = (Center of LeftPatrol_02A <gen>)
    Set VariableSet zPatrolPointLeft02B = (Center of LeftPatrol_02B <gen>)
    Set VariableSet zPatrolPointLeft02C = (Center of LeftPatrol_02C <gen>)
    Set VariableSet zPatrolPointRight01A = (Center of RightPatrol_01A <gen>)
    Set VariableSet zPatrolPointRight01B = (Center of RightPatrol_01B <gen>)
    Set VariableSet zPatrolPointRight01C = (Center of RightPatrol_01C <gen>)
    Set VariableSet zPatrolPointRight02A = (Center of RightPatrol_02A <gen>)
    Set VariableSet zPatrolPointRight02B = (Center of RightPatrol_02B <gen>)
    Set VariableSet zPatrolPointRight02C = (Center of RightPatrol_02C <gen>)
Init 05 Sound
  Events
  Conditions
  Actions
    Set VariableSet PlateActivationSound = InGameChatWhat1 <gen>
    Set VariableSet ElevatorSound = BattlenetBirth1 <gen>
Init 06 Quests
  Events
  Conditions
  Actions
    -------- Create Quests --------
    Trigger - Run Quest_Generators_Create <gen> (checking conditions)
    Trigger - Run Quest_Siege_Create <gen> (checking conditions)
    Trigger - Run Quest_Keys_Create <gen> (checking conditions)
    Trigger - Run Quest_Magtheridon_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 2 (Blue) types a chat message containing -Hard (stringnoformat) as An exact match
  Conditions
  Actions
    Unit - Unpause all units
    Trigger - Run Initialization <gen> (ignoring conditions)
    Hero - Set Piekielny Ork - Mistrz Ostrzy 0236 <gen> Hero-level to 10, Hide level-up graphics
    Hero - Learn skill for Piekielny Ork - Mistrz Ostrzy 0236 <gen>: Orc Blademaster - Critical Strike
    Hero - Learn skill for Piekielny Ork - Mistrz Ostrzy 0236 <gen>: Orc Blademaster - Mirror Image
    Hero - Learn skill for Piekielny Ork - Mistrz Ostrzy 0236 <gen>: Orc Blademaster - Mirror Image
    Hero - Learn skill for Piekielny Ork - Mistrz Ostrzy 0236 <gen>: Orc Blademaster - Mirror Image
    Hero - Learn skill for Piekielny Ork - Mistrz Ostrzy 0236 <gen>: Orc Blademaster - Bladestorm
    Hero - Learn skill for Piekielny Ork - Mistrz Ostrzy 0236 <gen>: Human Mountain King - Bash
    Hero - Set Piekielny Ork - Mistrz Ostrzy 0158 <gen> Hero-level to 10, Hide level-up graphics
    Hero - Create Crown of Kings +5 and give it to Piekielny Ork - Mistrz Ostrzy 0158 <gen>
    Hero - Create Ring of Protection +5 and give it to Piekielny Ork - Mistrz Ostrzy 0158 <gen>
    Hero - Create Ring of Protection +5 and give it to Piekielny Ork - Mistrz Ostrzy 0158 <gen>
    Hero - Create Circlet of Nobility and give it to Piekielny Ork - Mistrz Ostrzy 0158 <gen>
    Hero - Create Claws of Attack +15 and give it to Piekielny Ork - Mistrz Ostrzy 0158 <gen>
    Hero - Create Claws of Attack +15 and give it to Piekielny Ork - Mistrz Ostrzy 0158 <gen>
    Hero - Set Piekielny Ork - Mistrz Ostrzy 0177 <gen> Hero-level to 10, Hide level-up graphics
    Hero - Create Ring of Protection +5 and give it to Piekielny Ork - Mistrz Ostrzy 0177 <gen>
    Hero - Create Kelen's Dagger of Escape and give it to Piekielny Ork - Mistrz Ostrzy 0177 <gen>
    Hero - Create Crown of Kings +5 and give it to Piekielny Ork - Mistrz Ostrzy 0177 <gen>
    Hero - Create Ring of Protection +5 and give it to Piekielny Ork - Mistrz Ostrzy 0177 <gen>
    Hero - Create Claws of Attack +15 and give it to Piekielny Ork - Mistrz Ostrzy 0177 <gen>
    Hero - Create Claws of Attack +15 and give it to Piekielny Ork - Mistrz Ostrzy 0177 <gen>
    Hero - Set Piekielny Ork - Mistrz Ostrzy 0014 <gen> Hero-level to 10, Hide level-up graphics
    Hero - Create Claws of Attack +15 and give it to Piekielny Ork - Mistrz Ostrzy 0014 <gen>
    Hero - Create Claws of Attack +15 and give it to Piekielny Ork - Mistrz Ostrzy 0014 <gen>
    Hero - Create Ring of Protection +5 and give it to Piekielny Ork - Mistrz Ostrzy 0014 <gen>
    Hero - Create Sobi Mask and give it to Piekielny Ork - Mistrz Ostrzy 0014 <gen>
    Hero - Create Khadgar's Gem of Health and give it to Piekielny Ork - Mistrz Ostrzy 0014 <gen>
    Hero - Create Khadgar's Gem of Health and give it to Piekielny Ork - Mistrz Ostrzy 0014 <gen>
    Hero - Set Pan Bólu 0426 <gen> Hero-level to 15, Hide level-up graphics
    Hero - Create Khadgar's Gem of Health and give it to Piekielny Ork - Mistrz Ostrzy 0251 <gen>
    Hero - Create Khadgar's Gem of Health and give it to Piekielny Ork - Mistrz Ostrzy 0251 <gen>
    Hero - Create Ring of Protection +5 and give it to Piekielny Ork - Mistrz Ostrzy 0251 <gen>
    Hero - Create Claws of Attack +15 and give it to Piekielny Ork - Mistrz Ostrzy 0251 <gen>
    Hero - Create Ring of Protection +5 and give it to Piekielny Ork - Mistrz Ostrzy 0251 <gen>
    Hero - Create Claws of Attack +15 and give it to Piekielny Ork - Mistrz Ostrzy 0251 <gen>
    Hero - Create Claws of Attack +15 and give it to Pan Bólu 0426 <gen>
    Hero - Create Claws of Attack +15 and give it to Pan Bólu 0426 <gen>
    Hero - Create Ring of Protection +5 and give it to Pan Bólu 0426 <gen>
    Hero - Create Ring of Protection +5 and give it to Pan Bólu 0426 <gen>
    Hero - Create Crown of Kings +5 and give it to Pan Bólu 0426 <gen>
    Hero - Create Claws of Attack +15 and give it to Pan Bólu 0426 <gen>
    Hero - Set Pani Udreki 0019 <gen> Hero-level to 15, Hide level-up graphics
    Hero - Create Mask of Death and give it to Pan Bólu 0426 <gen>
    Hero - Create Claws of Attack +15 and give it to Pan Bólu 0426 <gen>
    Hero - Create Claws of Attack +15 and give it to Pan Bólu 0426 <gen>
    Hero - Create Crown of Kings +5 and give it to Pan Bólu 0426 <gen>
    Hero - Create Ring of Regeneration and give it to Pan Bólu 0426 <gen>
    Hero - Create Cloak of Flames and give it to Pan Bólu 0426 <gen>
    Player - Set the current research level of Rome (techcode) to 3 for Player 5 (Yellow)
    Player - Set the current research level of Roar (techcode) to 3 for Player 5 (Yellow)
    Player - Set the current research level of Roar (techcode) to 3 for Player 6 (Orange)
    Player - Set the current research level of Rome (techcode) to 3 for Player 6 (Orange)
    Player - Set the current research level of Rome (techcode) to 3 for Player 7 (Green)
    Player - Set the current research level of Roar (techcode) to 3 for Player 7 (Green)
    Player - Set the current research level of Roar (techcode) to 3 for Player 8 (Pink)
    Player - Set the current research level of Rome (techcode) to 3 for Player 8 (Pink)
    Player - Set the current research level of Rome (techcode) to 3 for Player 4 (Purple)
    Player - Set the current research level of Roar (techcode) to 3 for Player 4 (Purple)
    Player - Set the current research level of Rome (techcode) to 3 for Player 10 (Light Blue)
    Player - Set the current research level of Roar (techcode) to 3 for Player 10 (Light Blue)
    Player - Set the current research level of Roar (techcode) to 3 for Player 11 (Dark Green)
    Player - Set the current research level of Rome (techcode) to 3 for Player 11 (Dark Green)
Init 07b Normal
  Events
    Player - Player 1 (Red) types a chat message containing -Normal (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -Normal (stringnoformat) as An exact match
  Conditions
  Actions
    -------- Master's Area --------
    Unit - Unpause all units
    Trigger - Run Initialization <gen> (ignoring conditions)
    Unit - Remove Doom Guard 0403 <gen> from the game
    Unit - Replace Defiled Fountain of Life 0433 <gen> with a Fountain of Health using The old unit's relative life and mana
    Unit - Replace Defiled Fountain of Life 0435 <gen> with a Fountain of Health using The old unit's relative life and mana
    Unit - Replace Defiled Fountain of Life 0434 <gen> with a Fountain of Health using The old unit's relative life and mana
    Unit - Remove Doom Guard 0402 <gen> from the game
    Unit - Remove Doom Guard 0461 <gen> from the game
    Unit - Remove Doom Guard 0460 <gen> from the game
    Unit - Remove Infernal 0463 <gen> from the game
    Unit - Remove Doom Guard 0462 <gen> from the game
    Unit - Remove Doom Guard 0424 <gen> from the game
    -------- Mistress' Area --------
    Unit - Remove Doom Guard 0153 <gen> from the game
    Unit - Remove Fregata Piekielnych Orków 0436 <gen> from the game
    Unit - Remove Kolos Piekielnych Orków 0437 <gen> from the game
    Unit - Remove Fregata Piekielnych Orków 0040 <gen> from the game
    Unit - Remove Burzyciel Piekielnych Orków 0078 <gen> from the game
    Unit - Remove Burzyciel Piekielnych Orków 0131 <gen> from the game
    -------- Bottom Left Gate --------
    Unit - Remove Doom Guard 0385 <gen> from the game
    -------- Butcher Area --------
    Unit - Remove Doom Guard 0384 <gen> from the game
    Unit - Remove Fel Ravager 0477 <gen> from the game
    Unit - Remove Kolos Piekielnych Orków 0448 <gen> from the game
    Unit - Remove Kolos Piekielnych Orków 0356 <gen> from the game
    -------- Top Right Creep Camp --------
    Unit - Remove Doom Guard 0454 <gen> from the game
    -------- Magtheridon's Area --------
    Unit - Replace Infernal Juggernaut 0254 <gen> with a Infernal Juggernaut (Łatwy) using The old unit's relative life and mana
    Unit - Remove Doom Guard 0397 <gen> from the game
    Unit - Remove Doom Guard 0447 <gen> from the game
    Unit - Remove Infernal 0459 <gen> from the game
    Unit - Remove Infernal 0422 <gen> from the game
    -------- Yellow Base --------
    Unit - Remove Infernal 0421 <gen> from the game
    Unit - Remove Doom Guard 0419 <gen> from the game
    -------- Orange Base --------
    Unit - Remove Doom Guard 0458 <gen> from the game
    Unit - Remove Doom Guard 0456 <gen> from the game
    -------- Shipyards --------
    Unit - Remove Doom Guard 0457 <gen> from the game
    Unit - Remove Orc Shipyard 0069 <gen> from the game
    Hero - Set Piekielny Ork - Mistrz Ostrzy 0236 <gen> Hero-level to 6, Hide level-up graphics
    Hero - Create Crown of Kings +5 and give it to Piekielny Ork - Mistrz Ostrzy 0236 <gen>
    Hero - Create Ring of Protection +5 and give it to Piekielny Ork - Mistrz Ostrzy 0236 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0236 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0236 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0236 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0236 <gen>
    Hero - Set Pani Udreki 0019 <gen> Hero-level to 10, Hide level-up graphics
    Hero - Create Phat Lewt and give it to Pani Udreki 0019 <gen>
    Hero - Create Phat Lewt and give it to Pani Udreki 0019 <gen>
    Hero - Create Phat Lewt and give it to Pani Udreki 0019 <gen>
    Hero - Create Phat Lewt and give it to Pani Udreki 0019 <gen>
    Hero - Create Mask of Death and give it to Pani Udreki 0019 <gen>
    Hero - Create Crown of Kings +5 and give it to Pani Udreki 0019 <gen>
    Hero - Set Pan Bólu 0426 <gen> Hero-level to 10, Hide level-up graphics
    Hero - Create Claws of Attack +15 and give it to Pan Bólu 0426 <gen>
    Hero - Create Claws of Attack +15 and give it to Pan Bólu 0426 <gen>
    Hero - Create Phat Lewt and give it to Pan Bólu 0426 <gen>
    Hero - Create Phat Lewt and give it to Pan Bólu 0426 <gen>
    Hero - Create Phat Lewt and give it to Pan Bólu 0426 <gen>
    Hero - Create Phat Lewt and give it to Pan Bólu 0426 <gen>
    Hero - Set Piekielny Ork - Mistrz Ostrzy 0251 <gen> Hero-level to 6, Hide level-up graphics
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0251 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0251 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0251 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0251 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0251 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0251 <gen>
    Hero - Set Piekielny Ork - Mistrz Ostrzy 0014 <gen> Hero-level to 6, Hide level-up graphics
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0014 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0014 <gen>
    Player - Set the current research level of Rome (techcode) to 0 for Player 5 (Yellow)
    Player - Set the current research level of Roar (techcode) to 0 for Player 5 (Yellow)
    Player - Set the current research level of Roar (techcode) to 0 for Player 7 (Green)
    Player - Set the current research level of Rome (techcode) to 0 for Player 7 (Green)
    Player - Set the current research level of Rome (techcode) to 0 for Player 6 (Orange)
    Player - Set the current research level of Roar (techcode) to 0 for Player 6 (Orange)
    Player - Set the current research level of Roar (techcode) to 0 for Player 8 (Pink)
    Player - Set the current research level of Rome (techcode) to 0 for Player 8 (Pink)
    Player - Set the current research level of Rome (techcode) to 0 for Player 10 (Light Blue)
    Player - Set the current research level of Roar (techcode) to 0 for Player 10 (Light Blue)
    Player - Set the current research level of Roar (techcode) to 0 for Player 11 (Dark Green)
    Player - Set the current research level of Rome (techcode) to 0 for Player 11 (Dark Green)
    Player - Set the current research level of Rome (techcode) to 0 for Player 4 (Purple)
    Player - Set the current research level of Roar (techcode) to 0 for Player 4 (Purple)
    Player - Set the current research level of Rwdm (techcode) to 0 for Player 4 (Purple)
    Player - Set the current research level of Rwdm (techcode) to 0 for Player 6 (Orange)
    Player - Set the current research level of Rwdm (techcode) to 0 for Player 5 (Yellow)
    Player - Set the current research level of Rwdm (techcode) to 0 for Player 7 (Green)
    Player - Set the current research level of Rwdm (techcode) to 0 for Player 8 (Pink)
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0014 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0014 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0014 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0014 <gen>
    Hero - Set Piekielny Ork - Mistrz Ostrzy 0177 <gen> Hero-level to 6, Hide level-up graphics
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0177 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0177 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0177 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0177 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0177 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0177 <gen>
    Hero - Set Piekielny Ork - Mistrz Ostrzy 0158 <gen> Hero-level to 6, Hide level-up graphics
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0158 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0158 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0158 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0158 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0158 <gen>
    Hero - Create Phat Lewt and give it to Piekielny Ork - Mistrz Ostrzy 0158 <gen>
Init 08 Experience
  Events
  Conditions
  Actions
    Hero - Make AP1_Player Heroes gain 75.00% experience from future kills
    Hero - Make Player 2 (Blue) Heroes gain 75.00% experience from future kills
    -------- Cap AI Hero Experience --------
    Hero - Disable experience gain for Piekielny Ork - Mistrz Ostrzy 0177 <gen>.
