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. The reforging of the races is complete. Come see the 14th Techtree Contest Results.
    Dismiss Notice
  5. It's time to choose your horse in the race - the 32nd Modeling Contest Poll is up!
    Dismiss Notice
  6. 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

BloodElves04.w3x
Variables
Initialization
Initialization
Init 01 Players
Init 02 Units
Init 03 Music
Init 04 Environment
Init 05 Quests
Init 06a Hard
Init 06b Normal
Init 07a Caravan Variables
Init 07b Army Generation Variables
Init 08 Breadcrumbs
Init 09a Formations
Init 09b Caravan
Init 09c Caravan Units
Load Heroes
Load Heroes
Load Vashj
Load Kael
Load Kael Kopiuj
Load Brewmaster
Experience Cap Vashj
Experience Cap Kael
Experience Cap Kael Kopiuj
Experience Cap Brewmaster
Cinematic Revival
Selection Screnn
Selection Screen
Selection Screen Kopiuj
Debug
Victory Cienmatic
xxxxx CINEMATICS xxxxx
Intro Cinematic
Intro Cinematic Q
Intro Skipped
Intro Setup
Intro Cleanup
Gameplay
Victory Cinematic
Victory Cinematic Q
Victory Wagon Explodes
Victory Skipped
Victory Setup
xxxxx VISIBILITY xxxxx
Initial Visibility
Create Path Visibility
xxxxx ARMY GENERATION xxxxx
Initialization
Fire it Up
Start Build Animations
Start Timers
Initial Production
Put Wisps on Gold
BE Timer Expires
BE Timer Expires
NE Timer Expires
NE Timer Expires
BE Unit Groups
BE 01
BE 02
BE 03
NE Unit Groups
NE 01
NE 02
Force Adjustment
Adjustment Timer Expires
Adjust by Unit Comparison Count
Adjust by Wagon proximity to BE Base
Adjust by Wagon proximity to NE Base
Adjust by Number of Units
Limit TimerLengths
Sync Timers to TimerLength
BE Base Attacked
BE Base Attacked Reset
xxxxx WAGON CONTROL xxxxx
Switching Wagon Control to Player
Give Wagon to Player
Force Wagon Moves
Player gets Wagon First Time
Player gets Wagon First Time Q
Player gets Wagon Subsequent Times
Player gets Wagon Subsequent Times Q
Switching Wagon Control to Maiev
Give Wagon to Maiev
Player Loses Wagon First Time
Player Loses Wagon First Time Q
Player Loses Wagon Subsequent Times
Player Loses Wagon Subsequent Times Q
Maiev Hunts down Wagon
MaievOrderPulse Expires
Leaderboard
Create Initial Board
Change Board to Player
Change Board to Maiev
xxxxx CARAVAN xxxxx
Caravan Behavior
Caravan Go
Reorient Formation
Caravan Orders Pause
Caravan Orders Resume
Caravan Orders
Caravan Check Dist
Caravan Unit Dies
Guard Attacked
Guard Catches Up
Wagons Reach Breadcrumb
Target Next Breadcrumb
xxxxx HERO RESPAWN xxxxx
Heroes Die
Kael Dies
Kael Dies Kopiuj
Vashj Dies
Brewmaster Dies
Maiev Dies
Maiev Dies Kopiuj
Kael Ready Q
Kael Ready Q Kopiuj
Vashj Ready Q
xxxxx GAMEPLAY xxxxx
Maiev Attack Dialogue
Maiev Attacks
Maiev Attacks Q
Player Money
Give Money to Player
Wagon Ping
PingTimerExpires
Building Deaths
BE Building dies
NE Building dies
xxxxx AI BEHAVIOR xxxxx
AI Resources
Start Suicide Scripts
AI Resources Maiev Gold
AI Resources Maiev Lumber
xxxxx QUESTS xxxxx
Quests
Quest Secure Wagon Create
Quest Secure Wagon Discover
Quest Secure Wagon Update Recapture
Quest Secure Wagon Update Lost Wagon
Quest Secure Wagon Completed
Quest Escort Wagon Create
Quest Escort Wagon Discover
Quest Escort Wagon Completed
Mission Failed Wagon at Maiev
Mission Failed Base Defeated
Secure Wagon Quest
Get the Wagon Q
Hints
Only Control Hero Notice Q
Hero Dies
Hero Dies Q
Item Shop Usuable Q
Maiev Dies First Time
Maiev Dies First Time Q
Brewmaster Available Q
xxxxxxxxxxxxxxxxxxxx
Level Data
Next Level Prep
Next Level Run
Victory Cheat
Defeat Cheat
Victory Defeat
Victory Wagon at BE Base
Defeat Wagon at Maiev
Defeat BE Buildings Dead
Victory NE Base Dead
xxxxx UNUSED xxxxxx
DEBUG
A
DEBUG
Combat Check
Combat Detected A
Combat Detected B
Combat Resolved
Spells
Send Gold
Fire Fury Cast Kopiuj
Fire Fury Loop Kopiuj Kopiuj

		
Name Type Is Array Initial Value
AP1_Player player No Player00
APG1_Player force No Force00
BaseMaievRespawnTime real No
BaseSariusRespawnTime real No
BEBaseAttackedTimer timer No
BEBuildTimer timer No
BEGroupChosen trigger No
BETimerBaseMinimum real No
BETimerLength real No
BETimerLengthLast real No
BETimerMaximum real No
BETimerMinimum real No
BEUnitCount integer No
BEUnitToNEUnitRatio real No
BEVolatilityLimit real No
BreadcrumbAllowed integer No
BreadcrumbAngleArray real Yes
BreadcrumbCurrent integer No
BreadcrumbReached integer No
BreadcrumbTotal integer No
Brewmaster unit No
BuildTimerAdjustmentTimer timer No
CameraReturnPoint location No
CaravanAggroTimer timer No
CaravanArcher01 unit No
CaravanArcher02 unit No
CaravanCage unit No
CaravanGuardFirst integer No
CaravanGuardLast integer No
CaravanGuardsGroup group No
CaravanHunt01 unit No
CaravanMaiev unit No
CaravanOrderPulse timer No
CaravanSarius unit No
CaravanTestPulse timer No
CaravanUnitArray unit Yes
CaravanWagonFirst integer No
CaravanWagonLast integer No
CaravanWagonsGroup group No
ClosestRegionDistance real No
CombatCheckTimer timer No
DebugOn boolean No
ExpDisabledForBrewmaster boolean No false
ExpDisabledForKael boolean No false
ExpDisabledForMaiev boolean No
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 string Yes
FF_FinalAoE real Yes
FF_FireBall1 unit Yes
FF_FireBall2 unit Yes
FF_FireBallAdditionnalDistance real Yes
FF_FireBallAoE real Yes
FF_FireBallArc real Yes
FF_FireBallArcSettings real Yes
FF_FireBallDistance real Yes
FF_FireBallDistanceInit real No
FF_FireBallSpeed real Yes
FF_FireBallTempAdd real Yes
FF_FullDistance real Yes
FF_GoThroughBuildings boolean Yes
FF_GoThroughTrees boolean Yes
FF_GroupFireBall1 group Yes
FF_GroupFireBall2 group Yes
FF_HitBuildings boolean Yes
FF_Integer1 integer No
FF_Integer2 integer No
FF_Integer3 integer No
FF_KillTrees boolean Yes
FF_KillTreesAoE boolean Yes
FF_MinimalDistance real No
FF_RealTimer real Yes
FF_SingleDamages real Yes
FF_SingleUnitEffect string Yes
FF_TempGroup group No
FF_TempPoint1 location No
FF_TempPoint2 location No
FF_TempPoint3 location No
FormationAngleArray real Yes
FormationDistanceArray real Yes
FormationRegionArray rect Yes
FormationTotal integer No
GameOver boolean No false
GoldWispTimer timer No
GuardCallForHelpDist real No
GuardCallForHelpDuration real No
GuardCallForHelpFrequency real No
GuardLeftBehindRange real No
GuardsCatchingUp boolean No
HeroSaysGoDistance real No
HiddenUnits group No
HighScoreEasy integer No
HighScoreHard integer No
HighScoreNormal integer No
Illidan unit No
InCinematic boolean No false
InCombat boolean No false
IntroArcher unit No
IntroMyrmidon unit No
IntroSiren unit No
IntroSkipped boolean No false
IntroSpellBreaker unit No
IntroWorker unit No
IntroWorkerB unit No
IntroWorkerC unit No
IntroWorkerD unit No
Kael unit No UnitNull
KaelReturnSpot location No
Maiev unit No UnitNull
MaievOrderPulse timer No
MaievRespawnTime real No
NEBuildTimer timer No
NEGroupChosen trigger No
NETimerBaseMinimum real No
NETimerLength real No
NETimerLengthLast real No
NETimerMaximum real No
NETimerMinimum real No
NEUnitCount integer No
NEVolatilityLimit real No
OwnerBoard leaderboard No