    Hero - Disable experience gain for Piekielny Ork - Mistrz Ostrzy 0014 <gen>.
    Hero - Disable experience gain for Piekielny Ork - Mistrz Ostrzy 0158 <gen>.
    Hero - Disable experience gain for Piekielny Ork - Mistrz Ostrzy 0251 <gen>.
    Hero - Disable experience gain for Piekielny Ork - Mistrz Ostrzy 0236 <gen>.
    Hero - Disable experience gain for Piekielny Ork - Mistrz Ostrzy 0287 <gen>.
Load Vashj
  Events
  Conditions
  Actions
    -------- Load Hero From Cache --------
    Game Cache - Restore Vashj (stringnoformat) of HumanX06 (stringnoformat) from (Last created game cache) for Player 2 (Blue) at (Center of Intro_Vashj_Start <gen>) facing 0.00
    Set VariableSet Vashj = (Last restored unit)
    If (Vashj Not equal to No unit) then do (Skip remaining actions) else do (Do nothing)
    -------- Create Default Hero --------
    Unit - Create 1.Naga Sea Witch for Player 2 (Blue) at (Center of Intro_Vashj_Start <gen>) facing 0.00 degrees
    Hero - Set (Last created unit) Hero-level to 8, Hide level-up graphics
    Set VariableSet Vashj = (Last created unit)
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_Illidan <gen> (checking conditions)
    Trigger - Run Load_Kael <gen> (checking conditions)
    Trigger - Run Load_Vashj <gen> (checking conditions)
    Trigger - Run Create_Akama <gen> (checking conditions)
    Player - Disable Phoenix for AP1_Player
Load Illidan
  Events
  Conditions
  Actions
    -------- Load Hero From Cache --------
    Game Cache - Restore Illidan (stringnoformat) of HumanX06 (stringnoformat) from (Last created game cache) for AP1_Player at (Center of Intro_Illidan_Start <gen>) facing 0.00
    Set VariableSet Illidan = (Last restored unit)
    If (Illidan Not equal to No unit) then do (Skip remaining actions) else do (Do nothing)
    -------- Create Default Hero --------
    Unit - Create 1.Demon Hunter (Evil) for Player 2 (Blue) at (Center of Intro_Illidan_Start <gen>) facing 0.00 degrees
    Hero - Set (Last created unit) Hero-level to 10, Hide level-up graphics
    Hero - Learn skill for (Last created unit): Night Elf Demon Hunter - Mana Burn
    Hero - Learn skill for (Last created unit): Night Elf Demon Hunter - Mana Burn
    Hero - Learn skill for (Last created unit): Night Elf Demon Hunter - Mana Burn
    Hero - Learn skill for (Last created unit): Night Elf Demon Hunter - Immolation
    Hero - Learn skill for (Last created unit): Night Elf Demon Hunter - Immolation
    Hero - Learn skill for (Last created unit): Night Elf Demon Hunter - Immolation
    Hero - Learn skill for (Last created unit): Night Elf Demon Hunter - Evasion
    Hero - Learn skill for (Last created unit): Night Elf Demon Hunter - Evasion
    Hero - Learn skill for (Last created unit): Night Elf Demon Hunter - Evasion
    Hero - Learn skill for (Last created unit): Special Illidan (Evil) - Metamorphosis
    Set VariableSet Illidan = (Last created unit)
    Hero - Create Orb of Kil'jaeden and give it to Illidan
Load Kael
  Events
  Conditions
  Actions
    -------- Load Hero From Cache --------
    Game Cache - Restore Kael (stringnoformat) of HumanX06 (stringnoformat) from (Last created game cache) for AP1_Player at (Center of Intro_Kael_Start <gen>) facing 0.00
    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 0.00 degrees
    Hero - Set (Last created unit) Hero-level to 8, Hide level-up graphics
    Set VariableSet Kael = (Last created unit)
Load Kael Kopiuj
  Events
  Conditions
  Actions
    -------- Load Hero From Cache --------
    -------- Create Default Hero --------
    Unit - Create 1.Grand Blood Mage Ravael for AP1_Player at (Center of Region_359 <gen>) facing 0.00 degrees
    Hero - Set (Last created unit) Hero-level to 8, Hide level-up graphics
    Set VariableSet Ravael = (Last created unit)
Create Akama
  Events
  Conditions
  Actions
    -------- Create Akama --------
    Unit - Create 1.Elder Sage for Player 3 (Teal) at (Center of Intro_Start_Akama00 <gen>) facing 0.00 degrees
    Set VariableSet Akama = (Last created unit)
    Hero - Set Akama Hero-level to 7, Hide level-up graphics
    Hero - Learn skill for Akama: Special Akama - Chain Lightning
    Hero - Learn skill for Akama: Special Akama - Chain Lightning
    Hero - Learn skill for Akama: Special Akama - Chain Lightning
    Hero - Learn skill for Akama: Special Akama - Shadow Strike
    Hero - Learn skill for Akama: Special Akama - Feral Spirit
    Hero - Learn skill for Akama: Special Akama - Feral Spirit
    Hero - Learn skill for Akama: Special Akama - Reincarnation
    Hero - Create Staff of Silence and give it to Akama
    Hero - Create Claws of Attack +9 and give it to Akama
    Hero - Create Potion of Greater Healing and give it to Akama
    Hero - Create Potion of Greater Mana and give it to Akama
    Player - Set Player 2 (Blue).Current gold to 1000
Experience Cap Illidan
  Events
    Unit - A unit owned by Player 2 (Blue).Gains a level
  Conditions
    (Leveling Hero) Equal to Illidan
    (Hero level of (Leveling Hero)) Equal to 10
  Actions
    Hero - Disable experience gain for Illidan.
    Set VariableSet ExpDisabledForIllidan = True
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)) Equal to 10
  Actions
    Hero - Disable experience gain for Kael.
    Set VariableSet ExpDisabledForKael = True
Experience Cap Vashj
  Events
    Unit - A unit owned by Player 2 (Blue).Gains a level
  Conditions
    (Leveling Hero) Equal to Vashj
    (Hero level of (Leveling Hero)) Equal to 10
  Actions
    Hero - Disable experience gain for Vashj.
    Set VariableSet ExpDisabledForVashj = True
Experience Cap Vashj Kopiuj 2
  Events
    Unit - A unit Gains a level
  Conditions
    (Leveling Hero) Equal to Illidan
    (Hero level of (Leveling Hero)) Greater than or equal to 9
  Actions
    Hero - Disable experience gain for Illidan.
Experience Cap Vashj Kopiuj
  Events
    Unit - A unit Gains a level
  Conditions
    (Leveling Hero) Equal to Ravael
    (Hero level of (Leveling Hero)) Equal to 10
  Actions
    Hero - Disable experience gain for Ravael.
Experience Cap Akama
  Events
    Unit - A unit owned by Player 2 (Blue).Gains a level
  Conditions
    (Leveling Hero) Equal to Akama
    (Hero level of (Leveling Hero)) Equal to 10
  Actions
    Hero - Disable experience gain for Akama.
    Set VariableSet ExpDisabledForAkama = 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 Kings) 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)
Selection Screen
  Events
    Map initialization
  Conditions
  Actions
    Unit - Pause all units
    -------- Sets Up Player's Name and the Maximum Food They Can Have --------
    Player - Set Player 1 (Red).Food max to 60
    Player - Set name of Player 1 (Red) to Kael'thas Elves
    Player - Set Player 10 (Light Blue).Food max to 60
    Player - Set name of Player 2 (Blue) to Blood Elves
    -------- Sets Up Panda Logo and Game Information --------
    Cinematic - Fade out over 0.00 seconds using texture war3mapImported\IlidanBlackTemple.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Game - Display to (All players) the text: Chapter 6 Black TempleWelcome to the 2Player's Chapter 6 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 60.00 game-time seconds
    -------- Sets Up Campaign-Ish Visibility --------
    Visibility - Enable fog of war
    Visibility - Enable black mask
Selection Screen Kopiuj
  Events
  Conditions
  Actions
    Unit - Pause all units
    -------- Sets Up Panda Logo and Game Information --------
    Cinematic - Fade out over 0.00 seconds using texture war3mapImported\IlidanBlackTemple.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Game - Display to (All players) the text: Chapter 6 Black Temple
    Wait 60.00 game-time seconds
    -------- Sets Up Campaign-Ish Visibility --------
    Visibility - Enable fog of war
    Visibility - Enable black mask
VICTORY CINEMATIC CHEAT
  Events
    Player - Player 1 (Red) types a chat message containing tim (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off (This trigger)
    Unit - Kill Pit Lord 0087 <gen>
Intro Setup
  Events
  Conditions
  Actions
    -------- Set Sky --------
    Environment - Set sky to Outland Sky
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Illidan.
    Hero - Disable experience gain for Kael.
    Hero - Disable experience gain for Vashj.
    Hero - Disable experience gain for Akama.
    Hero - Disable experience gain for Ravael.
    -------- Make Heroes Invulnerable --------
    Unit - Make Akama Invulnerable
    Unit - Make Illidan Invulnerable
    Unit - Make Kael Invulnerable
    Unit - Make Vashj Invulnerable
    Unit - Make Ravael Invulnerable
    -------- Pause Units --------
    Unit - Pause all units
    Unit - Unpause Illidan
    Unit - Unpause Kael
    Unit - Unpause Vashj
    Unit - Unpause Akama
    Unit - Unpause Ravael
    Unit - Unpause IntroAssassin01
    Unit - Unpause IntroAssassin02
    Unit - Unpause IntroAssassin03
    Unit - Unpause IntroSaboteur01
    Unit - Unpause IntroSaboteur02
    Unit - Unpause Magtheridon
    Unit - Unpause IntroWarlock
    -------- Hide Units --------
    Set VariableSet HiddenUnits = (Units owned by AP1_Player matching (((Matching unit) is hidden) Equal to False).)
    Unit Group - Remove Illidan from HiddenUnits.
    Unit Group - Remove Kael from HiddenUnits.
    Unit Group - Remove Vashj from HiddenUnits.
    Unit Group - Remove Akama from HiddenUnits.
    Unit Group - Remove Ravael from HiddenUnits.
    Unit Group - Remove IntroAssassin01 from HiddenUnits.
    Unit Group - Remove IntroAssassin02 from HiddenUnits.
    Unit Group - Remove IntroAssassin03 from HiddenUnits.
    Unit Group - Remove IntroSaboteur01 from HiddenUnits.
    Unit Group - Remove IntroSaboteur02 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))
    -------- Make Wall Guards Invulnerable --------
    Unit - Make Infernal Juggernaut 0089 <gen> Invulnerable
    Unit - Make Infernal Juggernaut 0084 <gen> Invulnerable
    Unit - Make Wieża Zagłady 0080 <gen> Invulnerable
    Unit - Make Wieża Zagłady 0081 <gen> Invulnerable
    -------- Make Draenei Invulnerable --------
    Unit - Make IntroAssassin01 Invulnerable
    Unit - Make IntroAssassin02 Invulnerable
    Unit - Make IntroAssassin03 Invulnerable
    Unit - Make IntroSaboteur01 Invulnerable
    Unit - Make IntroSaboteur02 Invulnerable
    -------- Disable Abilities --------
    Player - Disable Heal for AP1_Player
    Player - Disable AIba (Item) for AP1_Player
    Player - Disable Brilliance Aura (Neutral Hostile) for AP1_Player
    Player - Disable Vampiric Aura (Neutral Hostile) for P04_Magtheridon
    Player - Disable Vampiric Aura (Neutral Hostile) for Neutral Passive
    Player - Disable Permanent Invisibility for AP1_Player
    Player - Disable Inferno (Neutral Hostile) for P04_Magtheridon
    Player - Disable AIau (Item) for P04_Magtheridon
Intro Cinematic Q
  Events
  Conditions
  Actions
    Game - Preload all files listed in Scripts\HumanX06.pld (preloadfile).
    Set VariableSet InCinematic = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for (All players)
    Trigger - Run Intro_Setup <gen> (checking conditions)
    Camera - .Apply. gg_cam_Intro_01A for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_Intro_01B for AP1_Player over ((Length of A07OrcWarlock01 <gen>) + ((Length of A07Magtheridon02 <gen>) + 6.00)) seconds
    Animation - Lock Magtheridon's Head to face IntroWarlock, offset by (0, 0, 90.00)
    Wait 0.50 seconds
    -------- Fade In --------
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.50 seconds
    Unit - Order IntroWarlock to Move To.(Center of Intro_Warlock_02 <gen>)
    Wait 0.50 seconds
    Trigger - Turn on Intro_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- Magtheridon Scene --------
    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 IntroWarlock named Piekielny Ork - Czarnoksiężnik: Play A07OrcWarlock01 <gen> and display Lordzie Magtheridonie - zbliżają się wojska naszych wrogów.. Modify duration: Add 0 seconds and Don't wait
    Wait for A07OrcWarlock01 <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 Magtheridon named Magtheridon: Play A07Magtheridon02 <gen> and display Te wymoczki to nic więcej jak tylko mała przeszkoda. Nic nie powstrzyma potęgi Magtheridona, Pana Pustkowia! Ci, którzy się sprzeciwiają mojej władzy, wkrótce pożałują swego zuchwalstwa!. Modify duration: Add 0 seconds and Don't wait
    Wait for A07Magtheridon02 <gen> to be 11.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Add War Stomp (Neutral Hostile) to Magtheridon
    Unit - Order Magtheridon to Orc Tauren Chieftain - War Stomp.