P10_BloodElfAttack player No Player09
P11_NightElfAttack player No Player10
P2_Watchers player No Player01
P3_IllidanCage player No Player02
P5_Maiev player No Player04
P8_BloodElfBase player No Player07
PlayerHeroRespawnTime real No
QuestEscort quest No
QuestEscortToBloodElf questitem No
QuestIllidan quest No
QuestIllidanNoMaiev questitem No
QuestIllidanRecapture questitem No
RandomNumber real No
RandomValue real No
RangeFactor real No
RangeWagonToPlayerGoal real No
Ravael unit No
RavaelReturnSpot location No
ReorientAngle real No
RevivalAltar unit No UnitNull
RevivalHero unit No UnitNull
RevivalReturnSpot location No
RevivalSpot location No
RoyalGuardTimer timer No
Sarius unit No UnitNull
SariusOrderPulse timer No
SariusRespawnTime real No
SelectedUnits group No
Speaker unit No
SpeakingDistance real No 1500.00
SpeedOfGuards real No
SpeedOfWagons real No
SummonedUnits group No
TempAngle real No
Tempinteger integer No
TempLastAngle real No
TempLastIndex integer No
TempMaxAngle real No
TempMinAngle real No
TempNextAngle real No
TempNextIndex integer No
TempPingPoint location No
TempPointA location No
TempPointB location No
TempPointC location No
TempPointD location No
TempPointE location No
TempPointF location No
TempX real No
TempY real No
TownPeasant01 unit No
TownPeasant02 unit No
TransferOwnerTimer timer No
UnitDifference integer No
Vashj unit No UnitNull
VashjReturnSpot location No
VengeanceUnit unit No
VictorySkipped boolean No false
Wagon unit No
WagonControlRadius real No
WagonHeartbeat timer No
WagonMovementSpeed real No
WagonOwner player No Player01
WagonPingTimer timer No
zBreadcrumbArray location Yes
zReorientTarget 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_04_Environment <gen> (checking conditions)
    Trigger - Run Init_05_Quests <gen> (checking conditions)
    Trigger - Run Init_07a_Caravan_Variables <gen> (checking conditions)
    Trigger - Run Init_07b_Army_Generation_Variables <gen> (checking conditions)
    Trigger - Run Init_08_Breadcrumbs <gen> (checking conditions)
    Trigger - Run Init_09a_Formations <gen> (checking conditions)
    Trigger - Run Init_09b_Caravan <gen> (checking conditions)
    -------- Start Intro Cinematic --------
    Trigger - Add Intro_Cinematic_Q <gen> to the trigger queue (Checking conditions)
Init 01 Players
  Events
  Conditions
  Actions
    -------- Alliance Settings --------
    Player - Make AP1_Player treat Neutral Passive as an Neutral
    Player - Make Player 9 (Gray) treat Neutral Passive as an Neutral
    Player - Make AP1_Player treat P2_Watchers as an Enemy
    Player - Make AP1_Player treat P3_IllidanCage as an Ally with shared vision
    Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Ally with shared vision
    Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Ally with shared vision
    Player - Make AP1_Player treat Player 9 (Gray) as an Ally with shared vision and full shared units
    Player - Make Player 9 (Gray) treat Player 1 (Red) as an Ally with shared vision and full shared units
    Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Ally with shared vision
    Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Ally with shared vision
    Player - Make Player 9 (Gray) treat P3_IllidanCage as an Ally with shared vision
    Player - Make Player 9 (Gray) treat P2_Watchers as an Enemy
    Player - Make AP1_Player treat P5_Maiev as an Enemy
    Player - Make Player 9 (Gray) treat P5_Maiev as an Enemy
    Player - Make AP1_Player treat P8_BloodElfBase as an Ally with shared vision
    Player - Make Player 9 (Gray) treat P8_BloodElfBase as an Ally with shared vision
    Player - Make AP1_Player treat P10_BloodElfAttack as an Ally with shared vision
    Player - Make Player 9 (Gray) treat P10_BloodElfAttack as an Ally with shared vision
    Player - Make AP1_Player treat P11_NightElfAttack as an Enemy
    Player - Make Player 9 (Gray) treat P11_NightElfAttack as an Enemy
    Player - Make P2_Watchers treat Neutral Hostile as an Neutral
    Player - Make P2_Watchers treat AP1_Player as an Enemy
    Player - Make P2_Watchers treat Player 9 (Gray) as an Enemy
    Player - Make P2_Watchers treat P5_Maiev as an Ally with shared vision
    Player - Make P2_Watchers treat P3_IllidanCage as an Neutral
    Player - Make P2_Watchers treat P8_BloodElfBase as an Enemy
    Player - Make P2_Watchers treat P10_BloodElfAttack as an Enemy
    Player - Make P2_Watchers treat P11_NightElfAttack as an Ally with shared vision
    Player - Make P5_Maiev treat Neutral Hostile as an Neutral
    Player - Make P5_Maiev treat AP1_Player as an Enemy
    Player - Make P5_Maiev treat Player 9 (Gray) as an Enemy
    Player - Make P5_Maiev treat P2_Watchers as an Ally with shared vision
    Player - Make P5_Maiev treat P3_IllidanCage as an Neutral
    Player - Make P5_Maiev treat P8_BloodElfBase as an Enemy
    Player - Make P5_Maiev treat P10_BloodElfAttack as an Enemy
    Player - Make P5_Maiev treat P11_NightElfAttack as an Ally with shared vision
    Player - Make P8_BloodElfBase treat AP1_Player as an Ally with shared vision
    Player - Make P8_BloodElfBase treat Player 9 (Gray) as an Ally with shared vision
    Player - Make P8_BloodElfBase treat P2_Watchers as an Enemy
    Player - Make P8_BloodElfBase treat P3_IllidanCage as an Neutral
    Player - Make P8_BloodElfBase treat P5_Maiev as an Enemy
    Player - Make P8_BloodElfBase treat P10_BloodElfAttack as an Ally with shared vision
    Player - Make P8_BloodElfBase treat P11_NightElfAttack as an Enemy
    Player - Make P8_BloodElfBase treat Neutral Hostile as an Enemy
    Player - Make P10_BloodElfAttack treat AP1_Player as an Ally with shared vision
    Player - Make P10_BloodElfAttack treat Player 9 (Gray) as an Ally with shared vision
    Player - Make P10_BloodElfAttack treat P2_Watchers as an Enemy
    Player - Make P10_BloodElfAttack treat P3_IllidanCage as an Neutral
    Player - Make P10_BloodElfAttack treat P5_Maiev as an Enemy
    Player - Make P10_BloodElfAttack treat P8_BloodElfBase as an Ally with shared vision
    Player - Make P10_BloodElfAttack treat P11_NightElfAttack as an Enemy
    Player - Make P10_BloodElfAttack treat Neutral Hostile as an Enemy
    Player - Make P11_NightElfAttack treat Neutral Hostile as an Neutral
    Player - Make P11_NightElfAttack treat AP1_Player as an Enemy
    Player - Make P11_NightElfAttack treat Player 9 (Gray) as an Enemy
    Player - Make P11_NightElfAttack treat P2_Watchers as an Ally with shared vision
    Player - Make P11_NightElfAttack treat P3_IllidanCage as an Neutral
    Player - Make P11_NightElfAttack treat P5_Maiev as an Ally with shared vision
    Player - Make P11_NightElfAttack treat P8_BloodElfBase as an Enemy
    Player - Make P11_NightElfAttack treat P10_BloodElfAttack as an Enemy
    Player - Make Neutral Hostile treat P2_Watchers as an Neutral
    Player - Make Neutral Hostile treat P5_Maiev as an Neutral
    Player - Make Neutral Hostile treat P11_NightElfAttack as an Neutral