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Remove War Stomp (Neutral Hostile) from Magtheridon
    Wait 2.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Play Magtheridon's spell (animationname) animation
    Wait 2.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Animation - Reset Magtheridon's animation
    Wait 5.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.25 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Stop the currently playing music theme
    Wait 0.25 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Illidan Scene --------
    Animation - Reset Magtheridon's body-part facing
    Camera - .Apply. gg_cam_Intro_03A for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_03A for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_03B for AP1_Player over ((Length of A07Illidan03 <gen>) + 4.00) seconds
    Camera - .Apply. gg_cam_Intro_03B for Player 2 (Blue) over ((Length of A07Illidan03 <gen>) + 4.00) seconds
    Trigger - Run Intro_Spawn_Blood_Elves <gen> (checking conditions)
    Wait 0.20 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Illidan to Move To.(Center of Intro_Illidan_01 <gen>)
    Unit - Order Kael to Move To.(Center of Intro_Kael_01 <gen>)
    Unit - Order Ravael to Move To.(Center of Region_360 <gen>)
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play Illidan's Theme.
    Wait 2.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Illidan named Illidan Stormrage: Play A07Illidan03 <gen> and display Magtheridon urósł w siłę przez te wszystkie lata, ale nie napotkał na poważniejszy opór. Stał się gnuśny i miękki. Ten pyszałek nie zdoła się przeciwstawić naszemu sprytowi i sile woli!. Modify duration: Add 0 seconds and Don't wait
    Wait for A07Illidan03 <gen> to be 0.50 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_04A for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_04B for AP1_Player over ((Length of A07Kael04 <gen>) + 4.00) seconds
    -------- Start Fodder Charge --------
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Create 4.Spell Breaker for AP1_Player at (Center of SpawnFodder01 <gen>) facing 90.00 degrees
    Unit Group - Add all units of (Last created unit group) to FodderUnits
    Unit - Create 2.Spell Breaker for AP1_Player at (Center of SpawnFodder02 <gen>) facing 90.00 degrees
    Unit Group - Add all units of (Last created unit group) to FodderUnits
    Unit Group - Pick every unit in FodderUnits and do (Set life of (Picked unit) to 5.00%)
    Unit Group - Pick every unit in FodderUnits and do (Order (Picked unit) to Move To.(Center of Fodder_Destination <gen>))
    Unit - Unpause Wieża Zagłady 0081 <gen>
    Unit - Unpause Wieża Zagłady 0080 <gen>
    Unit - Unpause Infernal Juggernaut 0089 <gen>
    Unit - Unpause Infernal Juggernaut 0084 <gen>
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A07Kael04 <gen> and display Bitwa będzie wspaniała, o panie. Siły Magtheridona są o wiele potężniejsze, ale nasi wojownicy są gotowi na walkę do końca.. Modify duration: Add 0 seconds and Don't wait
    Wait for A07Kael04 <gen> to be 4.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 3.Spell Breaker for AP1_Player at (Center of SpawnFodder01 <gen>) facing 90.00 degrees
    Unit Group - Add all units of (Last created unit group) to FodderUnits
    Unit - Create 4.Spell Breaker for AP1_Player at (Center of SpawnFodder02 <gen>) facing 90.00 degrees
    Unit Group - Add all units of (Last created unit group) to FodderUnits
    Unit Group - Pick every unit in FodderUnits and do (Set life of (Picked unit) to 5.00%)
    Unit Group - Pick every unit in FodderUnits and do (Order (Picked unit) to Move To.(Center of Fodder_Destination <gen>))
    Wait 3.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Illidan face Kael over 0.30 seconds
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 5.Spell Breaker for AP1_Player at (Center of SpawnFodder01 <gen>) facing 90.00 degrees
    Unit Group - Add all units of (Last created unit group) to FodderUnits
    Unit - Create 4.Spell Breaker for AP1_Player at (Center of SpawnFodder02 <gen>) facing 90.00 degrees
    Unit Group - Add all units of (Last created unit group) to FodderUnits
    Unit Group - Pick every unit in FodderUnits and do (Set life of (Picked unit) to 5.00%)
    Unit Group - Pick every unit in FodderUnits and do (Order (Picked unit) to Move To.(Center of Fodder_Destination <gen>))
    Camera - .Apply. gg_cam_Intro_04C for AP1_Player over ((Length of A07Illidan05 <gen>) + 3.00) seconds
    Cinematic - Send transmission to (All players) from Illidan named Illidan Stormrage: Play A07Illidan05 <gen> and display Cieszy mnie zapał twoich wojsk, Kaelu. Ich siła oraz wiara umacniają się w tej głuszy. Być może ta odwaga przeważy.... Modify duration: Add 0 seconds and Don't wait
    Wait for A07Illidan05 <gen> to be 7.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 2.Spell Breaker for AP1_Player at (Center of SpawnFodder01 <gen>) facing 90.00 degrees
    Unit Group - Add all units of (Last created unit group) to FodderUnits
    Unit - Create 3.Spell Breaker for AP1_Player at (Center of SpawnFodder02 <gen>) facing 90.00 degrees
    Unit Group - Add all units of (Last created unit group) to FodderUnits
    Unit Group - Pick every unit in FodderUnits and do (Set life of (Picked unit) to 5.00%)
    Unit Group - Pick every unit in FodderUnits and do (Order (Picked unit) to Move To.(Center of Fodder_Destination <gen>))
    Wait 5.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Move Vashj instantly to (Center of Intro_Vashj_01 <gen>), facing (Position of Illidan)
    Unit - Order Vashj to Move To.(Center of Intro_Vashj_02 <gen>)
    Wait for A07Illidan05 <gen> to be 0 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 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_06A for AP1_Player over ((Length of A07LadyVashj06 <gen>) + 6.00) seconds
    Camera - .Apply. gg_cam_Intro_06A for Player 2 (Blue) over ((Length of A07LadyVashj06 <gen>) + 6.00) seconds
    Wait 0.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Vashj named Lady Vash: Play A07LadyVashj06 <gen> and display Lordzie Illidanie, nowe siły pozdrawiają cię.. Modify duration: Add 0 seconds and Don't wait
    Wait for A07LadyVashj06 <gen> to be 3.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Illidan face Vashj over 0.30 seconds
    Unit - Make Kael face Vashj over 0.30 seconds
    Unit - Make Ravael face Vashj over 0.30 seconds
    Wait 2.80 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Akama to Move To.(Center of Intro_Start_Akama01 <gen>)
    Unit - Order IntroAssassin01 to Move To.(Center of Intro_Start_Assassin_01 <gen>)
    Unit - Order IntroAssassin02 to Move To.(Center of Intro_Start_Assassin_02 <gen>)
    Unit - Order IntroAssassin03 to Move To.(Center of Intro_Start_Assassin_03 <gen>)
    Unit - Order IntroSaboteur01 to Move To.(Center of Intro_Start_Saboteur_01 <gen>)
    Unit - Order IntroSaboteur02 to Move To.(Center of Intro_Start_Saboteur_02 <gen>)
    Wait 0.20 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_07A for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_07A for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_07B for AP1_Player over ((Length of A07Akama07 <gen>) + 6.00) seconds
    Camera - .Apply. gg_cam_Intro_07B for Player 2 (Blue) over ((Length of A07Akama07 <gen>) + 6.00) seconds
    Wait 2.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Akama named Akama: Play A07Akama07 <gen> and display Draenei walczyli od pokoleń z Orkami i ich demonicznymi władcami. Wreszcie będziemy mogli zniszczyć to przekleństwo - rozkazuj nam, Illidanie!. Modify duration: Add 0 seconds and Don't wait
    Wait for A07Akama07 <gen> to be 0.00 seconds from finished playing
    Sound - Set Animation and Spell Sounds to 100.00%
    Sound - Set Combat Sounds to 100.00%
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Player - Enable Permanent Invisibility for AP1_Player
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Akama to Move To.(Center of Intro_Start_Akama02 <gen>)
    Wait 0.20 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order IntroAssassin01 to Move To.(Center of Intro_Start_Assassin_01B <gen>)
    Unit - Order IntroAssassin02 to Move To.(Center of Intro_Start_Assassin_02B <gen>)
    Unit - Order IntroAssassin03 to Move To.(Center of Intro_Start_Assassin_03B <gen>)
    Wait 0.20 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order IntroSaboteur01 to Move To.(Center of Intro_Start_Saboteur_01B <gen>)
    Unit - Order IntroSaboteur02 to Move To.(Center of Intro_Start_Saboteur_02B <gen>)
    Wait 0.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_08 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_08 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_08A for AP1_Player over 8.00 seconds
    Camera - .Apply. gg_cam_Intro_08A for Player 2 (Blue) over 8.00 seconds
    Unit - Move Akama instantly to (Center of Intro_Start_Akama02 <gen>), facing 90.00 degrees
    Unit - Move IntroAssassin01 instantly to (Center of Intro_Start_Assassin_01B <gen>), facing 90.00 degrees
    Unit - Move IntroAssassin02 instantly to (Center of Intro_Start_Assassin_02B <gen>), facing 90.00 degrees
    Unit - Move IntroAssassin03 instantly to (Center of Intro_Start_Assassin_03B <gen>), facing 90.00 degrees
    Unit - Move IntroSaboteur01 instantly to (Center of Intro_Start_Saboteur_01B <gen>), facing 90.00 degrees
    Unit - Move IntroSaboteur02 instantly to (Center of Intro_Start_Saboteur_02B <gen>), facing 90.00 degrees
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.10 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Prepping Targets --------
    Unit - Set life of Overlord 0143 <gen> to 1.00
    Unit - Set life of Felguard 0142 <gen> to 1.00
    Unit - Set life of Power Generator 0082 <gen> to 1.00
    -------- When good Draenei go bad --------
    Unit - Order Akama to Move To.(Center of Intro_Start_Akama03 <gen>)
    Unit - Order IntroAssassin01 to Attack.Felguard 0142 <gen>
    Unit - Order IntroAssassin03 to Attack.Overlord 0143 <gen>
    Wait 0.40 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order IntroAssassin02 to Move To.(Center of Intro_Start_Assassin_02C <gen>)
    Unit - Order IntroSaboteur01 to Move To.(Center of Intro_Start_Saboteur_01C <gen>)
    Unit - Order IntroSaboteur02 to Move To.(Center of Intro_Start_Saboteur_02C <gen>)
    Wait 5.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_09 for AP1_Player over 0.00 seconds
    Unit - Order Akama to Attack.Power Generator 0082 <gen>
    Wait 0.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play CorrosiveBreathMissileLaunch1 <gen> at 100.00% volume, located at (Center of SpecialEffect01C <gen>) with Z offset 0
    Sound - Play NightElfBuildingDeathSmall1 <gen> at 100.00% volume, located at (Center of SpecialEffect01C <gen>) with Z offset 0
    Wait 2.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Stop NightElfBuildingDeathSmall1 <gen> After fading
    Wait 0.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_10 for AP1_Player over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_10 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Intro_11 for AP1_Player over ((Length of A07Illidan11 <gen>) + 11.00) seconds
    Camera - .Apply. gg_cam_Intro_11 for Player 2 (Blue) over ((Length of A07Illidan11 <gen>) + 11.00) seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.75 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Kill Wieża Zagłady 0081 <gen>
    Special Effect - Create a special effect at (Center of Gate01A <gen>) using Units\NightElf\Wisp\WispExplode.mdl
    Set VariableSet SpecialEffect06 = (Last created special effect)
    Unit - Kill Infernal Juggernaut 0084 <gen>
    Special Effect - Create a special effect at (Center of Gate01B <gen>) using Units\NightElf\Wisp\WispExplode.mdl
    Set VariableSet SpecialEffect07 = (Last created special effect)
    Unit - Kill Infernal Juggernaut 0089 <gen>
    Special Effect - Create a special effect at (Center of Gate01C <gen>) using Units\NightElf\Wisp\WispExplode.mdl
    Set VariableSet SpecialEffect08 = (Last created special effect)
    Unit - Kill Wieża Zagłady 0080 <gen>
    Special Effect - Create a special effect at (Center of Gate01D <gen>) using Units\NightElf\Wisp\WispExplode.mdl
    Set VariableSet SpecialEffect09 = (Last created special effect)
    Wait 2.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Illidan to Move To.(Center of Intro_Illidan_02 <gen>)
    Wait 0.25 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Setup all volume channels for speech
    Unit - Order Kael to Move To.(Center of Intro_Kael_02 <gen>)
    Unit - Order Ravael to Move To.(Center of Region_361 <gen>)
    Unit - Order Vashj to Move To.(Center of Intro_Vashj_03 <gen>)
    -------- End of Draenei Scene --------
    Cinematic - Send transmission to (All players) from Illidan named Illidan Stormrage: Play A07Illidan08 <gen> and display Zgodnie z obietnicą twój lud będzie się mógł zemścić. Przed świtem do dna wypijemy czarę zemsty. Vash, Kael - wydajcie rozkaz ataku. Nadchodzi godzina gniewu!. Modify duration: Add 0 seconds and Don't wait
    Wait for A07Illidan08 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Kael to Move To.(Center of Intro_Kael_01 <gen>)
    Unit - Order Ravael to Move To.(Center of Region_360 <gen>)
    Unit - Order Vashj to Move To.(Center of Intro_Vashj_01 <gen>)
    Wait 1.25 seconds
    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, Let AI Settle Down --------
    Trigger - Run Start_AIs <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 2 (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 2 (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
    -------- Start Game --------
    Trigger - Run Gameplay <gen> (checking conditions)
    Set VariableSet InCinematic = False
    Trigger - Remove (This trigger) from the trigger queue
Intro Skipped
  Events
    Player - Player 2 (Blue) skips a cinematic sequence
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet IntroSkipped = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- Cleanup --------
    Trigger - Run Intro_Cleanup <gen> (checking conditions)
    -------- Start AI, Let AI Settle Down --------
    Trigger - Run Start_AIs <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 2 (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 2 (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
Intro Cleanup
  Events
  Conditions
  Actions
    -------- Enable Hint Naga Disable --------
    Trigger - Turn on Hint_Naga_Disable <gen>
    -------- Restore Abilities --------
    Player - Enable Permanent Invisibility for AP1_Player
    Player - Enable Heal for AP1_Player
    Player - Enable Vampiric Aura (Neutral Hostile) for P04_Magtheridon
    Player - Enable Vampiric Aura (Neutral Hostile) for Neutral Passive
    Player - Enable Brilliance Aura (Neutral Hostile) for AP1_Player
    Player - Enable AIba (Item) for AP1_Player
    Player - Enable Inferno (Neutral Hostile) for P04_Magtheridon
    Player - Enable AIau (Item) for P04_Magtheridon
    -------- Move Heroes --------
    Unit - Move Illidan instantly to (Center of Region_362 <gen>), facing 0.00 degrees
    Unit - Move Kael instantly to (Center of Gameplay_Kael_Start <gen>), facing 0.00 degrees
    Unit - Move Ravael instantly to (Center of Region_363 <gen>), facing 0.00 degrees
    Unit - Move Vashj instantly to (Center of Gameplay_Vashj_Start <gen>), facing 0.00 degrees
    -------- Move Draenei --------
    Unit - Move Akama instantly to (Center of Gameplay_Akama_Start <gen>), facing 270.00 degrees
    Unit - Move IntroAssassin01 instantly to (Center of Gameplay_Start_Assassin_01 <gen>), facing 270.00 degrees
    Unit - Move IntroAssassin02 instantly to (Center of Gameplay_Start_Assassin_02 <gen>), facing 270.00 degrees
    Unit - Move IntroAssassin03 instantly to (Center of Gameplay_Start_Assassin_03 <gen>), facing 270.00 degrees
    Unit - Move IntroSaboteur01 instantly to (Center of Gameplay_Start_Saboteur_01 <gen>), facing 270.00 degrees
    Unit - Move IntroSaboteur02 instantly to (Center of Gameplay_Start_Saboteur_02 <gen>), facing 270.00 degrees
    -------- Make Units Vulnerable --------
    Unit - Make Akama Vulnerable
    Unit - Make Illidan Vulnerable
    Unit - Make Kael Vulnerable
    Unit - Make Vashj Vulnerable
    Unit - Make Ravael Vulnerable
    -------- Make Draenei Invulnerable --------
    Unit - Make IntroAssassin01 Vulnerable
    Unit - Make IntroAssassin02 Vulnerable
    Unit - Make IntroAssassin03 Vulnerable
    Unit - Make IntroSaboteur01 Vulnerable
    Unit - Make IntroSaboteur02 Vulnerable
    -------- 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
    -------- Re-enable XP Gain --------
    If (ExpDisabledForKael Equal to False) then do (Enable experience gain for Kael.) else do (Do nothing)
    If (ExpDisabledForVashj Equal to False) then do (Enable experience gain for Vashj.) else do (Do nothing)
    If (ExpDisabledForAkama Equal to False) then do (Enable experience gain for Akama.) else do (Do nothing)
    If (ExpDisabledForRavael Equal to False) then do (Enable experience gain for Ravael.) else do (Do nothing)
    -------- Restore Selection --------
    Selection - Select Illidan
    -------- Reset Sky --------
    Environment - Set sky to None
    -------- Reset Weather --------
    -------- 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_Intro_Skipped) over 0 seconds
    -------- 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)
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Reveal_Draenei_01 <gen>) to a radius of 512.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Reveal_Draenei_02 <gen>) to a radius of 512.
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Reveal_Draenei_03 <gen>) to a radius of 512.
    Visibility - Destroy (Last created visibility modifier)
    -------- Reset Units --------
    Trigger - Run Intro_Reset_Blood_Elves <gen> (checking conditions)
    Unit Group - Pick every unit in FodderUnits and do (Kill (Picked unit))
    Unit - Kill Power Generator 0082 <gen>
    Unit - Kill Felguard 0142 <gen>
    Unit - Kill Overlord 0143 <gen>
    Unit - Kill Wieża Zagłady 0081 <gen>
    Unit - Kill Infernal Juggernaut 0084 <gen>
    Unit - Kill Infernal Juggernaut 0089 <gen>
    Unit - Kill Wieża Zagłady 0080 <gen>
    -------- Replace Blood Elves --------
    Unit - Remove StartingPriest01 from the game
    Unit - Remove StartingPriest02 from the game
    Unit - Remove StartingPriest03 from the game
    Unit - Remove StartingSorceress01 from the game
    Unit - Remove StartingSorceress02 from the game
    Unit - Remove StartingSpellBreaker01 from the game
    Unit - Remove StartingSpellBreaker02 from the game
    Unit - Remove StartingSpellBreaker03 from the game
    Unit - Remove StartingSpellBreaker04 from the game
    Unit - Remove StartingSpellBreaker05 from the game
    Unit - Create 1.Spell Breaker for AP1_Player at (Center of Gameplay_Start_SpellBreaker01 <gen>) facing 90.00 degrees
    Set VariableSet StartingSpellBreaker01 = (Last created unit)
    Unit - Create 1.Spell Breaker for AP1_Player at (Center of Gameplay_Start_SpellBreaker02 <gen>) facing 90.00 degrees
    Set VariableSet StartingSpellBreaker02 = (Last created unit)
    Unit - Create 1.Spell Breaker for AP1_Player at (Center of Gameplay_Start_SpellBreaker03 <gen>) facing 90.00 degrees
    Set VariableSet StartingSpellBreaker03 = (Last created unit)
    Unit - Create 1.Spell Breaker for AP1_Player at (Center of Gameplay_Start_SpellBreaker04 <gen>) facing 90.00 degrees
    Set VariableSet StartingSpellBreaker04 = (Last created unit)
    Unit - Create 1.Spell Breaker for AP1_Player at (Center of Gameplay_Start_SpellBreaker05 <gen>) facing 90.00 degrees
    Set VariableSet StartingSpellBreaker05 = (Last created unit)
    Unit - Create 1.Priest for AP1_Player at (Center of Gameplay_Start_Priest01 <gen>) facing 90.00 degrees
    Set VariableSet StartingPriest01 = (Last created unit)
    Unit - Create 1.Priest for AP1_Player at (Center of Gameplay_Start_Priest02 <gen>) facing 90.00 degrees
    Set VariableSet StartingPriest02 = (Last created unit)
    Unit - Create 1.Priest for AP1_Player at (Center of Gameplay_Start_Priest03 <gen>) facing 90.00 degrees
    Set VariableSet StartingPriest03 = (Last created unit)
    Unit - Create 1.Sorceress for AP1_Player at (Center of Gameplay_Start_Sorceress01 <gen>) facing 90.00 degrees
    Set VariableSet StartingSorceress01 = (Last created unit)
    Unit - Create 1.Sorceress for AP1_Player at (Center of Gameplay_Start_Sorceress02 <gen>) facing 90.00 degrees
    Set VariableSet StartingSorceress02 = (Last created unit)
    -------- Make Heal Autocast --------
    Unit - Order StartingPriest01 to Human Priest - Activate Heal.
    Unit - Order StartingPriest02 to Human Priest - Activate Heal.
    Unit - Order StartingPriest03 to Human Priest - Activate Heal.
    -------- Reset Animations --------
    Animation - Reset Magtheridon's animation
    Animation - Reset Magtheridon's body-part facing
Intro Generator Dies
  Events
    Unit - Power Generator 0082 <gen> Dies
  Conditions
  Actions
    Wait 0.20 seconds
    Special Effect - Create a special effect at (Center of SpecialEffect01A <gen>) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
    Set VariableSet SpecialEffect01 = (Last created special effect)
    Special Effect - Create a special effect at (Center of SpecialEffect01B <gen>) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
    Set VariableSet SpecialEffect02 = (Last created special effect)
    Special Effect - Create a special effect at (Center of SpecialEffect01C <gen>) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
    Set VariableSet SpecialEffect03 = (Last created special effect)
    Special Effect - Create a special effect at (Center of SpecialEffect01D <gen>) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
    Set VariableSet SpecialEffect04 = (Last created special effect)
    Special Effect - Create a special effect at (Center of SpecialEffect01E <gen>) using Units\NightElf\Wisp\WispExplode.mdl
    Set VariableSet SpecialEffect05 = (Last created special effect)
Intro Spawn Blood Elves
  Events
  Conditions
  Actions
    -------- Create Blood Elves --------
    -------- Spellbreaker 01 --------
    Wait 0.55 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Spell Breaker for AP1_Player at (Center of Intro_Spawn_01 <gen>) facing 0.00 degrees
    Set VariableSet StartingSpellBreaker01 = (Last created unit)
    Animation - Change StartingSpellBreaker01's animation speed to 60.00% of its original speed
    Unit - Set StartingSpellBreaker01 movement speed to (0.60 x (Default movement speed of StartingSpellBreaker01))
    Unit - Order StartingSpellBreaker01 to Move To.(Center of Intro_Start_SpellBreaker01 <gen>)
    -------- Spellbreaker 02 --------
    Wait 0.20 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Spell Breaker for AP1_Player at (Center of Intro_Spawn_02 <gen>) facing 180.00 degrees
    Set VariableSet StartingSpellBreaker02 = (Last created unit)
    Animation - Change StartingSpellBreaker02's animation speed to 60.00% of its original speed
    Unit - Set StartingSpellBreaker02 movement speed to (0.60 x (Default movement speed of StartingSpellBreaker02))
    Unit - Order StartingSpellBreaker02 to Move To.(Center of Intro_Start_SpellBreaker02 <gen>)
    -------- Spellbreaker 03 --------
    Wait 0.35 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Spell Breaker for AP1_Player at (Center of Intro_Spawn_01 <gen>) facing 0.00 degrees
    Set VariableSet StartingSpellBreaker03 = (Last created unit)
    Animation - Change StartingSpellBreaker03's animation speed to 60.00% of its original speed
    Unit - Set StartingSpellBreaker03 movement speed to (0.60 x (Default movement speed of StartingSpellBreaker03))
    Unit - Order StartingSpellBreaker03 to Move To.(Center of Intro_Start_SpellBreaker03 <gen>)
    -------- Spellbreaker 04 --------
    Wait 0.20 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Spell Breaker for AP1_Player at (Center of Intro_Spawn_02 <gen>) facing 180.00 degrees
    Set VariableSet StartingSpellBreaker04 = (Last created unit)
    Animation - Change StartingSpellBreaker04's animation speed to 60.00% of its original speed
    Unit - Set StartingSpellBreaker04 movement speed to (0.60 x (Default movement speed of StartingSpellBreaker04))
    Unit - Order StartingSpellBreaker04 to Move To.(Center of Intro_Start_SpellBreaker04 <gen>)
    -------- Spellbreaker 05 --------
    Wait 0.35 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Spell Breaker for AP1_Player at (Center of Intro_Spawn_01 <gen>) facing 0.00 degrees
    Set VariableSet StartingSpellBreaker05 = (Last created unit)
    Animation - Change StartingSpellBreaker05's animation speed to 60.00% of its original speed
    Unit - Set StartingSpellBreaker05 movement speed to (0.60 x (Default movement speed of StartingSpellBreaker05))
    Unit - Order StartingSpellBreaker05 to Move To.(Center of Intro_Start_SpellBreaker05 <gen>)
    -------- Priest 01 --------
    Wait 0.20 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Priest for AP1_Player at (Center of Intro_Spawn_02 <gen>) facing 180.00 degrees
    Set VariableSet StartingPriest01 = (Last created unit)
    Animation - Change StartingPriest01's animation speed to 60.00% of its original speed
    Unit - Set StartingPriest01 movement speed to (0.60 x (Default movement speed of StartingPriest01))
    Unit - Order StartingPriest01 to Move To.(Center of Intro_Start_Priest01 <gen>)
    -------- Priest 02 --------
    Wait 0.35 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Priest for AP1_Player at (Center of Intro_Spawn_01 <gen>) facing 0.00 degrees
    Set VariableSet StartingPriest02 = (Last created unit)
    Animation - Change StartingPriest02's animation speed to 60.00% of its original speed
    Unit - Set StartingPriest02 movement speed to (0.60 x (Default movement speed of StartingPriest02))
    Unit - Order StartingPriest02 to Move To.(Center of Intro_Start_Priest02 <gen>)
    -------- Priest 03 --------
    Wait 0.20 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Priest for AP1_Player at (Center of Intro_Spawn_02 <gen>) facing 180.00 degrees
    Set VariableSet StartingPriest03 = (Last created unit)
    Animation - Change StartingPriest03's animation speed to 60.00% of its original speed
    Unit - Set StartingPriest03 movement speed to (0.60 x (Default movement speed of StartingPriest03))
    Unit - Order StartingPriest03 to Move To.(Center of Intro_Start_Priest03 <gen>)
    -------- Sorceress 01 --------
    Wait 0.35 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Sorceress for AP1_Player at (Center of Intro_Spawn_01 <gen>) facing 0.00 degrees
    Set VariableSet StartingSorceress01 = (Last created unit)
    Animation - Change StartingSorceress01's animation speed to 60.00% of its original speed
    Unit - Set StartingSorceress01 movement speed to (0.60 x (Default movement speed of StartingSorceress01))
    Unit - Order StartingSorceress01 to Move To.(Center of Intro_Start_Sorceress01 <gen>)
    -------- Sorceress 02 --------
    Wait 0.20 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Create 1.Sorceress for AP1_Player at (Center of Intro_Spawn_02 <gen>) facing 180.00 degrees
    Set VariableSet StartingSorceress02 = (Last created unit)
    Animation - Change StartingSorceress02's animation speed to 60.00% of its original speed
    Unit - Set StartingSorceress02 movement speed to (0.60 x (Default movement speed of StartingSorceress02))
    Unit - Order StartingSorceress02 to Move To.(Center of Intro_Start_Sorceress02 <gen>)
Intro Spawn Draenei
  Events
  Conditions
  Actions
    -------- Prepare Draenei for their long journey --------
    Animation - Change IntroAssassin01's animation speed to 60.00% of its original speed
    Unit - Set IntroAssassin01 movement speed to (0.60 x (Default movement speed of IntroAssassin01))
    Unit - Order IntroAssassin01 to Move To.(Center of Gameplay_Start_Assassin_01 <gen>)
Intro Reset Blood Elves
  Events
  Conditions
  Actions
    Unit - Move StartingPriest01 instantly to (Center of Intro_Start_Priest01 <gen>), facing 90.00 degrees
    Unit - Move StartingPriest02 instantly to (Center of Intro_Start_Priest02 <gen>), facing 90.00 degrees
    Unit - Move StartingPriest03 instantly to (Center of Intro_Start_Priest03 <gen>), facing 90.00 degrees
    Unit - Move StartingSorceress01 instantly to (Center of Intro_Start_Sorceress01 <gen>), facing 90.00 degrees
    Unit - Move StartingSorceress02 instantly to (Center of Intro_Start_Sorceress02 <gen>), facing 90.00 degrees
    Unit - Move StartingSpellBreaker01 instantly to (Center of Intro_Start_SpellBreaker01 <gen>), facing 90.00 degrees
    Unit - Move StartingSpellBreaker02 instantly to (Center of Intro_Start_SpellBreaker02 <gen>), facing 90.00 degrees
    Unit - Move StartingSpellBreaker03 instantly to (Center of Intro_Start_SpellBreaker03 <gen>), facing 90.00 degrees
    Unit - Move StartingSpellBreaker04 instantly to (Center of Intro_Start_SpellBreaker04 <gen>), facing 90.00 degrees
    Unit - Move StartingSpellBreaker05 instantly to (Center of Intro_Start_SpellBreaker05 <gen>), facing 90.00 degrees
    Unit - Set StartingPriest01 movement speed to (Default movement speed of StartingPriest01)
    Unit - Set StartingPriest02 movement speed to (Default movement speed of StartingPriest02)
    Unit - Set StartingPriest03 movement speed to (Default movement speed of StartingPriest03)
    Unit - Set StartingSorceress01 movement speed to (Default movement speed of StartingSorceress01)
    Unit - Set StartingSorceress02 movement speed to (Default movement speed of StartingSorceress02)
    Unit - Set StartingSpellBreaker01 movement speed to (Default movement speed of StartingSpellBreaker01)
    Unit - Set StartingSpellBreaker02 movement speed to (Default movement speed of StartingSpellBreaker02)
    Unit - Set StartingSpellBreaker03 movement speed to (Default movement speed of StartingSpellBreaker03)