    -------- Initial Resources --------
    Player - Set AP1_Player.Current gold to 750
    Player - Set Player 9 (Gray).Current gold to 750
    Player - Set AP1_Player.Current lumber to 0
    Player - Set Player 9 (Gray).Current lumber to 0
    Player - Set P2_Watchers.Current gold to 5000
    Player - Set P2_Watchers.Current lumber to 5000
    -------- Player Colors --------
    Player - Change color of AP1_Player to Orange, Changing color of existing units
    Player - Change color of Player 9 (Gray) to Blue, Changing color of existing units
    Player - Change color of P3_IllidanCage to (Color of AP1_Player), Changing color of existing units
    Player - Change color of P5_Maiev to Teal, Changing color of existing units
    Player - Change color of P8_BloodElfBase to Red, Changing color of existing units
    Player - Change color of P10_BloodElfAttack to Red, Changing color of existing units
    Player - Change color of P11_NightElfAttack to Blue, Changing color of existing units
    -------- Hide Excess Players --------
    Player - Hide P2_Watchers in the post-game score screen
    Player - Hide P3_IllidanCage in the post-game score screen
    Player - Hide P8_BloodElfBase in the post-game score screen
    -------- Initial Visibility --------
    Player - For P2_Watchers, turn Shared vision On toward AP1_Player
    Player - For P2_Watchers, turn Shared vision On toward Player 9 (Gray)
    Player - For P5_Maiev, turn Shared vision On toward Player 9 (Gray)
    Player - For P5_Maiev, turn Shared vision On toward AP1_Player
    Player - For P11_NightElfAttack, turn Shared vision On toward Player 9 (Gray)
    Player - For P11_NightElfAttack, turn Shared vision On toward AP1_Player
Init 02 Units
  Events
  Conditions
  Actions
    -------- Heroes --------
    Trigger - Run Load_Heroes <gen> (checking conditions)
    Trigger - Run Load_Kael_Kopiuj <gen> (checking conditions)
    Hero - Make AP1_Player Heroes gain 30.00% experience from future kills
    Hero - Make Player 9 (Gray) Heroes gain 30.00% experience from future kills
    -------- NPCs --------
    Set VariableSet Maiev = Warden 0039 <gen>
    Set VariableSet Sarius = Sarius 0102 <gen>
    Set VariableSet Wagon = Prison Wagon 0038 <gen>
    Unit - Make Wagon Invulnerable
    Unit - Grant shared vision of Wagon to AP1_Player
    Unit - Grant shared vision of Wagon to Player 9 (Gray)
    Set VariableSet CaravanMaiev = Maiev
    Set VariableSet CaravanSarius = Sarius
    Set VariableSet CaravanArcher01 = Archer 0086 <gen>
    Set VariableSet CaravanArcher02 = Huntress 0127 <gen>
    Set VariableSet CaravanHunt01 = Druid of the Claw 0103 <gen>
    Set VariableSet CaravanCage = Wagon
    -------- Creeps --------
    -------- Variables --------
    Set VariableSet WagonMovementSpeed = 150.00
    -------- Altar Invulnerability --------
    Unit - Make Altar of Blood 0062 <gen> Invulnerable
    Unit - Make Altar of the Depths 0061 <gen> Invulnerable
    Unit - Make Altar of Elders 0014 <gen> Invulnerable
Init 03 Music
  Events
  Conditions
  Actions
    Sound - Clear the music list
    Wait 0.01 seconds
    Sound - Play Naga Theme.
    Sound - Set the music list to Music, starting with song 3
Init 04 Environment
  Events
  Conditions
  Actions
    -------- Initial Time Of Day --------
    Game - Set the time of day to 14.00
    -------- Weather Effects --------
    -------- Fog --------
    -------- Initial Visibility --------
    -------- Bridges, Gates, etc. --------
Init 05 Quests
  Events
  Conditions
  Actions
    -------- Create Quests --------
    Trigger - Run Quest_Secure_Wagon_Create <gen> (checking conditions)
    Trigger - Run Quest_Escort_Wagon_Create <gen> (checking conditions)
Init 06a Hard
  Events
    Player - Player 1 (Red) types a chat message containing -Hard (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -Hard (stringnoformat) as An exact match
  Conditions
  Actions
    -------- See Init07b Army Generation Variables --------
    Unit - Unpause all units
    Trigger - Run Initialization <gen> (ignoring conditions)
    -------- See Heroes Die - Maiev Dies --------
    -------- See Intro Cleanup (Cage Moved closer to Maeiv's base) --------
    Unit - Set mana of Warden 0039 <gen> to 100%
    Hero - Set Sarius 0102 <gen> Hero-level to 15, Hide level-up graphics
    Hero - Set Warden 0039 <gen> Hero-level to 15, Hide level-up graphics
    Hero - Create Crown of Kings +5 and give it to Sarius 0102 <gen>
    Hero - Create Ring of Protection +5 and give it to Sarius 0102 <gen>
    Hero - Create Orb of Slow and give it to Sarius 0102 <gen>
    Hero - Create Claws of Attack +15 and give it to Sarius 0102 <gen>
    Hero - Create Periapt of Vitality and give it to Sarius 0102 <gen>
    Hero - Create Runed Bracers and give it to Maiev
    Hero - Create Health Stone and give it to Maiev
    Hero - Create Health Stone and give it to Maiev
    Hero - Create Ring of Protection +5 and give it to Maiev
    Hero - Create Crown of Kings +5 and give it to Maiev
    Hero - Create Heart of Aszune and give it to Maiev
    -------- Upgrades Elves --------
    Player - Set the current research level of Rema (techcode) to 2 for Player 10 (Light Blue)
    Player - Set the current research level of Rema (techcode) to 2 for Player 2 (Blue)
    Player - Set the current research level of Rerh (techcode) to 2 for Player 2 (Blue)
    Player - Set the current research level of Rerh (techcode) to 2 for Player 10 (Light Blue)
Init 06b Normal
  Events
    Player - Player 1 (Red) types a chat message containing -Normal (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -Normal (stringnoformat) as An exact match
  Conditions
  Actions
    Unit - Unpause all units
    Hero - Create Heart of Aszune and give it to Sarius 0102 <gen>
    Hero - Create Heart of Aszune and give it to Sarius 0102 <gen>
    Hero - Create Heart of Aszune and give it to Sarius 0102 <gen>
    Hero - Create Heart of Aszune and give it to Sarius 0102 <gen>
    Hero - Create Heart of Aszune and give it to Sarius 0102 <gen>
    Trigger - Run Initialization <gen> (ignoring conditions)
Init 07a Caravan Variables
  Events
  Conditions
  Actions
    Set VariableSet GuardCallForHelpDist = 1500.00
    Set VariableSet GuardCallForHelpDuration = 2.00
    Set VariableSet GuardCallForHelpFrequency = 1.00
    Set VariableSet GuardLeftBehindRange = 1500.00
    Set VariableSet HeroSaysGoDistance = 512.00
    Set VariableSet SpeedOfGuards = 250.00
    Set VariableSet SpeedOfWagons = 40.00
    Set VariableSet WagonControlRadius = 768.00
Init 07b Army Generation Variables
  Events
  Conditions
  Actions
    Set VariableSet BETimerLength = 40.00
    Set VariableSet BETimerLengthLast = 40.00
    Set VariableSet NETimerLength = 50.00
    Set VariableSet NETimerLengthLast = 50.00
    Set VariableSet NETimerMinimum = 15.00
    Set VariableSet NETimerBaseMinimum = 15.00
    Set VariableSet NETimerMaximum = 70.00
    Set VariableSet BETimerMinimum = 10.00
    Set VariableSet BETimerBaseMinimum = 10.00
    Set VariableSet BETimerMaximum = 60.00
    Set VariableSet BEVolatilityLimit = 4.00
    Set VariableSet NEVolatilityLimit = 6.00
    -------- The respawn times below must give the hero enough time to reach the altar --------
    Set VariableSet BaseMaievRespawnTime = -15.00
    Set VariableSet BaseSariusRespawnTime = -15.00
    Set VariableSet PlayerHeroRespawnTime = 10.00
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Equal to Normal
      Then - Actions
        Set VariableSet NETimerLength = 40.00
        Set VariableSet NETimerLengthLast = 40.00
        Set VariableSet NETimerMinimum = 12.00
        Set VariableSet NETimerBaseMinimum = 12.00
        Set VariableSet BETimerMinimum = 12.00
        Set VariableSet BETimerBaseMinimum = 12.00
        Set VariableSet NETimerMaximum = 50.00
      Else - Actions
Init 08 Breadcrumbs
  Events
  Conditions
  Actions
    -------- Configure Breadcrumb Ranges --------
    Set VariableSet BreadcrumbTotal = 41
    Set VariableSet BreadcrumbCurrent = 17
    Set VariableSet BreadcrumbAllowed = 41
    Set VariableSet BreadcrumbReached = 16
    -------- Configure Breadcrumb Point Array --------
    Set VariableSet zBreadcrumbArray[1] = (Center of Breadcrumb_01 <gen>)
    Set VariableSet zBreadcrumbArray[2] = (Center of Breadcrumb_02 <gen>)
    Set VariableSet zBreadcrumbArray[3] = (Center of Breadcrumb_03 <gen>)
    Set VariableSet zBreadcrumbArray[4] = (Center of Breadcrumb_04 <gen>)
    Set VariableSet zBreadcrumbArray[5] = (Center of Breadcrumb_05 <gen>)
    Set VariableSet zBreadcrumbArray[6] = (Center of Breadcrumb_06 <gen>)
    Set VariableSet zBreadcrumbArray[7] = (Center of Breadcrumb_07 <gen>)
    Set VariableSet zBreadcrumbArray[8] = (Center of Breadcrumb_08 <gen>)
    Set VariableSet zBreadcrumbArray[9] = (Center of Breadcrumb_09 <gen>)
    Set VariableSet zBreadcrumbArray[10] = (Center of Breadcrumb_10 <gen>)
    Set VariableSet zBreadcrumbArray[11] = (Center of Breadcrumb_11 <gen>)
    Set VariableSet zBreadcrumbArray[12] = (Center of Breadcrumb_12 <gen>)
    Set VariableSet zBreadcrumbArray[13] = (Center of Breadcrumb_13 <gen>)
    Set VariableSet zBreadcrumbArray[14] = (Center of Breadcrumb_14 <gen>)
    Set VariableSet zBreadcrumbArray[15] = (Center of Breadcrumb_15 <gen>)
    Set VariableSet zBreadcrumbArray[16] = (Center of Breadcrumb_16 <gen>)
    Set VariableSet zBreadcrumbArray[17] = (Center of Breadcrumb_17 <gen>)
    Set VariableSet zBreadcrumbArray[18] = (Center of Breadcrumb_18 <gen>)
    Set VariableSet zBreadcrumbArray[19] = (Center of Breadcrumb_19 <gen>)
    Set VariableSet zBreadcrumbArray[20] = (Center of Breadcrumb_20 <gen>)
    Set VariableSet zBreadcrumbArray[21] = (Center of Breadcrumb_21 <gen>)
    Set VariableSet zBreadcrumbArray[22] = (Center of Breadcrumb_22 <gen>)
    Set VariableSet zBreadcrumbArray[23] = (Center of Breadcrumb_23 <gen>)
    Set VariableSet zBreadcrumbArray[24] = (Center of Breadcrumb_24 <gen>)
    Set VariableSet zBreadcrumbArray[25] = (Center of Breadcrumb_25 <gen>)
    Set VariableSet zBreadcrumbArray[26] = (Center of Breadcrumb_26 <gen>)
    Set VariableSet zBreadcrumbArray[27] = (Center of Breadcrumb_27 <gen>)
    Set VariableSet zBreadcrumbArray[28] = (Center of Breadcrumb_28 <gen>)
    Set VariableSet zBreadcrumbArray[29] = (Center of Breadcrumb_29 <gen>)
    Set VariableSet zBreadcrumbArray[30] = (Center of Breadcrumb_30 <gen>)
    Set VariableSet zBreadcrumbArray[31] = (Center of Breadcrumb_31 <gen>)
    Set VariableSet zBreadcrumbArray[32] = (Center of Breadcrumb_32 <gen>)
    Set VariableSet zBreadcrumbArray[33] = (Center of Breadcrumb_33 <gen>)
    Set VariableSet zBreadcrumbArray[34] = (Center of Breadcrumb_34 <gen>)
    Set VariableSet zBreadcrumbArray[35] = (Center of Breadcrumb_35 <gen>)
    Set VariableSet zBreadcrumbArray[36] = (Center of Breadcrumb_36 <gen>)
    Set VariableSet zBreadcrumbArray[37] = (Center of Breadcrumb_37 <gen>)
    Set VariableSet zBreadcrumbArray[38] = (Center of Breadcrumb_38 <gen>)
    Set VariableSet zBreadcrumbArray[39] = (Center of Breadcrumb_39 <gen>)
    Set VariableSet zBreadcrumbArray[40] = (Center of Breadcrumb_40 <gen>)
    Set VariableSet zBreadcrumbArray[41] = (Center of Breadcrumb_41 <gen>)
    -------- Configure Breadcrumb Angle Array --------
    For each (Integer A) from 1 to BreadcrumbTotal, do (Actions)
      Loop - Actions
        -------- Make sure we're not trying to query indices that don't exist --------
        Set VariableSet TempLastIndex = (Max(((Integer A) - 1), 1))
        Set VariableSet TempNextIndex = (Min(((Integer A) + 1), BreadcrumbTotal))
        Set VariableSet TempLastAngle = (Angle from zBreadcrumbArray[TempLastIndex] to zBreadcrumbArray[(Integer A)])
        Set VariableSet TempNextAngle = (Angle from zBreadcrumbArray[(Integer A)] to zBreadcrumbArray[TempNextIndex])
        -------- If the angle is over 180 degrees, add a full rotation to the min angle so that we're always taking an average on the right side of the circle --------
        Set VariableSet TempMinAngle = (Min(TempLastAngle, TempNextAngle))
        Set VariableSet TempMaxAngle = (Max(TempLastAngle, TempNextAngle))
        If ((TempMaxAngle - TempMinAngle) Greater than 180.00) then do (Set VariableSet TempMinAngle = (TempMinAngle + 360.00)) else do (Do nothing)
        Set VariableSet TempAngle = ((TempMinAngle + TempMaxAngle) / 2.00)
        -------- Special-case the first and last breadcrumbs, as they don't have two neighbors to average --------
        If ((Integer A) Equal to 1) then do (Set VariableSet TempAngle = TempNextAngle) else do (Do nothing)
        If ((Integer A) Equal to BreadcrumbTotal) then do (Set VariableSet TempAngle = TempLastAngle) else do (Do nothing)
        Set VariableSet BreadcrumbAngleArray[(Integer A)] = TempAngle
Init 09a Formations
  Events
  Conditions
  Actions
    -------- Configure Region Array --------
    Set VariableSet FormationRegionArray[1] = Formation01 <gen>
    Set VariableSet FormationRegionArray[2] = Formation02 <gen>
    Set VariableSet FormationRegionArray[3] = Formation03 <gen>
    Set VariableSet FormationRegionArray[4] = Formation04 <gen>
    Set VariableSet FormationRegionArray[5] = Formation05 <gen>
    Set VariableSet FormationRegionArray[6] = Formation06 <gen>
    -------- Configure Unit Ranges --------
    Set VariableSet FormationTotal = 6
    Set VariableSet CaravanWagonFirst = 1
    Set VariableSet CaravanWagonLast = 1
    Set VariableSet CaravanGuardFirst = 2
    Set VariableSet CaravanGuardLast = 6
    -------- Read formation data from initial region placement --------
    For each (Integer A) from 1 to FormationTotal, do (Actions)
      Loop - Actions
        Set VariableSet FormationDistanceArray[(Integer A)] = (Distance between (Center of Formation_Center <gen>) and (Center of FormationRegionArray[(Integer A)]))
        Set VariableSet FormationAngleArray[(Integer A)] = (Angle from (Center of Formation_Center <gen>) to (Center of FormationRegionArray[(Integer A)]))