    Unit - Set StartingSpellBreaker04 movement speed to (Default movement speed of StartingSpellBreaker04)
    Unit - Set StartingSpellBreaker05 movement speed to (Default movement speed of StartingSpellBreaker05)
    Animation - Change StartingPriest01's animation speed to 100.00% of its original speed
    Animation - Change StartingPriest02's animation speed to 100.00% of its original speed
    Animation - Change StartingPriest03's animation speed to 100.00% of its original speed
    Animation - Change StartingSorceress01's animation speed to 100.00% of its original speed
    Animation - Change StartingSorceress02's animation speed to 100.00% of its original speed
    Animation - Change StartingSpellBreaker01's animation speed to 100.00% of its original speed
    Animation - Change StartingSpellBreaker02's animation speed to 100.00% of its original speed
    Animation - Change StartingSpellBreaker03's animation speed to 100.00% of its original speed
    Animation - Change StartingSpellBreaker04's animation speed to 100.00% of its original speed
    Animation - Change StartingSpellBreaker05's animation speed to 100.00% of its original speed
    Unit - Set mana of StartingPriest01 to 100%
    Unit - Set mana of StartingPriest02 to 100%
    Unit - Set mana of StartingPriest03 to 100%
    Unit - Set mana of StartingSorceress01 to 100%
    Unit - Set mana of StartingSorceress02 to 100%
    Unit - Set mana of StartingSpellBreaker01 to 100%
    Unit - Set mana of StartingSpellBreaker02 to 100%
    Unit - Set mana of StartingSpellBreaker03 to 100%
    Unit - Set mana of StartingSpellBreaker04 to 100%
    Unit - Set mana of StartingSpellBreaker05 to 100%
    -------- Create Intro Blood Elf Town --------
    Unit - Create 1.Barracks for AP1_Player at (Center of BloodElfBarracks <gen>) facing Default building facing degrees
    Unit - Create 1.Arcane Sanctum for AP1_Player at (Center of BloodElfArcaneSanctum <gen>) facing Default building facing degrees
    Unit - Create 1.Altar of Kings for AP1_Player at (Center of BloodElfAltar <gen>) facing Default building facing degrees
    Unit - Create 1.Farm for AP1_Player at (Center of BloodElfFarm01 <gen>) facing Default building facing degrees
    Unit - Create 1.Farm for AP1_Player at (Center of BloodElfFarm02 <gen>) facing Default building facing degrees
    Unit - Create 1.Farm for AP1_Player at (Center of BloodElfFarm03 <gen>) facing Default building facing degrees
    Unit - Create 1.Farm for AP1_Player at (Center of BloodElfFarm04 <gen>) facing Default building facing degrees
    Unit - Create 1.Farm for AP1_Player at (Center of BloodElfFarm05 <gen>) facing Default building facing degrees
    Unit - Create 1.Farm for AP1_Player at (Center of BloodElfFarm06 <gen>) facing Default building facing degrees
Gameplay
  Events
  Conditions
  Actions
    -------- Do initial gameplay stuff, like quest messages and hints --------
    Trigger - Run LeftPatrol_Start <gen> (checking conditions)
    Trigger - Run RightPatrol_Start <gen> (checking conditions)
    Wait 3.00 seconds
    Trigger - Add Lieutenants_Found_Q <gen> to the trigger queue (Checking conditions)
    Wait 15.00 seconds
    Trigger - Add Generators_Found_Q <gen> to the trigger queue (Checking conditions)
    Wait 150.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DraeneiUsed Equal to False
      Then - Actions
        Trigger - Add Hint_Draenei_Q <gen> to the trigger queue (Checking conditions)
        Wait 30.00 seconds
      Else - Actions
        Do nothing
    Wait 60.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        NagaUsed Equal to False
      Then - Actions
        Trigger - Add Hint_Naga_Q <gen> to the trigger queue (Checking conditions)
        Wait 30.00 seconds
      Else - Actions
        Do nothing
    Trigger - Add Hint_Phoenix_Q <gen> to the trigger queue (Checking conditions)
    Countdown Timer - Start PingTimer as a Repeating timer that will expire in 45.00 seconds
OpenGate Setup
  Events
  Conditions
  Actions
    -------- Save Camera Position --------
    Set VariableSet CameraReturnPoint = (Target of current camera view)
    -------- Set Sky --------
    Environment - Set sky to Outland Sky
    -------- Save Selection --------
    Set VariableSet SelectedUnits = (Units currently selected by AP1_Player)
    Selection - Clear selection
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Akama.
    Hero - Disable experience gain for Illidan.
    Hero - Disable experience gain for Vashj.
    Hero - Disable experience gain for Kael.
    -------- Pause Units --------
    Unit - Pause all units
    -------- Hide Units --------
    Set VariableSet HiddenUnits = (Units owned by AP1_Player matching (((Matching unit) is hidden) Equal to False).)
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    -------- Hide Items --------
    Item - Pick every item in (Playable map area) and do (Hide (Picked item))
    -------- Disable Abilities --------
    Player - Disable Heal for AP1_Player
    Player - Disable Vampiric Aura (Neutral Hostile) for AP1_Player
    Player - Disable AIba (Item) for AP1_Player
    Player - Disable Brilliance Aura (Neutral Hostile) for AP1_Player
    Player - Disable Permanent Invisibility for AP1_Player
    Player - Disable Inferno (Neutral Hostile) for P04_Magtheridon
    Player - Disable AIau (Item) for P04_Magtheridon
OpenGate MiniCinematic Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Wait 1.50 seconds
    Set VariableSet InCinematic = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.25 seconds
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for (All players) over 0.2 seconds
    If (GameOver Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run OpenGate_Setup <gen> (checking conditions)
    Wait 0.10 seconds
    Camera - .Apply. gg_cam_OpenGate01A for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_OpenGate01A for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_OpenGate01B for AP1_Player over 10.00 seconds
    Camera - .Apply. gg_cam_OpenGate01B for Player 2 (Blue) over 10.00 seconds
    -------- Fade In --------
    Cinematic - Fade in over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.25 seconds
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- MINI-CINEMATIC BEGINS - Mini-Cinematics Cannot Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Wait 0.70 seconds
    Destructible - Open Vengeance 1525 <gen>
    Destructible - Open Vengeance 1526 <gen>
    Sound - Play LargeCityGateOpen1 <gen> at 90.00% volume, located at (Center of MagtheridonsGate <gen>) with Z offset 0
    Wait 1.00 seconds
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- MINI-CINEMATIC ENDS - Mini-Cinematics Cannot Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- Fade Out --------
    Cinematic - Fade out over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.25 seconds
    -------- Cleanup --------
    Trigger - Run OpenGate_Cleanup <gen> (checking conditions)
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Cinematic - Turn cinematic mode Off for (All players) over 0.2 seconds
    Wait 0.10 seconds
    -------- Fade In --------
    Cinematic - Fade in over 0.25 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.25 seconds
    Set VariableSet InCinematic = False
    Wait 3.00 seconds
    Trigger - Run Quest_Keys_Completed <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Add Magtheridon_Found_Q <gen> to the trigger queue (Checking conditions)
    Trigger - Add Gate_Open_Q <gen> to the trigger queue (Checking conditions)
    Trigger - Remove (This trigger) from the trigger queue
OpenGate Cleanup
  Events
  Conditions
  Actions
    -------- Restore Abilities --------
    Player - Enable Permanent Invisibility for AP1_Player
    Player - Enable Heal for AP1_Player
    Player - Enable Vampiric Aura (Neutral Hostile) for AP1_Player
    Player - Enable Brilliance Aura (Neutral Hostile) for AP1_Player
    Player - Enable AIba (Item) for AP1_Player
    Player - Enable Inferno (Neutral Hostile) for P04_Magtheridon
    Player - Enable AIau (Item) for P04_Magtheridon
    -------- 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))
    -------- Make Magtheridon's Guards Vulnerable --------
    Unit Group - Pick every unit in InvulnerableGuards and do (Make (Picked unit) Vulnerable)
    -------- Unpause Units --------
    Unit - Unpause all units
    -------- Re-enable XP Gain --------
    If (ExpDisabledForIllidan Equal to False) then do (Enable experience gain for Illidan.) else do (Do nothing)
    If (ExpDisabledForKael Equal to False) then do (Enable experience gain for Kael.) else do (Do nothing)
    If (ExpDisabledForVashj Equal to False) then do (Enable experience gain for Vashj.) else do (Do nothing)
    If (ExpDisabledForAkama Equal to False) then do (Enable experience gain for Akama.) else do (Do nothing)
    -------- Restore Selection --------
    Selection - Select SelectedUnits
    -------- Reset Sky --------
    Environment - Set sky to None
    -------- Reset Camera --------
    Camera - Reset camera smoothing factor
    Camera - Reset camera for AP1_Player to standard game-view over 0 seconds
    Camera - Pan camera for AP1_Player to CameraReturnPoint over 0 seconds
    -------- Visibility of Gates --------
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Lock01 <gen>) to a radius of 512.
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Lock02 <gen>) to a radius of 512.
Victory Setup
  Events
  Conditions
  Actions
    -------- Set Sky --------
    Environment - Set sky to Outland Sky
    -------- Pause Units --------
    Unit - Pause all units
    -------- Shift Hero Ownership for Scorescreen --------
    Unit - Change ownership of Vashj to AP1_Player and Change color
    Unit - Change ownership of Akama to AP1_Player and Change color
    -------- Hide Units --------
    Set VariableSet HiddenUnits = (Units in (Playable map area) matching (((Matching unit) is hidden) Equal to False))
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    -------- Hide Items --------
    Item - Pick every item in (Playable map area) and do (Hide (Picked item))
    -------- Clear Selection --------
    Selection - Clear selection
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Illidan.
    Hero - Disable experience gain for Kael.
    Hero - Disable experience gain for Vashj.
    Hero - Disable experience gain for Akama.
    Hero - Disable experience gain for Ravael.
    -------- Make Cinematic Illidan --------
    Unit - Create 1.Demon Hunter (Evil) for AP1_Player at (Center of Victory_Illidan_Start <gen>) facing 90.00 degrees
    Set VariableSet CinematicIllidan = (Last created unit)
    Unit - Make CinematicIllidan Invulnerable
    -------- Make Cinematic Kael --------
    Unit - Create 1.Blood Mage for AP1_Player at (Center of Victory_Kael_Start <gen>) facing 90.00 degrees
    Set VariableSet CinematicKael = (Last created unit)
    Unit - Make CinematicKael Invulnerable
    -------- Make Cinematic Kael --------
    Unit - Create 1.Grand Blood Mage Ravael for AP1_Player at (Center of Region_364 <gen>) facing 90.00 degrees
    Set VariableSet CinematicRavael = (Last created unit)
    Unit - Make CinematicRavael Invulnerable
    -------- Make Cinematic Vashj --------
    Unit - Create 1.Naga Sea Witch for Player 2 (Blue) at (Center of Victory_Vashj_Start <gen>) facing 90.00 degrees
    Set VariableSet CinematicVashj = (Last created unit)
    Unit - Make CinematicVashj Invulnerable
    -------- Make Cinematic Akama --------
    Unit - Create 1.Elder Sage for Player 2 (Blue) at (Center of Victory_Akama_Start <gen>) facing 90.00 degrees
    Set VariableSet CinematicAkama = (Last created unit)
    Unit - Make CinematicAkama Invulnerable
    -------- Make Cinematic Magtheridon --------
    Unit - Create 1.Pit Lord for P04_Magtheridon at (Center of Victory_Magtheridon_Start <gen>) facing 270.00 degrees
    Set VariableSet CinematicMagtheridon = (Last created unit)
    Unit - Make CinematicMagtheridon Invulnerable
    -------- Disable Abilities --------
    Player - Disable Skóra for AP1_Player
    Player - Disable Vampiric Aura (Neutral Hostile) for P04_Magtheridon
    Player - Disable Vampiric Aura (Neutral Hostile) for Neutral Passive
    Player - Disable AIba (Item) for AP1_Player
    Player - Disable Brilliance Aura (Neutral Hostile) for AP1_Player
    Player - Disable AIau (Item) for P04_Magtheridon
    -------- Music Theme --------
    Sound - Play Dark Victory.
Victory Cinematic Q
  Events
  Conditions
  Actions
    Set VariableSet InCinematic = True
    -------- Quest update --------
    Trigger - Run Quest_Magtheridon_Completed <gen> (checking conditions)
    Wait Campaign quest delay seconds
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for APG1_Player
    Cinematic - Turn cinematic mode On for Player Group - Player 2 (Blue)
    Wait 0.25 seconds
    Trigger - Run Next_Level_Prep <gen> (checking conditions)
    Trigger - Run Victory_Setup <gen> (checking conditions)
    Wait 0.25 seconds
    Camera - .Apply. gg_cam_Victory_01 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_Victory_01 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Victory_01A for AP1_Player over ((Length of A07Magtheridon22 <gen>) + 3.00) seconds
    Camera - .Apply. gg_cam_Victory_01A for Player 2 (Blue) over ((Length of A07Magtheridon22 <gen>) + 3.00) seconds
    Unit - Order CinematicIllidan to Move To.(Center of Victory_Illidan_01 <gen>)
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Trigger - Turn on Victory_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Wait 1.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from CinematicMagtheridon named Magtheridon: Play A07Magtheridon22 <gen> and display Nie znam cię, ale twa moc jest znacząca. Czy jesteś sługą Legionu? Czy przybywasz, aby sprawdzić mą siłę?. Modify duration: Add 0 seconds and Don't wait
    Wait for A07Magtheridon22 <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_Victory_02 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_Victory_02 for Player 10 (Light Blue) over 0 seconds
    Camera - .Apply. gg_cam_Victory_02A for AP1_Player over ((Length of A07Illidan23 <gen>) + 2.00) seconds
    Camera - .Apply. gg_cam_Victory_02A for Player 10 (Light Blue) over ((Length of A07Illidan23 <gen>) + 2.00) seconds
    Wait 0.50 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from CinematicIllidan named Illidan Stormrage: Play A07Illidan23 <gen> and display Przybywam, aby cię zastąpić. Jesteś przeżytkiem, Magtheridonie, duchem przeszłej epoki - a przyszłość należy do mnie! Od tej pory Pustkowie i wszyscy jego mieszkańcy będą się korzyć tylko przede mną.. Modify duration: Add 0 seconds and Don't wait
    Wait for A07Illidan23 <gen> to be 0 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - Extend the camera bounds for AP1_Player west by 0, east by 0, north by 512.00, and south by 0
    Camera - Extend the camera bounds for Player 2 (Blue) west by 0, east by 0, north by 512.00, and south by 0
    -------- Spawn Bystanders --------
    Trigger - Run Victory_Create_Bystanders <gen> (checking conditions)
    -------- Move Illidan --------
    Unit - Move CinematicIllidan instantly to (Center of Victory_Illidan_02 <gen>)
    Unit - Order CinematicIllidan to Move To.(Center of Victory_Illidan_03 <gen>)
    Camera - .Apply. gg_cam_Victory_03 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_Victory_03 for Player 2 (Blue) over 0 seconds
    Camera - .Apply. gg_cam_Victory_03A for AP1_Player over ((Length of A07Illidan24 <gen>) + 4.00) seconds
    Camera - .Apply. gg_cam_Victory_03A for Player 2 (Blue) over ((Length of A07Illidan24 <gen>) + 4.00) seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from CinematicIllidan named Illidan Stormrage: Play A07Illidan24 <gen> and display Wysłuchajcie mnie, śmiertelni! Jestem waszym nowym panem i władcą! Illidan na wieki!. Modify duration: Add 0 seconds and Don't wait
    Wait for A07Illidan24 <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 Victory_Skipped <gen>
    -------- 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
    Unit - Remove CinematicAkama from the game
    Unit - Remove CinematicIllidan from the game
    Unit - Remove CinematicKael from the game
    Unit - Remove CinematicMagtheridon from the game
    Unit - Remove CinematicVashj from the game
    Unit - Remove CinematicRavael from the game
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Run Selection_Screen_Kopiuj <gen> (checking conditions)
Victory Create Bystanders
  Events
  Conditions
  Actions
    Unit - Create 1 Bloodfiend for AP1_Player at (Center of Victory_Bystander01Spawn <gen>) facing (Center of Victory_Illidan_03 <gen>)
    Unit - Turn collision for (Last created unit) Off.
    Unit - Move (Last created unit) instantly to (Center of Victory_Bystander01 <gen>), facing (Center of Victory_Illidan_03 <gen>)
    Unit - Create 1 Piekielny Ork - Czarnoksiężnik for AP1_Player at (Center of Victory_Bystander02Spawn <gen>) facing (Center of Victory_Illidan_03 <gen>)
    Unit - Turn collision for (Last created unit) Off.
    Unit - Move (Last created unit) instantly to (Center of Victory_Bystander02 <gen>), facing (Center of Victory_Illidan_03 <gen>)
    Unit - Create 1 Succubus for AP1_Player at (Center of Victory_Bystander03Spawn <gen>) facing (Center of Victory_Illidan_03 <gen>)
    Unit - Turn collision for (Last created unit) Off.
    Unit - Move (Last created unit) instantly to (Center of Victory_Bystander03 <gen>), facing (Center of Victory_Illidan_03 <gen>)
    Unit - Create 1 Vile Tormentor for AP1_Player at (Center of Victory_Bystander04Spawn <gen>) facing (Center of Victory_Illidan_03 <gen>)
    Unit - Turn collision for (Last created unit) Off.
    Unit - Move (Last created unit) instantly to (Center of Victory_Bystander04 <gen>), facing (Center of Victory_Illidan_03 <gen>)
    Unit - Create 1 Siepacz Piekielnych Orków for AP1_Player at (Center of Victory_Bystander05Spawn <gen>) facing (Center of Victory_Illidan_03 <gen>)
    Unit - Turn collision for (Last created unit) Off.
    Unit - Move (Last created unit) instantly to (Center of Victory_Bystander05 <gen>), facing (Center of Victory_Illidan_03 <gen>)
    Unit - Create 1 Draenei Protector for AP1_Player at (Center of Victory_Bystander06Spawn <gen>) facing (Center of Victory_Illidan_03 <gen>)
    Unit - Turn collision for (Last created unit) Off.
    Unit - Move (Last created unit) instantly to (Center of Victory_Bystander06 <gen>), facing (Center of Victory_Illidan_03 <gen>)
    Unit - Create 1 Draenei Watcher for AP1_Player at (Center of Victory_Bystander07Spawn <gen>) facing (Center of Victory_Illidan_03 <gen>)
    Unit - Turn collision for (Last created unit) Off.
    Unit - Move (Last created unit) instantly to (Center of Victory_Bystander07 <gen>), facing (Center of Victory_Illidan_03 <gen>)
    Unit - Create 1 Draenei Guardian for AP1_Player at (Center of Victory_Bystander08Spawn <gen>) facing (Center of Victory_Illidan_03 <gen>)
    Unit - Turn collision for (Last created unit) Off.
    Unit - Move (Last created unit) instantly to (Center of Victory_Bystander08 <gen>), facing (Center of Victory_Illidan_03 <gen>)
    Unit - Create 1 Siepacz Piekielnych Orków for AP1_Player at (Center of Victory_Bystander09Spawn <gen>) facing (Center of Victory_Illidan_03 <gen>)
    Unit - Turn collision for (Last created unit) Off.
    Unit - Move (Last created unit) instantly to (Center of Victory_Bystander09 <gen>), facing (Center of Victory_Illidan_03 <gen>)
Victory Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 2 (Blue) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet VictorySkipped = True
    -------- Fade Out --------
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Unit - Remove CinematicAkama from the game
    Unit - Remove CinematicIllidan from the game
    Unit - Remove CinematicKael from the game
    Unit - Remove CinematicMagtheridon from the game
    Unit - Remove CinematicVashj from the game
    Unit - Remove CinematicRavael from the game
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Run Selection_Screen_Kopiuj <gen> (checking conditions)
Next Level Prep
  Events
  Conditions
  Actions
    -------- Save Heroes --------
    Game Cache - Create a game cache from Campaigns.w3v (stringnoformat)
    Game Cache - Store Illidan as Illidan (stringnoformat) of FinalX (stringnoformat) in (Last created game cache)
    Game Cache - Store Kael as Kael (stringnoformat) of FinalX (stringnoformat) in (Last created game cache)
    Game Cache - Store Vashj as Vashj (stringnoformat) of FinalX (stringnoformat) in (Last created game cache)
    Game Cache - Store Akama as Akama (stringnoformat) of FinalX (stringnoformat) in (Last created game cache)
    Game Cache - Save (Last created game cache).
    -------- Enable Missions, Campaigns, Cinematics --------
    Game - Enable Human X06 Finale
    Game - Enable Undead X01
    Game - Enable the Expansion Undead Campaign
Next Level Run
  Events
  Conditions
  Actions
    -------- Set Next Level and Victory --------
    Game - Set the next level to Maps\FrozenThrone\Campaign\HumanX06Finale.w3x
    Game - Victory AP1_Player (Skip dialogs, Show scores)
Victory Cheat
  Events
    Player - Player 1 (Red) leaves the game with a victory
  Conditions
    GameOver Equal to False
  Actions
    Set VariableSet GameOver = True
    Trigger - Run Next_Level_Prep <gen> (checking conditions)
    Trigger - Run Next_Level_Run <gen> (checking conditions)
Defeat Cheat
  Events
    Player - Player 1 (Red) leaves the game with a defeat
  Conditions
    GameOver Equal to False
  Actions
    Set VariableSet GameOver = True
    Game - Defeat AP1_Player with the message: Klęska!
Quest Generators 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 Przełamać obronę with the description Niezniszczalne zdawałoby się blanki Czarnej Cytadeli Magtheridona funkcjonują dzięki kilku magicznym generatorom. Gdyby komuś udało się wymanewrować ich straże i zniszczyć te urządzenia, to przedostanie się do wnętrza Cytadeli stałoby się znacznie prostsze. Być może jest to zadanie dla Akamy i jego Draenei., using icon path ReplaceableTextures\CommandButtons\BTNPowerGenerator.tga
    Set VariableSet QuestGenerators = (Last created quest)
    Quest - Create a quest requirement for QuestGenerators with the description Zniszcz Generatory Mocy (zniszczono 0 z 4)
    Set VariableSet QuestGeneratorsReqDestroy = (Last created quest requirement)
Quest Generators Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Generators_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestGenerators as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE DODATKOWE - UAKTUALNIENIE|rPrzełamać obronę - Zniszcz Generatory Mocy (zniszczono 0 z 4) - |cff32cd32WSKAZÓWKA|r - Wykorzystaj w tym celu Draenei
    -------- Reveal and Ping Generators --------
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Generator02 <gen>) to a radius of 512.00.
    Set VariableSet Generator02VM = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Generator03 <gen>) to a radius of 512.00.
    Set VariableSet Generator03VM = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Generator04 <gen>) to a radius of 512.00.
    Set VariableSet Generator04VM = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Generator05 <gen>) to a radius of 512.00.
    Set VariableSet Generator05VM = (Last created visibility modifier)
    Cinematic - Ping minimap for (All players) at (Center of Generator02 <gen>) for 7.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of Generator03 <gen>) for 7.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of Generator04 <gen>) for 7.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of Generator05 <gen>) for 7.00 seconds
    Camera - Set a spacebar-point for AP1_Player at (Center of Generator05 <gen>)
    Camera - Set a spacebar-point for AP1_Player at (Center of Generator04 <gen>)
    Camera - Set a spacebar-point for AP1_Player at (Center of Generator03 <gen>)
    Camera - Set a spacebar-point for AP1_Player at (Center of Generator02 <gen>)
Quest Generators Updated
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Generators_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestGenerators as Discovered
    -------- Increment Integer --------
    Set VariableSet GeneratorsAlive = (GeneratorsAlive - 1)
    -------- Display a quest message. --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GeneratorsAlive Equal to 3
      Then - Actions
        Quest - Display to (All players) the Quest Update message: |cffffcc00ZADANIE DODATKOWE - UAKTUALNIENIE|rPrzełamać obronę - Zniszcz Generatory Mocy (zniszczono 1 z 4) - |cff32cd32WSKAZÓWKA|r - Wykorzystaj w tym celu Draenei
        Quest - Change the description of QuestGeneratorsReqDestroy to Zniszcz Generatory Mocy (zniszczono 1 z 4)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GeneratorsAlive Equal to 2
      Then - Actions
        Quest - Display to (All players) the Quest Update message: |cffffcc00ZADANIE DODATKOWE - UAKTUALNIENIE|rPrzełamać obronę - Zniszcz Generatory Mocy (zniszczono 2 z 4) - |cff32cd32WSKAZÓWKA|r - Wykorzystaj w tym celu Draenei
        Quest - Change the description of QuestGeneratorsReqDestroy to Zniszcz Generatory Mocy (zniszczono 2 z 4)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GeneratorsAlive Equal to 1
      Then - Actions
        Quest - Display to (All players) the Quest Update message: |cffffcc00ZADANIE DODATKOWE - UAKTUALNIENIE|rPrzełamać obronę - Zniszcz Generatory Mocy (zniszczono 3 z 4) - |cff32cd32WSKAZÓWKA|r - Wykorzystaj w tym celu Draenei
        Quest - Change the description of QuestGeneratorsReqDestroy to Zniszcz Generatory Mocy (zniszczono 3 z 4)
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GeneratorsAlive Equal to 0
      Then - Actions
        Trigger - Add All_Generators_Destroyed_Q <gen> to the trigger queue (Checking conditions)
        Quest - Change the description of QuestGeneratorsReqDestroy to Zniszcz Generatory Mocy
      Else - Actions
        Do nothing
    -------- Ping Remaining Generators --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Generator02Destroyed Equal to False
      Then - Actions
        Camera - Set a spacebar-point for Player 2 (Blue) at (Center of Generator02 <gen>)
        Camera - Set a spacebar-point for AP1_Player at (Center of Generator02 <gen>)
        Cinematic - Ping minimap for APG1_Player at (Center of Generator02 <gen>) for 7.00 seconds
        Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of Generator02 <gen>) for 7.00 seconds
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Generator03Destroyed Equal to False
      Then - Actions
        Camera - Set a spacebar-point for AP1_Player at (Center of Generator03 <gen>)
        Camera - Set a spacebar-point for Player 2 (Blue) at (Center of Generator03 <gen>)
        Cinematic - Ping minimap for APG1_Player at (Center of Generator03 <gen>) for 7.00 seconds
        Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of Generator03 <gen>) for 7.00 seconds
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Generator04Destroyed Equal to False
      Then - Actions
        Camera - Set a spacebar-point for AP1_Player at (Center of Generator04 <gen>)
        Camera - Set a spacebar-point for Player 2 (Blue) at (Center of Generator04 <gen>)
        Cinematic - Ping minimap for APG1_Player at (Center of Generator04 <gen>) for 7.00 seconds
        Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of Generator04 <gen>) for 7.00 seconds
      Else - Actions
        Do nothing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Generator05Destroyed Equal to False
      Then - Actions
        Camera - Set a spacebar-point for AP1_Player at (Center of Generator05 <gen>)
        Camera - Set a spacebar-point for Player 2 (Blue) at (Center of Generator05 <gen>)
        Cinematic - Ping minimap for APG1_Player at (Center of Generator05 <gen>) for 7.00 seconds
        Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of Generator05 <gen>) for 7.00 seconds
      Else - Actions
        Do nothing
Quest Generators Completed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Generators_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestGenerators as Discovered
    Quest - Mark QuestGeneratorsReqDestroy as Completed
    Quest - Mark QuestGenerators as Completed
    Quest - Change the description of QuestGeneratorsReqDestroy to Zniszcz Generatory Mocy
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00ZADANIE DODATKOWE WYKONANE|rPrzełamać obronę
Quest Keys 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 Klucze Cienia with the description Magtheridon, Władca Otchłani, dowodzi swymi demonami z Czarnej Cytadeli. Zabij jego oficerów, Pana Bólu i Panią Udręki, i zabierz im dwa Klucze Cienia potrzebne do otwarcia wrót komnaty tronowej Magtheridona., using icon path ReplaceableTextures\CommandButtons\BTNBlood&GhostKey.tga
    Set VariableSet QuestKey = (Last created quest)
    Quest - Create a quest requirement for QuestKey with the description Zabij Pana Bólu
    Set VariableSet QuestKeyReqKillMaster = (Last created quest requirement)
    Quest - Create a quest requirement for QuestKey with the description Zabij Panią Udręki
    Set VariableSet QuestKeyReqKillMistress = (Last created quest requirement)
Quest Keys Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Keys_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestKey as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE GŁÓWNE|rKlucze Cienia - Zabij Pana Bólu - Zabij Panią Udręki
    -------- Reveal and Ping Lieutenants --------
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Visibility_Master <gen>) to a radius of 512.00.