Init 09b Caravan
  Events
  Conditions
  Actions
    Trigger - Run Init_09c_Caravan_Units <gen> (checking conditions)
    -------- Reorient the formation --------
    Set VariableSet zReorientTarget = zBreadcrumbArray[BreadcrumbCurrent]
    Set VariableSet ReorientAngle = BreadcrumbAngleArray[BreadcrumbCurrent]
    Trigger - Run Reorient_Formation <gen> (checking conditions)
    -------- Configure each caravan unit --------
    For each (Integer A) from CaravanWagonFirst to CaravanWagonLast, do (Actions)
      Loop - Actions
        Unit - Set CaravanUnitArray[(Integer A)] movement speed to SpeedOfWagons
        Unit Group - Add CaravanUnitArray[(Integer A)] to CaravanWagonsGroup
    For each (Integer A) from CaravanGuardFirst to CaravanGuardLast, do (Actions)
      Loop - Actions
        Unit - Set CaravanUnitArray[(Integer A)] movement speed to SpeedOfGuards
        Animation - Change CaravanUnitArray[(Integer A)]'s animation speed to 60.00% of its original speed
        Unit Group - Add CaravanUnitArray[(Integer A)] to CaravanGuardsGroup
Init 09c Caravan Units
  Events
  Conditions
  Actions
    -------- Configure the Caravan Units Array --------
    Set VariableSet CaravanUnitArray[1] = CaravanCage
    Set VariableSet CaravanUnitArray[2] = CaravanArcher01
    Set VariableSet CaravanUnitArray[3] = CaravanArcher02
    Set VariableSet CaravanUnitArray[5] = CaravanHunt01
    Set VariableSet CaravanUnitArray[4] = CaravanMaiev
    Set VariableSet CaravanUnitArray[6] = CaravanSarius
    AI - Ignore CaravanCage's guard position
    AI - Ignore CaravanArcher01's guard position
    AI - Ignore CaravanArcher02's guard position
    AI - Ignore CaravanMaiev's guard position
    AI - Ignore CaravanHunt01's guard position
    AI - Ignore CaravanSarius's guard position
Load Heroes
  Events
  Conditions
  Actions
    -------- Create The Game Cache --------
    Game Cache - Create a game cache from Campaigns.w3v (stringnoformat)
    -------- Load Each Hero --------
    Trigger - Run Load_Kael <gen> (checking conditions)
    Trigger - Run Load_Vashj <gen> (checking conditions)
    -------- Load Scores from Secret Mission --------
    Set VariableSet HighScoreEasy = (Load FinalWaveEasy of HumanX03s from (Last created game cache))
    Set VariableSet HighScoreNormal = (Load FinalWaveNormal of HumanX03s from (Last created game cache))
    Set VariableSet HighScoreHard = (Load FinalWaveHard of HumanX03s from (Last created game cache))
    -------- Load Brewmaster if FinalWaveHard=31 --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            HighScoreHard Equal to 31
            HighScoreNormal Equal to 31
      Then - Actions
        Trigger - Run Load_Brewmaster <gen> (checking conditions)
      Else - Actions
Load Vashj
  Events
  Conditions
  Actions
    -------- Load Hero From Cache --------
    Game Cache - Restore Vashj (stringnoformat) of HumanX04S (stringnoformat) from (Last created game cache) for AP1_Player at (Center of NewIntroVashjStart <gen>) facing 60.00
    Set VariableSet Vashj = (Last restored unit)
    If (Vashj Not equal to No unit) then do (Skip remaining actions) else do (Do nothing)
    Game Cache - Restore Vashj (stringnoformat) of HumanX04 (stringnoformat) from (Last created game cache) for AP1_Player at (Center of NewIntroVashjStart <gen>) facing 60.00
    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 9 (Gray) at (Center of NewIntroVashjStart <gen>) facing 60.00 degrees
    Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
    Set VariableSet Vashj = (Last created unit)
Load Kael
  Events
  Conditions
  Actions
    -------- Load Hero From Cache --------
    Game Cache - Restore Kael (stringnoformat) of HumanX04S (stringnoformat) from (Last created game cache) for AP1_Player at (Center of NewIntroKaelStart <gen>) facing 60.00
    Set VariableSet Kael = (Last restored unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Last restored unit) Not equal to No unit
      Then - Actions
        Hero - Set Kael Hero-level to 5, Hide level-up graphics
        Hero - Add 400 experience to Kael, Hide level-up graphics
      Else - Actions
    If (Kael Not equal to No unit) then do (Skip remaining actions) else do (Do nothing)
    Game Cache - Restore Kael (stringnoformat) of HumanX04 (stringnoformat) from (Last created game cache) for AP1_Player at (Center of NewIntroKaelStart <gen>) facing 60.00
    Set VariableSet Kael = (Last restored unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Last restored unit) Not equal to No unit
      Then - Actions
        Hero - Set Kael Hero-level to 5, Hide level-up graphics
        Hero - Add 400 experience to Kael, Hide level-up graphics
      Else - Actions
    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 NewIntroKaelStart <gen>) facing 60.00 degrees
    Set VariableSet Kael = (Last created unit)
    Hero - Set Kael Hero-level to 5, Hide level-up graphics
    Hero - Add 400 experience to Kael, Hide level-up graphics
Load Kael Kopiuj
  Events
  Conditions
  Actions
    -------- Create Default Hero --------
    Unit - Create 1.Ravael for Player 9 (Gray) at (Center of Region_110 <gen>) facing 60.00 degrees
    Set VariableSet Ravael = (Last created unit)
    Hero - Set Ravael Hero-level to 5, Hide level-up graphics
    Hero - Add 400 experience to Ravael, Hide level-up graphics
Load Brewmaster
  Events
    Player - Player 1 (Red) types a chat message containing haahk-hhka-aagh-pgh (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing haahk-hhka-aagh-pgh (stringnoformat) as An exact match
  Conditions
  Actions
    -------- Create Default Hero --------
    Unit - Create 1.Pandaren Brewmaster for AP1_Player at (Center of GameplayBrewmasterStart <gen>) facing 315.00 degrees
    Set VariableSet Brewmaster = (Last created unit)
    Hero - Set Brewmaster Hero-level to 5, Hide level-up graphics
    Trigger - Turn off (This trigger)
Experience Cap Vashj
  Events
    Unit - A unit owned by Player 9 (Gray).Gains a level
  Conditions
    (Leveling Hero) Equal to Vashj
    (Hero level of (Leveling Hero)) Greater than or equal to 7
  Actions
    Hero - Disable experience gain for Vashj.
    Set VariableSet ExpDisabledForVashj = 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)) Greater than or equal to 7
  Actions
    Hero - Disable experience gain for Kael.
    Set VariableSet ExpDisabledForKael = True
Experience Cap Kael Kopiuj
  Events
    Unit - A unit owned by Player 9 (Gray).Gains a level
  Conditions
    (Leveling Hero) Equal to Ravael
    (Hero level of (Leveling Hero)) Greater than or equal to 7
  Actions
    Hero - Disable experience gain for Ravael.
    Set VariableSet ExpDisabledForRavael = True
Experience Cap Brewmaster
  Events
    Unit - A unit owned by Player 1 (Red).Gains a level
  Conditions
    (Leveling Hero) Equal to Brewmaster
    (Hero level of (Leveling Hero)) Greater than or equal to 7
  Actions
    Hero - Disable experience gain for Brewmaster.