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Visibility_Mistress <gen>) to a radius of 512.00.
    Cinematic - Ping minimap for (All players) at (Center of Visibility_Master <gen>) for 7.00 seconds
    Cinematic - Ping minimap for (All players) at (Center of Visibility_Mistress <gen>) for 7.00 seconds
    Camera - Set a spacebar-point for AP1_Player at (Center of Visibility_Mistress <gen>)
    Camera - Set a spacebar-point for AP1_Player at (Center of Visibility_Master <gen>)
Quest Keys Master Killed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Keys_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestKey as Discovered
    Quest - Mark QuestKeyReqKillMaster as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Update message: |cffffcc00ZADANIE GŁÓWNE - UAKTUALNIENIE|rKlucze Cienia - |cff808080Zabij Pana Bólu (wykonane)|r - Zabij Panią Udręki
Quest Keys Mistress Killed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Keys_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestKey as Discovered
    Quest - Mark QuestKeyReqKillMistress as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Update message: |cffffcc00ZADANIE GŁÓWNE - UAKTUALNIENIE|rKlucze Cienia - Zabij Pana Bólu - |cff808080Zabij Panią Udręki (wykonane)|r
Quest Keys Completed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Keys_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestKey as Discovered
    Quest - Mark QuestKeyReqKillMaster as Completed
    Quest - Mark QuestKeyReqKillMistress as Completed
    Quest - Mark QuestKey as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00ZADANIE GŁÓWNE WYKONANE|rKlucze Cienia
Quest Magtheridon 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 Zabij Magtheridona with the description Wrota komnaty tronowej Magtheridona stoją otworem. Zniszcz Władcę Otchłani i zdobądź dla Illidana władzę nad Pustkowiem., using icon path ReplaceableTextures\CommandButtons\BTNPitLord.tga
    Set VariableSet QuestMagtheridon = (Last created quest)
    Quest - Create a quest requirement for QuestMagtheridon with the description Zabij potężnego Władcę Otchłani, Magtheridona
    Set VariableSet QuestMagtheridonReqKill = (Last created quest requirement)
Quest Magtheridon Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Magtheridon_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestMagtheridon as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE GŁÓWNE|rZabij Magtheridona - Zabij potężnego Władcę Otchłani, Magtheridona
    -------- Reveal and Ping Magtheridon --------
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Visibility_Magtheridon <gen>) to a radius of 512.00.
    Cinematic - Ping minimap for (All players) at (Center of Visibility_Magtheridon <gen>) for 7.00 seconds
    Camera - Set a spacebar-point for AP1_Player at (Center of Visibility_Magtheridon <gen>)
Quest Magtheridon Completed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Magtheridon_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestMagtheridon as Discovered
    Quest - Mark QuestMagtheridonReqKill as Completed
    Quest - Mark QuestMagtheridon as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00ZADANIE GŁÓWNE WYKONANE|rZabij Magtheridona
Quest Siege 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 Bastion oblężniczy with the description Kazamaty Czarnej Cytadeli kryją liczne machiny bojowe z wielu dawnych konfliktów; odszukaj i opanuj Burzyciele Orków Chaosu, które będziesz mógł później wykorzystać przeciwko wojskom Magtheridona., using icon path ReplaceableTextures\CommandButtons\BTNCatapult.tga
    Set VariableSet QuestSiege = (Last created quest)
    Quest - Create a quest requirement for QuestSiege with the description Zabij straż Burzycieli
    Set VariableSet QuestSiegeReqKill = (Last created quest requirement)
Quest Siege Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Siege_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestSiege as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE DODATKOWE|rBastion Oblężniczy - Zabij straż Burzycieli
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Visibility_Siege_Gate <gen>) to a radius of 512.
    Set VariableSet VisibilitySiegeGate = (Last created visibility modifier)
    Visibility - Enable VisibilitySiegeGate
    Camera - Set a spacebar-point for AP1_Player at (Center of Visibility_Siege_Gate <gen>)
    Cinematic - Ping minimap for APG1_Player at (Center of Visibility_Siege_Gate <gen>) for 7.00 seconds
    Wait 7.00 seconds
    Visibility - Destroy VisibilitySiegeGate
Quest Siege Completed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Siege_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestSiege as Discovered
    Quest - Mark QuestSiegeReqKill as Completed
    Quest - Mark QuestSiege as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00ZADANIE DODATKOWE WYKONANE|rBastion oblężniczy
Open Masters Gate
  Events
    Unit - A unit enters OpenMastersGate <gen>
  Conditions
    (Brama Cytadeli 0727 <gen> is alive) Equal to True
    (Owner of (Entering unit)) Equal to P11_MasterOfPain
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Open Brama Cytadeli 0727 <gen>
Magtheridon Gets Angry
  Events
    Unit - Eredar Warlock 0317 <gen> Dies
    Unit - Piekielny Ork - Mistrz Ostrzy 0236 <gen> Dies
  Conditions
    (Eredar Warlock 0317 <gen> is dead) Equal to True
    (Piekielny Ork - Mistrz Ostrzy 0236 <gen> is dead) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Set Magtheridon acquisition range to 1500.00
    Unit - Set MagtheridonGuard01 acquisition range to 1500.00
    Unit - Set MagtheridonGuard02 acquisition range to 1500.00
    Unit - Set MagtheridonGuard03 acquisition range to 1500.00
    Unit - Set MagtheridonGuard04 acquisition range to 1500.00
Barrels01
  Events
    Destructible - A destructible within Barrels01 <gen> dies
  Conditions
    (Destructible-type of (Dying destructible)) Equal to LTex (destructablecode)
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Pick every destructible in Barrels01BoomZone <gen> and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
Barrels02
  Events
    Destructible - A destructible within Barrels02 <gen> dies
  Conditions
    (Destructible-type of (Dying destructible)) Equal to LTex (destructablecode)
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Pick every destructible in Barrels02BoomZone <gen> and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
Spawn Infernals
  Events
    Unit - A unit enters Infernal_Tripwire <gen>
  Conditions
    GameOver Equal to False
    (Owner of (Entering unit)) Equal to AP1_Player
    ((Entering unit) is visible to P04_Magtheridon.) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Special Effect - Create a special effect at (Center of Siege_Spawn_01 <gen>) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
    Special Effect - Create a special effect at (Center of Siege_Spawn_02 <gen>) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
    Wait 1.00 seconds
    -------- Spawn Infernal 01 --------
    Sound - Set position of InfernalBirth1 <gen> to (Center of Siege_Spawn_01 <gen>) with Z offset 0
    Sound - Play InfernalBirth1 <gen>
    Unit - Create 1.Infernal for P04_Magtheridon at (Center of Siege_Spawn_01 <gen>) facing 270.00 degrees
    Animation - Play (Last created unit)'s birth (animationname) animation
    -------- Spawn Infernal 02 --------
    Sound - Set position of InfernalBirth1 <gen> to (Center of Siege_Spawn_02 <gen>) with Z offset 0
    Sound - Play InfernalBirth1 <gen>
    Unit - Create 1.Infernal for P04_Magtheridon at (Center of Siege_Spawn_02 <gen>) facing 270.00 degrees
    Animation - Play (Last created unit)'s birth (animationname) animation
Open Cages of Discipline
  Events
    Unit - A unit owned by Player 11 (Dark Green).Dies
  Conditions
    (All units of MistressGuards are dead) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    If ((Flame Strike 2283 <gen> is alive) Equal to True) then do (Kill Flame Strike 2283 <gen>) else do (Do nothing)
    If ((Flame Strike 2282 <gen> is alive) Equal to True) then do (Kill Flame Strike 2282 <gen>) else do (Do nothing)
Cage of Discipline 01
  Events
    Destructible - Flame Strike 2283 <gen> dies
  Conditions
  Actions
    Wait 0.20 seconds
    Unit - Create 1.Piekielny Ork - Czarnoksiężnik for Neutral Passive at (Center of Cage01 <gen>) facing 315.00 degrees
    Set VariableSet CagedUnit01 = (Last created unit)
    Unit - Set mana of CagedUnit01 to 100%
    Wait 0.30 seconds
    Unit - Rescue CagedUnit01 for AP1_Player and Change color
Cage of Discipline 02
  Events
    Destructible - Flame Strike 2282 <gen> dies
  Conditions
  Actions
    Wait 0.20 seconds
    Unit - Create 1.Piekielny Ork - Czarnoksiężnik for Neutral Passive at (Center of Cage02 <gen>) facing 225.00 degrees
    Set VariableSet CagedUnit02 = (Last created unit)
    Unit - Set mana of CagedUnit02 to 100%
    Wait 0.30 seconds
    Unit - Rescue CagedUnit02 for AP1_Player and Change color
Open Cages of Agony
  Events
    Unit - A unit owned by Player 10 (Light Blue).Dies
  Conditions
    (All units of MastersGuards are dead) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    If ((Bloodlust 2285 <gen> is alive) Equal to True) then do (Kill Bloodlust 2285 <gen>) else do (Do nothing)
    If ((Bloodlust 2284 <gen> is alive) Equal to True) then do (Kill Bloodlust 2284 <gen>) else do (Do nothing)
Cage of Agony 01
  Events
    Destructible - Bloodlust 2285 <gen> dies
  Conditions
  Actions
    Wait 0.20 seconds
    Unit - Create 1.Bloodfiend for Neutral Passive at (Center of Cage05 <gen>) facing 315.00 degrees
    Set VariableSet CagedUnit05 = (Last created unit)
    Wait 0.30 seconds
    Unit - Rescue CagedUnit05 for AP1_Player and Change color
Cage of Agony 02
  Events
    Destructible - Bloodlust 2284 <gen> dies
  Conditions
  Actions
    Wait 0.20 seconds
    Unit - Create 1.Bloodfiend for Neutral Passive at (Center of Cage06 <gen>) facing 225.00 degrees
    Set VariableSet CagedUnit06 = (Last created unit)
    Wait 0.30 seconds
    Unit - Rescue CagedUnit06 for AP1_Player and Change color
Prisoner 01
  Events
    Destructible - Cage 1000 <gen> dies
  Conditions
  Actions
    Wait 0.20 seconds
    -------- Hard Difficulty --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Equal to Hard
      Then - Actions
        Unit - Create 1.Draenei Watcher for Neutral Passive at (Center of Cage03 <gen>) facing 270.00 degrees
      Else - Actions
        Do nothing
    -------- Easy or Medium Difficulty --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Not equal to Hard
      Then - Actions
        Unit - Create 1.Draenei Elitarny Skrytobójca for Neutral Passive at (Center of Cage03 <gen>) facing 270.00 degrees
      Else - Actions
        Do nothing
    Set VariableSet CagedUnit03 = (Last created unit)
    Wait 0.30 seconds
    Animation - Play (Dying destructible)'s decay (animationname) animation
    Animation - Change (Dying destructible)'s animation speed to 1000.00% of its original speed
    Unit - Rescue CagedUnit03 for AP1_Player and Change color
Prisoner 02
  Events
    Destructible - Cage 1002 <gen> dies
  Conditions
  Actions
    Wait 0.20 seconds
    -------- Hard Difficulty --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Equal to Hard
      Then - Actions
        Unit - Create 1.Draenei Watcher for Neutral Passive at (Center of Cage04 <gen>) facing 180.00 degrees
      Else - Actions
        Do nothing
    -------- Easy or Medium Difficulty --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Not equal to Hard
      Then - Actions
        Unit - Create 1.Draenei Elitarny Skrytobójca for Neutral Passive at (Center of Cage04 <gen>) facing 180.00 degrees
      Else - Actions
        Do nothing
    Set VariableSet CagedUnit04 = (Last created unit)
    Wait 0.30 seconds
    Animation - Play (Dying destructible)'s decay (animationname) animation
    Animation - Change (Dying destructible)'s animation speed to 1000.00% of its original speed
    Unit - Rescue CagedUnit04 for AP1_Player and Change color
Cage03
  Events
    Destructible - Cage 1001 <gen> dies
  Conditions
  Actions
    Wait 0.50 seconds
    Animation - Play (Dying destructible)'s decay (animationname) animation
    Animation - Change (Dying destructible)'s animation speed to 1000.00% of its original speed
Cage04
  Events
    Destructible - Cage 1003 <gen> dies
  Conditions
  Actions
    Wait 0.50 seconds
    Animation - Play (Dying destructible)'s decay (animationname) animation
    Animation - Change (Dying destructible)'s animation speed to 1000.00% of its original speed
Cave01
  Events
    Destructible - A destructible within Cave01 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Pick every destructible in Cave01 <gen> and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
    Wait 0.20 seconds
    Item - Create Gold Coins at (Center of Cave01A <gen>)
Cave02
  Events
    Destructible - A destructible within Cave02 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Pick every destructible in Cave02 <gen> and do (Actions)
      Loop - Actions
        Destructible - Kill (Picked destructible)
    Wait 0.20 seconds
    Item - Create Gold Coins at (Center of Cave02A <gen>)
    Item - Create Ankh of Reincarnation at (Center of Cave02B <gen>)
Discover Siege Bastion Q
  Events
  Conditions
    GameOver Equal to False
    (Illidan is alive) Equal to True
  Actions
    Sound - Setup all volume channels for speech
    -------- Line --------
    Cinematic - Send transmission to (All players) from Illidan named Illidan Stormrage: Play A07Illidan11 <gen> and display Pobliski bastion kryje wiele demonicznych machin oblężniczych Orków. Musimy wyrżnąć jego obrońców i je wykorzystać!. Modify duration: Add 0 seconds and Don't wait
    Wait for A07Illidan11 <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Rescue Siege Bastion Q
  Events
  Conditions
    GameOver Equal to False
    (Illidan is alive) Equal to True
  Actions
    Sound - Setup all volume channels for speech
    -------- Line --------
    Cinematic - Send transmission to (All players) from Illidan named Illidan Stormrage: Play A07Illidan12 <gen> and display Orkowe machiny należą do nas! Niech Magtheridon posmakuje siły własnej broni!. Modify duration: Add 0 seconds and Don't wait
    Wait for A07Illidan12 <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Gate Open Q
  Events
  Conditions
  Actions
    Wait 3.00 seconds
    Sound - Setup all volume channels for speech
    -------- Line --------
    Cinematic - Send transmission to (All players) from Vashj named Lady Vash: Play A07LadyVashj21 <gen> and display Dokonałeś tego, Lordzie Illidanie! Przełamaliśmy ich obronę, musimy się jeszcze tylko rozprawić z Magtheridonem i jego sługusami!. Modify duration: Add 0 seconds and Don't wait
    Wait for A07LadyVashj21 <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Fresh Meat Q
  Events
  Conditions
    GameOver Equal to False
    (Butcher is alive) Equal to True
  Actions
    Sound - Setup all volume channels for speech
    -------- Line --------
    Cinematic - Send transmission to (All players) from Butcher named Rzeźnik: Play BUTCHER <gen> and display Świeże mięso!. Modify duration: Add 0 seconds and Don't wait
    Wait for BUTCHER <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Gate02LeftOn
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate02LeftVisionOn Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zGateVSource02LeftA is visible to AP1_Player.) Equal to True
        (zGateVSource02LeftB is visible to AP1_Player.) Equal to True
        (zGateVSource02LeftC is visible to AP1_Player.) Equal to True
        (zGateVSource02LeftD is visible to AP1_Player.) Equal to True
        (zGateVSource02LeftE is visible to AP1_Player.) Equal to True