    Set VariableSet ExpDisabledForBrewmaster = True
Before running this in a cinematic, do the following:
- Set "RevivalHero" to the hero you wish to revive.
- Set "RevivalSpot" to the place at which you wish the hero to be revived.

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

After the cinematic, move the hero instantly to RevivalReturnSpot.
Cinematic Revival
  Events
  Conditions
  Actions
    Set VariableSet RevivalReturnSpot = (Position of RevivalHero)
    Unit - Move RevivalHero instantly to RevivalSpot
    If ((RevivalHero is alive) Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Hero - Instantly revive RevivalHero at RevivalSpot, Hide revival graphics
    Set VariableSet RevivalReturnSpot = RevivalSpot
    Set VariableSet RevivalAltar = (Random unit from (Units owned by (Owner of RevivalHero) matching ((((Matching unit) is alive) Equal to True) and ((((Unit-type of (Matching unit)) Equal to Altar of Blood) or ((Unit-type of (Matching unit)) Equal to Altar of Storms)) or (((Unit-type of (Matching unit)) Equal to Altar of Darkness) or ((Unit-type of (Matching unit)) Equal to Altar of Elders)))).))
    If (RevivalAltar Not equal to No unit) then do (Set VariableSet RevivalReturnSpot = ((Position of RevivalAltar) offset by (0, -128.00))) else do (Do nothing)
Selection Screen
  Events
    Map initialization
  Conditions
  Actions
    Unit - Pause all units
    -------- Sets Up Player's Name and the Maximum Food They Can Have --------
    Player - Set Player 1 (Red).Food max to 60
    Player - Set name of Player 1 (Red) to Kael'thas Elves
    Player - Set Player 10 (Light Blue).Food max to 60
    Player - Set name of Player 10 (Light Blue) to Blood Elves
    -------- Sets Up Panda Logo and Game Information --------
    Cinematic - Fade out over 0.00 seconds using texture war3mapImported\Maiev.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Game - Display to (All players) the text: Chapter 4Welcome to the 2Player's Chapter 4 of the Curse of the Blood Elves Campaign by Neltharion.Important use -save Comand When you want save your item and lvl Hero (before you will end the game )
    Wait 3.00 game-time seconds
    Game - Display to (All players) the text: use code if you pass secret mission to unlock Pandaren Hero
    -------- 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\Maiev.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Game - Display to (All players) the text: Chapter 4 COMPLETED
    Wait 60.00 game-time seconds
    -------- Sets Up Campaign-Ish Visibility --------
    Visibility - Enable fog of war
    Visibility - Enable black mask
Victory Cienmatic
  Events
    Player - Player 1 (Red) types a chat message containing Victory (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Run Victory_Cinematic_Q <gen> (checking conditions)
Intro Cinematic Q
  Events
  Conditions
  Actions
    Set VariableSet InCinematic = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for (All players)
    Trigger - Run Intro_Setup <gen> (checking conditions)
    Unit - Create 1.Spell Breaker for Player 1 (Red) at (Center of IntroSPBreakerStart <gen>) facing 60.00 degrees
    Set VariableSet IntroSpellBreaker = (Last created unit)
    Unit - Change color of (Last created unit) to Red
    Unit - Create 1.Łuczniczka for Player 9 (Gray) at (Center of IntroArcherStart <gen>) facing 60.00 degrees
    Set VariableSet IntroArcher = (Last created unit)
    Unit - Change color of (Last created unit) to Red
    Unit - Create 1.Naga Myrmidon for Player 1 (Red) at (Center of IntroMyrmidonStart <gen>) facing 60.00 degrees
    Set VariableSet IntroMyrmidon = (Last created unit)
    Unit - Change color of (Last created unit) to Red
    Unit - Create 1.Naga Siren for Player 9 (Gray) at (Center of IntroSirenStart <gen>) facing 60.00 degrees
    Set VariableSet IntroSiren = (Last created unit)
    Unit - Change color of (Last created unit) to Red
    Unit - Create 1.Worker (Blood Elf) for Player 1 (Red) at (Center of IntroWorkerStart <gen>) facing 60.00 degrees
    Set VariableSet IntroWorker = (Last created unit)
    Unit - Change color of (Last created unit) to Red
    Unit - Create 1.Worker (Blood Elf) for Player 9 (Gray) at (Center of IntroWorkerBStart <gen>) facing 60.00 degrees
    Set VariableSet IntroWorkerB = (Last created unit)
    Unit - Change color of (Last created unit) to Red
    Unit - Create 1.Worker (Blood Elf) for Player 9 (Gray) at (Center of IntroWorkerCStart <gen>) facing 60.00 degrees
    Set VariableSet IntroWorkerC = (Last created unit)
    Unit - Change color of (Last created unit) to Red
    Unit - Create 1.Worker (Blood Elf) for Player 1 (Red) at (Center of IntroWorkerDStart <gen>) facing 60.00 degrees
    Set VariableSet IntroWorkerD = (Last created unit)
    Unit - Change color of (Last created unit) to Red
    Unit - Order IntroSpellBreaker to Move To.(Center of NewIntroKaelStart <gen>)
    Unit - Order IntroArcher to Move To.(Center of NewIntroVashjStart <gen>)
    Unit - Order IntroMyrmidon to Move To.(Center of IntroSPBreakerStart <gen>)
    Unit - Order IntroSiren to Move To.(Center of IntroArcherStart <gen>)
    Unit - Order IntroWorker to Move To.(Center of IntroMyrmidonStart <gen>)
    Unit - Order IntroWorkerB to Move To.(Center of IntroSirenStart <gen>)
    Unit - Order IntroWorkerC to Move To.(Center of IntroWorkerStart <gen>)
    Unit - Order IntroWorkerD to Move To.(Center of IntroWorkerBStart <gen>)
    Camera - .Apply. gg_cam_NewIntroStart for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_NewIntroStart for Player 9 (Gray) over 0 seconds
    Camera - .Apply. gg_cam_IntroThisPlace for AP1_Player over 8.30 seconds
    Camera - .Apply. gg_cam_IntroThisPlace for Player 9 (Gray) over 8.30 seconds
    Unit - Order Kael to Move To.(Center of NewIntroKaelDest <gen>)
    Unit - Order Vashj to Move To.(Center of NewIntroVashjDest <gen>)
    Unit - Order Ravael to Move To.(Center of Region_111 <gen>)
    -------- Fade In --------
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2.00 seconds
    Trigger - Turn on Intro_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    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 Kael named Książę Kael'thas: Play A05Kael0101 <gen> and display To potworne miejsce - maszerujemy od trzech dni i nie widzieliśmy jeszcze żadnego znaku życia, a mimo to cały czas mam wrażenie, że nie jesteśmy tu sami.. Modify duration: Add 0 seconds and Don't wait
    Wait for A05Kael0101 <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 Vashj named Lady Vash: Play A05LadyVashj0201 <gen> and display Nie jesteśmy. Wyczułam to przy zmianie wiatru.. Modify duration: Add 0 seconds and Don't wait
    Wait for A05LadyVashj0201 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Vashj to Move To.(Center of NewIntroVashjDestA <gen>)
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order Kael to Move To.(Center of NewIntroVashjDestA <gen>)
    Unit - Order Ravael to Move To.(Center of NewIntroVashjDestA <gen>)
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - .Apply. gg_cam_Intro_01 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_Intro_01 for Player 9 (Gray) over 0 seconds
    Camera - .Apply. gg_cam_Intro_01B for AP1_Player over (((Length of A05LadyVashj15 <gen>) + (Length of A05Kael16 <gen>)) + 2.50) seconds
    Camera - .Apply. gg_cam_Intro_01B for Player 9 (Gray) over (((Length of A05LadyVashj15 <gen>) + (Length of A05Kael16 <gen>)) + 2.50) seconds
    Unit - Move Kael instantly to (Center of Intro_Kael_Start <gen>), facing 60.00 degrees
    Unit - Move Vashj instantly to (Center of Intro_Vashj_Start <gen>), facing 60.00 degrees
    Unit - Move Ravael instantly to (Center of Region_112 <gen>), facing 60.00 degrees
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Vashj face Kael over 0.30 seconds
    Unit - Make Ravael face Kael over 0.30 seconds
    Cinematic - Send transmission to (All players) from Vashj named Lady Vash: Play A05LadyVashj15 <gen> and display Nocne elfy! Cóż one mogą tu robić?. Modify duration: Add 0 seconds and Don't wait
    Wait for A05LadyVashj15 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A05Kael16 <gen> and display Strażniczka imieniem Maiev poprzysięgła za wszelką cenę schwytać Illidana. Musiała przyprowadzić tu za nim swych wojowników.. Modify duration: Add 0 seconds and Don't wait
    Wait for A05Kael16 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- 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
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Move Kael instantly to (Center of Intro_Kael_StartB <gen>), facing 70.00 degrees
    Unit - Move Vashj instantly to (Center of Intro_Vashj_StartB <gen>), facing 70.00 degrees
    Unit - Move Ravael instantly to (Center of Region_114 <gen>), facing 70.00 degrees
    Camera - .Apply. gg_cam_Intro_02 for AP1_Player over 0 seconds
    Camera - .Apply. gg_cam_Intro_02 for Player 9 (Gray) over 0 seconds
    Camera - .Apply. gg_cam_Intro_02B for Player 9 (Gray) over (((Length of A05Kael17 <gen>) + (Length of A05LadyVashj18 <gen>)) + 2.00) seconds
    Camera - .Apply. gg_cam_Intro_02B for AP1_Player over (((Length of A05Kael17 <gen>) + (Length of A05LadyVashj18 <gen>)) + 2.00) seconds
    Unit - Unpause Wagon
    Unit - Order Wagon to Move To.(Center of Formation01 <gen>)
    Wait 0.50 seconds
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- 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
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A05Kael17 <gen> and display Tam - Illidan spoczywa w tej klatce okuty łańcuchami! Nocne elfy muszą go wieźć do swej fortecy.. Modify duration: Add 0 seconds and Don't wait
    Wait for A05Kael17 <gen> to be 5.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play CatapultYes2 <gen> at 40.00% volume, attached to Wagon
    Wait for A05Kael17 <gen> to be 4.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play CatapultYes2 <gen> at 40.00% volume, attached to Wagon
    Wait for A05Kael17 <gen> to be 3.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play CatapultYes1 <gen> at 40.00% volume, attached to Wagon
    Wait for A05Kael17 <gen> to be 1.50 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play CatapultYes2 <gen> at 40.00% volume, attached to Wagon
    Wait for A05Kael17 <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 Vashj named Lady Vash: Play A05LadyVashj18 <gen> and display Trzeba go więc natychmiast ratować.. Modify duration: Add 0 seconds and Don't wait
    Wait for A05LadyVashj18 <gen> to be 4.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play CatapultYes1 <gen> at 40.00% volume, attached to Wagon
    Wait for A05LadyVashj18 <gen> to be 2.00 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play CatapultYes2 <gen> at 40.00% volume, attached to Wagon
    Wait for A05LadyVashj18 <gen> to be 0 seconds from finished playing
    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_Suicide_Scripts <gen> (checking conditions)
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Start Game --------
    Trigger - Run Gameplay <gen> (checking conditions)
    Set VariableSet InCinematic = False
    Trigger - Remove (This trigger) from the trigger queue
Intro Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 9 (Gray) 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_Suicide_Scripts <gen> (checking conditions)
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    -------- 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
    Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Enemy
    Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Enemy
Intro Setup
  Events
  Conditions
  Actions
    -------- Set Sky --------
    Environment - Set sky to Outland Sky
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Kael.
    Hero - Disable experience gain for Vashj.
    Hero - Disable experience gain for Ravael.
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle Off
    -------- Pause Units --------
    Unit - Pause all units
    Unit - Unpause Kael
    Unit - Unpause Vashj
    Unit - Unpause Ravael
    -------- Hide Units --------
    Set VariableSet HiddenUnits = (Units owned by AP1_Player matching (((Matching unit) is hidden) Equal to False).)
    Unit Group - Remove Kael from HiddenUnits.
    Unit Group - Remove Vashj from HiddenUnits.
    Unit Group - Remove Ravael 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))
    -------- Disable Abilities --------
    Player - Disable Shadow Meld for AP1_Player
    Player - Disable AIba (Item) for AP1_Player
Intro Cleanup
  Events
  Conditions
  Actions
    -------- Restore Abilities --------
    Player - Enable Shadow Meld for AP1_Player
    Player - Enable AIba (Item) for AP1_Player
    -------- Remove Units --------
    Unit - Remove IntroArcher from the game
    Unit - Remove IntroMyrmidon from the game
    Unit - Remove IntroSiren from the game
    Unit - Remove IntroSpellBreaker from the game
    Unit - Remove IntroWorker from the game
    Unit - Remove IntroWorkerB from the game
    Unit - Remove IntroWorkerC from the game
    Unit - Remove IntroWorkerD from the game
    -------- Move Units --------
    Unit - Move Kael instantly to (Center of Gameplay_Kael_Start <gen>), facing 255.00 degrees
    Unit - Move Vashj instantly to (Center of Gameplay_Vashj_Start <gen>), facing 285.00 degrees
    Unit - Move Ravael instantly to (Center of Region_113 <gen>), facing 285.00 degrees
    Unit - Move Wagon instantly to (Center of Formation01 <gen>), facing 0.00 degrees
    -------- Set Max HP for Heroes --------
    Unit - Set mana of Kael to 100%
    Unit - Set mana of Vashj to 100%
    -------- Unhide Items --------
    Item - Pick every item in (Playable map area) and do (Show (Picked item))
    -------- Unhide Units --------
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    -------- Unpause Units --------
    Unit - Unpause all units
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle On
    -------- Re-enable XP Gain --------
    If (ExpDisabledForKael Equal to False) then do (Enable experience gain for Kael.) else do (Do nothing)
    If (ExpDisabledForVashj Equal to False) then do (Enable experience gain for Vashj.) else do (Do nothing)
    If (ExpDisabledForRavael Equal to False) then do (Enable experience gain for Ravael.) else do (Do nothing)
    If (ExpDisabledForBrewmaster Equal to False) then do (Enable experience gain for Brewmaster.) else do (Do nothing)
    -------- Restore Selection --------
    Selection - Select Kael
    -------- Reset Sky --------
    Environment - Set sky to None
    -------- Reset Camera --------
    Camera - Reset camera smoothing factor
    Camera - Reset camera for AP1_Player to standard game-view over 0 seconds
    Camera - Reset camera for Player 9 (Gray) to standard game-view over 0 seconds
    Camera - Pan camera for Player 9 (Gray) to (Target of gg_cam_Intro_Skipped) over 0 seconds
    Camera - Pan camera for AP1_Player to (Target of gg_cam_Intro_Skipped) over 0 seconds
    -------- Initial Harvesting --------
    Unit Group - Pick every unit in (Units in Gold_Peons <gen> owned by P8_BloodElfBase) and do (Order (Picked unit) to Harvest Nearby Gold.)
    Unit Group - Pick every unit in (Units in Lumber_Peons <gen> owned by P8_BloodElfBase) and do (Order (Picked unit) to Harvest Nearby Lumber.)