  Actions
    Set VariableSet Gate02LeftVisionOn = True
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across Gate02LeftVM <gen>
    Set VariableSet Gate02LeftVisionVM = (Last created visibility modifier)
Gate02LeftOff
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate02LeftVisionOn Equal to True
    InCinematic Equal to False
    (zGateVSource02LeftA is visible to AP1_Player.) Equal to False
    (zGateVSource02LeftB is visible to AP1_Player.) Equal to False
    (zGateVSource02LeftC is visible to AP1_Player.) Equal to False
    (zGateVSource02LeftD is visible to AP1_Player.) Equal to False
    (zGateVSource02LeftE is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet Gate02LeftVisionOn = False
    Visibility - Destroy Gate02LeftVisionVM
Gate02RightOn
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate02RightVisionOn Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zGateVSource02RightA is visible to AP1_Player.) Equal to True
        (zGateVSource02RightB is visible to AP1_Player.) Equal to True
        (zGateVSource02RightC is visible to AP1_Player.) Equal to True
        (zGateVSource02RightD is visible to AP1_Player.) Equal to True
        (zGateVSource02RightE is visible to AP1_Player.) Equal to True
  Actions
    Set VariableSet Gate02RightVisionOn = True
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across Gate02RightVM <gen>
    Set VariableSet Gate02RightVisionVM = (Last created visibility modifier)
Gate02RightOff
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate02RightVisionOn Equal to True
    InCinematic Equal to False
    (zGateVSource02RightA is visible to AP1_Player.) Equal to False
    (zGateVSource02RightB is visible to AP1_Player.) Equal to False
    (zGateVSource02RightC is visible to AP1_Player.) Equal to False
    (zGateVSource02RightD is visible to AP1_Player.) Equal to False
    (zGateVSource02RightE is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet Gate02RightVisionOn = False
    Visibility - Destroy Gate02RightVisionVM
Gate03LeftOn
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate03LeftVisionOn Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zGateVSource03LeftA is visible to AP1_Player.) Equal to True
        (zGateVSource03LeftB is visible to AP1_Player.) Equal to True
        (zGateVSource03LeftC is visible to AP1_Player.) Equal to True
        (zGateVSource03LeftD is visible to AP1_Player.) Equal to True
        (zGateVSource03LeftE is visible to AP1_Player.) Equal to True
  Actions
    Set VariableSet Gate03LeftVisionOn = True
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across Gate03LeftVM <gen>
    Set VariableSet Gate03LeftVisionVM = (Last created visibility modifier)
Gate03LeftOff
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate03LeftVisionOn Equal to True
    InCinematic Equal to False
    (zGateVSource03LeftA is visible to AP1_Player.) Equal to False
    (zGateVSource03LeftB is visible to AP1_Player.) Equal to False
    (zGateVSource03LeftC is visible to AP1_Player.) Equal to False
    (zGateVSource03LeftD is visible to AP1_Player.) Equal to False
    (zGateVSource03LeftE is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet Gate03LeftVisionOn = False
    Visibility - Destroy Gate03LeftVisionVM
Gate03RightOn
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate03RightVisionOn Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zGateVSource03RightA is visible to AP1_Player.) Equal to True
        (zGateVSource03RightB is visible to AP1_Player.) Equal to True
        (zGateVSource03RightC is visible to AP1_Player.) Equal to True
        (zGateVSource03RightD is visible to AP1_Player.) Equal to True
        (zGateVSource03RightE is visible to AP1_Player.) Equal to True
  Actions
    Set VariableSet Gate03RightVisionOn = True
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across Gate03RightVM <gen>
    Set VariableSet Gate03RightVisionVM = (Last created visibility modifier)
Gate03RightOff
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate03RightVisionOn Equal to True
    InCinematic Equal to False
    (zGateVSource03RightA is visible to AP1_Player.) Equal to False
    (zGateVSource03RightB is visible to AP1_Player.) Equal to False
    (zGateVSource03RightC is visible to AP1_Player.) Equal to False
    (zGateVSource03RightD is visible to AP1_Player.) Equal to False
    (zGateVSource03RightE is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet Gate03RightVisionOn = False
    Visibility - Destroy Gate03RightVisionVM
Gate04LeftOn
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate04LeftVisionOn Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zGateVSource04LeftA is visible to AP1_Player.) Equal to True
        (zGateVSource04LeftB is visible to AP1_Player.) Equal to True
        (zGateVSource04LeftC is visible to AP1_Player.) Equal to True
        (zGateVSource04LeftD is visible to AP1_Player.) Equal to True
        (zGateVSource04LeftE is visible to AP1_Player.) Equal to True
  Actions
    Set VariableSet Gate04LeftVisionOn = True
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across Gate04LeftVM <gen>
    Set VariableSet Gate04LeftVisionVM = (Last created visibility modifier)
Gate04LeftOff
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate04LeftVisionOn Equal to True
    InCinematic Equal to False
    (zGateVSource04LeftA is visible to AP1_Player.) Equal to False
    (zGateVSource04LeftB is visible to AP1_Player.) Equal to False
    (zGateVSource04LeftC is visible to AP1_Player.) Equal to False
    (zGateVSource04LeftD is visible to AP1_Player.) Equal to False
    (zGateVSource04LeftE is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet Gate04LeftVisionOn = False
    Visibility - Destroy Gate04LeftVisionVM
Gate04RightOn
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate04RightVisionOn Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zGateVSource04RightA is visible to AP1_Player.) Equal to True
        (zGateVSource04RightB is visible to AP1_Player.) Equal to True
        (zGateVSource04RightC is visible to AP1_Player.) Equal to True
        (zGateVSource04RightD is visible to AP1_Player.) Equal to True
        (zGateVSource04RightE is visible to AP1_Player.) Equal to True
  Actions
    Set VariableSet Gate04RightVisionOn = True
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across Gate04RightVM <gen>
    Set VariableSet Gate04RightVisionVM = (Last created visibility modifier)
Gate04RightOff
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate04RightVisionOn Equal to True
    InCinematic Equal to False
    (zGateVSource04RightA is visible to AP1_Player.) Equal to False
    (zGateVSource04RightB is visible to AP1_Player.) Equal to False
    (zGateVSource04RightC is visible to AP1_Player.) Equal to False
    (zGateVSource04RightD is visible to AP1_Player.) Equal to False
    (zGateVSource04RightE is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet Gate04RightVisionOn = False
    Visibility - Destroy Gate04RightVisionVM
Gate05LeftOn
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate05LeftVisionOn Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zGateVSource05LeftA is visible to AP1_Player.) Equal to True
        (zGateVSource05LeftB is visible to AP1_Player.) Equal to True
        (zGateVSource05LeftC is visible to AP1_Player.) Equal to True
        (zGateVSource05LeftD is visible to AP1_Player.) Equal to True
        (zGateVSource05LeftE is visible to AP1_Player.) Equal to True
  Actions
    Set VariableSet Gate05LeftVisionOn = True
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across Gate05LeftVM <gen>
    Set VariableSet Gate05LeftVisionVM = (Last created visibility modifier)
Gate05LeftOff
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate05LeftVisionOn Equal to True
    InCinematic Equal to False
    (zGateVSource05LeftA is visible to AP1_Player.) Equal to False
    (zGateVSource05LeftB is visible to AP1_Player.) Equal to False
    (zGateVSource05LeftC is visible to AP1_Player.) Equal to False
    (zGateVSource05LeftD is visible to AP1_Player.) Equal to False
    (zGateVSource05LeftE is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet Gate05LeftVisionOn = False
    Visibility - Destroy Gate05LeftVisionVM
Gate05RightOn
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate05RightVisionOn Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zGateVSource05RightA is visible to AP1_Player.) Equal to True
        (zGateVSource05RightB is visible to AP1_Player.) Equal to True
        (zGateVSource05RightC is visible to AP1_Player.) Equal to True
        (zGateVSource05RightD is visible to AP1_Player.) Equal to True
        (zGateVSource05RightE is visible to AP1_Player.) Equal to True
  Actions
    Set VariableSet Gate05RightVisionOn = True
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across Gate05RightVM <gen>
    Set VariableSet Gate05RightVisionVM = (Last created visibility modifier)
Gate05RightOff
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    Gate05RightVisionOn Equal to True
    InCinematic Equal to False
    (zGateVSource05RightA is visible to AP1_Player.) Equal to False
    (zGateVSource05RightB is visible to AP1_Player.) Equal to False
    (zGateVSource05RightC is visible to AP1_Player.) Equal to False
    (zGateVSource05RightD is visible to AP1_Player.) Equal to False
    (zGateVSource05RightE is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet Gate05RightVisionOn = False
    Visibility - Destroy Gate05RightVisionVM
CoinIslandOn
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    CoinIslandVisionOn Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zCoinVSource01 is visible to AP1_Player.) Equal to True
  Actions
    Set VariableSet CoinIslandVisionOn = True
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across CoinIsland <gen>
    Set VariableSet CoinIslandVisionVM = (Last created visibility modifier)
CoinIslandOff
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    CoinIslandVisionOn Equal to True
    InCinematic Equal to False
    (zCoinVSource01 is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet CoinIslandVisionOn = False
    Visibility - Destroy CoinIslandVisionVM
CoinIsland2On
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    CoinIslandVision2On Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zCoinVSource02 is visible to AP1_Player.) Equal to True
  Actions
    Set VariableSet CoinIslandVision2On = True
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across CoinIsland2 <gen>
    Set VariableSet CoinIslandVision2VM = (Last created visibility modifier)
CoinIsland2Off
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    CoinIslandVision2On Equal to True
    InCinematic Equal to False
    (zCoinVSource02 is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet CoinIslandVision2On = False
    Visibility - Destroy CoinIslandVision2VM
GateOn
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    GateVisionOn Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zGateVSource is visible to AP1_Player.) Equal to True
        (zGateVSource is visible to Player 2 (Blue).) Equal to True
  Actions
    Set VariableSet GateVisionOn = True
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across Gate_Vision <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Gate_Vision <gen>
    Set VariableSet GateVisionVM = (Last created visibility modifier)
GateOff
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    GateVisionOn Equal to True
    InCinematic Equal to False
    (zGateVSource is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet GateVisionOn = False
    Visibility - Destroy GateVisionVM
MagtheridonRampOn
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    MagtheridonRampVisionOn Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zMagtheridonVSourceA is visible to Player 2 (Blue).) Equal to True
        (zMagtheridonVSourceA is visible to Player 1 (Red).) Equal to True
        (zMagtheridonVSourceB is visible to AP1_Player.) Equal to True
        (zMagtheridonVSourceB is visible to Player 2 (Blue).) Equal to True
  Actions
    Set VariableSet MagtheridonRampVisionOn = True
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across MagtheridonVM <gen>
    Set VariableSet MagtheridonRampVM = (Last created visibility modifier)
MagtheridonRampOff
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    MagtheridonRampVisionOn Equal to True
    InCinematic Equal to False
    (zMagtheridonVSourceA is visible to AP1_Player.) Equal to False
    (zMagtheridonVSourceB is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet MagtheridonRampVisionOn = False
    Visibility - Destroy MagtheridonRampVM
HydraDenOn
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    HydraDenVisionOn Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zHydraDenVSource is visible to AP1_Player.) Equal to True
  Actions
    Set VariableSet HydraDenVisionOn = True
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across HydraDen <gen>
    Set VariableSet HydraDenVM = (Last created visibility modifier)
HydraDenOff
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    HydraDenVisionOn Equal to True
    InCinematic Equal to False
    (zHydraDenVSource is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet HydraDenVisionOn = False
    Visibility - Destroy HydraDenVM
DocksOn
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    DocksVisionOn Equal to False
    InCinematic Equal to False
    Or - Any (Conditions) are true
      Conditions
        (zDocksVSource is visible to AP1_Player.) Equal to True
  Actions
    Set VariableSet DocksVisionOn = True
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across Docks <gen>
    Set VariableSet DocksVM = (Last created visibility modifier)
DocksOff
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    DocksVisionOn Equal to True
    InCinematic Equal to False
    (zDocksVSource is visible to AP1_Player.) Equal to False
  Actions
    Set VariableSet DocksVisionOn = False
    Visibility - Destroy DocksVM
BridgePlate Left
  Events
    Unit - A unit enters BridgePlateLeft <gen>
  Conditions
    GameOver Equal to False
    (Owner of (Entering unit)) Equal to AP1_Player
    (Owner of (Entering unit)) Equal to Player 2 (Blue)
  Actions
    Trigger - Turn off (This trigger)
    -------- Kill Plate --------
    Destructible - Kill BridgePlateLeft
    Sound - Play Switch <gen> at 100% volume, located at (Center of BridgePlateLeft <gen>) with Z offset 0
    -------- Turn off Magical Rune Doodads --------
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within BridgeRunesLeft <gen>.
    Wait 0.50 seconds
    -------- Effect --------
    Destructible - Set height of ElevatorLeftA to 3
    Destructible - Set height of ElevatorLeftB to 3
    Destructible - Set height of ElevatorLeftC to 3
    Sound - Play ElevatorSound
    Wait 1.30 seconds
    Destructible - Open West wall of ElevatorLeftA
    Destructible - Open West wall of ElevatorLeftB
    Destructible - Open West wall of ElevatorLeftC
    -------- Adjust Center Divider --------
    Set VariableSet BridgeOpenLeft = True
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BridgeOpenRight Equal to True
      Then - Actions
        Destructible - Open East wall of ElevatorLeftA
        Destructible - Open East wall of ElevatorLeftB
        Destructible - Open East wall of ElevatorLeftC
      Else - Actions
        Destructible - Close East wall of ElevatorLeftA
        Destructible - Close East wall of ElevatorLeftB
        Destructible - Close East wall of ElevatorLeftC
BridgePlate Right
  Events
    Unit - A unit enters BridgePlateRight <gen>
  Conditions
    GameOver Equal to False
    (Owner of (Entering unit)) Equal to AP1_Player