    -------- Visibility --------
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Black mask across (Playable map area)
    Visibility - Destroy (Last created visibility modifier)
    Trigger - Run Create_Path_Visibility <gen> (checking conditions)
    -------- Move Caravan for Hard --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Equal to Hard
      Then - Actions
        Unit - Move CaravanArcher01 instantly to (Center of HardArcher01 <gen>)
        Unit - Move CaravanArcher02 instantly to (Center of HardArcher02 <gen>)
        Unit - Move CaravanHunt01 instantly to (Center of HardHunt01 <gen>)
        Unit - Move CaravanMaiev instantly to (Center of HardMaiev <gen>)
        Unit - Move CaravanCage instantly to (Center of HardWagon <gen>)
        Set VariableSet BreadcrumbCurrent = 19
        Set VariableSet BreadcrumbReached = 18
        Set VariableSet zReorientTarget = zBreadcrumbArray[BreadcrumbCurrent]
        Set VariableSet ReorientAngle = BreadcrumbAngleArray[BreadcrumbCurrent]
        Trigger - Run Reorient_Formation <gen> (checking conditions)
      Else - Actions
Gameplay
  Events
  Conditions
  Actions
    -------- Do initial gameplay stuff, like quest messages and hints --------
    Trigger - Run Caravan_Go <gen> (checking conditions)
    Trigger - Run Fire_it_Up <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Add Get_the_Wagon_Q <gen> to the trigger queue (Checking conditions)
    Trigger - Add Only_Control_Hero_Notice_Q <gen> to the trigger queue (Checking conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Brewmaster Not equal to No unit
      Then - Actions
        Trigger - Add Brewmaster_Available_Q <gen> to the trigger queue (Checking conditions)
      Else - Actions
Victory Cinematic Q
  Events
  Conditions
  Actions
    Set VariableSet InCinematic = True
    -------- Quest update --------
    Trigger - Run Quest_Secure_Wagon_Completed <gen> (checking conditions)
    Trigger - Run Quest_Escort_Wagon_Completed <gen> (checking conditions)
    Wait Campaign quest delay seconds
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for (All players)
    Wait 0.25 seconds
    Trigger - Run 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 9 (Gray) over 0 seconds
    Camera - .Apply. gg_cam_Victory_01B for AP1_Player over (1.00 + ((Length of A05Illidan44 <gen>) + (Length of A05LadyVashj45 <gen>))) seconds
    Camera - .Apply. gg_cam_Victory_01B for Player 9 (Gray) over (1.00 + ((Length of A05Illidan44 <gen>) + (Length of A05LadyVashj45 <gen>))) seconds
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Reset all volume channels to 100%
    Wait 1.00 seconds
    Trigger - Turn on Victory_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Unit - Unpause Vashj
    Unit - Order Vashj to Neutral Sea Witch - Forked Lightning.Wagon
    Wait until ((BloodElfGoal <gen> contains Illidan) Equal to True), checking every 0.20 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait 1.30 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Setup all volume channels for speech
    Player - Change color of P8_BloodElfBase to Purple, Retaining color of existing units
    Cinematic - Send transmission to (All players) from Illidan named Illidan Stormrage: Play A05Illidan44 <gen> and display Lady, twoja odsiecz przybyła w samą porę. Myśl o kolejnych millenniach w więzieniu Maiev nie należała do najprzyjemniejszych.. Modify duration: Add 0 seconds and Don't wait
    Wait for A05Illidan44 <gen> to be 0.00 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Vashj named Lady Vash: Play A05LadyVashj45 <gen> and display Nie mogliśmy cię opuścić, panie - ale to im zawdzięczasz swą wolność.. Modify duration: Add 0 seconds and Don't wait
    Wait for A05LadyVashj45 <gen> to be 1.00 seconds from finished playing
    Unit - Make Vashj face Kael over 0.60 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Wait for A05LadyVashj45 <gen> to be 0.00 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- 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
    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 9 (Gray) over 0 seconds
    Camera - .Apply. gg_cam_Victory_02B for AP1_Player over ((1 + (Length of A05Illidan46 <gen>)) + ((Length of A05LadyVashj47 <gen>) + (Length of A05LadyVashj48 <gen>))) seconds
    Camera - .Apply. gg_cam_Victory_02B for Player 9 (Gray) over ((1 + (Length of A05Illidan46 <gen>)) + ((Length of A05LadyVashj47 <gen>) + (Length of A05LadyVashj48 <gen>))) seconds
    Wait 0.50 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- Fade In --------
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Make Illidan face Kael over 0.50 seconds
    Wait 0.50 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Make Illidan face Kael over 0.30 seconds
    Cinematic - Send transmission to (All players) from Illidan named Illidan Stormrage: Play A05Illidan46 <gen> and display A kimże oni są? Ten młody elf wygląda znajomo, ale.... Modify duration: Add 0 seconds and Don't wait
    Wait for A05Illidan46 <gen> to be 0.00 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from Vashj named Lady Vash: Play A05LadyVashj47 <gen> and display Sami nazywają się krwawymi elfami, panie. To ostatni śmiertelni potomkowie Szlachetnie Urodzonych, którzy niegdyś ci służyli.. Modify duration: Add 0 seconds and Don't wait
    Wait for A05LadyVashj47 <gen> to be 0.00 seconds from finished playing
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Unpause Kael
    Unit - Unpause Ravael
    Unit - Order Kael to Move To.(Center of Victory_KaelMoveForward <gen>)
    Unit - Order Ravael to Move To.(Center of Region_117 <gen>)
    Cinematic - Send transmission to (All players) from Vashj named Lady Vash: Play A05LadyVashj48 <gen> and display To książę Kael'thas. Wraz ze swymi pobratymcami przybywa skorzystać z twej mądrości i poddać się twojej woli.. Modify duration: Add 0 seconds and Don't wait
    Wait for A05LadyVashj48 <gen> to be 0.00 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
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Run Selection_Screen_Kopiuj <gen> (checking conditions)
Victory Wagon Explodes
  Events
    Unit - Prison Wagon 0038 <gen> Dies
  Conditions
  Actions
    Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
    Unit - Create 1.Demon Hunter (Evil) for Player 8 (Pink) at (Center of BloodElfGoal <gen>) facing 180.00 degrees
    Set VariableSet Illidan = (Last created unit)
    Hero - Set Illidan Hero-level to 10, Hide level-up graphics
    Unit - Change color of Illidan to Purple
    Hero - Create Orb of Kil'jaeden and give it to Illidan
    Unit - Remove Wagon from the game
Victory Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 9 (Gray) 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
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Run Selection_Screen_Kopiuj <gen> (checking conditions)
Victory Setup
  Events
  Conditions
  Actions
    -------- Set Sky --------
    Environment - Set sky to Outland Sky
    -------- Hide Leaderboard --------
    Leaderboard - Hide OwnerBoard
    -------- Clear Selection --------
    Selection - Clear selection
    -------- Hide Brewmaster if exists --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Brewmaster Not equal to No unit
      Then - Actions
        Unit - Hide Brewmaster
      Else - Actions
    -------- Revive Hero --------
    Unit - Change ownership of Vashj to Player 1 (Red) and Change color
    Unit - Change color of Vashj to Blue
    Set VariableSet RevivalHero = Vashj
    Set VariableSet RevivalSpot = (Center of Victory_Vashj_Start <gen>)
    Trigger - Run Cinematic_Revival <gen> (checking conditions)
    Set VariableSet VashjReturnSpot = RevivalReturnSpot
    Unit - Make Vashj face 0.00 over 0 seconds
    -------- Revive Hero --------
    Unit - Move Kael instantly to (Center of Victory_Kael_Start <gen>)
    Unit - Move Ravael instantly to (Center of Region_116 <gen>)
    Unit - Make Ravael face (Center of Breadcrumb_01 <gen>) over 0 seconds
    Trigger - Run Cinematic_Revival <gen> (checking conditions)
    Unit - Make Kael face 110.00 over 0 seconds
    -------- Make Sure Wagon in center --------
    Unit - Change ownership of Wagon to P3_IllidanCage and Change color
    Unit - Move Wagon instantly to (Center of BloodElfGoal <gen>), facing 180.00 degrees
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Vashj.
    Hero - Disable experience gain for Kael.
    Hero - Disable experience gain for Ravael.
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle Off
    -------- Hide Units --------
    Set VariableSet HiddenUnits = (Units owned by AP1_Player matching (((Matching unit) is hidden) Equal to False).)
    Unit Group - Pick every unit in (Units owned by P2_Watchers.) and do (Actions)
      Loop - Actions
        Unit Group - Add (Picked unit) to HiddenUnits
    Unit Group - Pick every unit in (Units owned by P5_Maiev.) and do (Actions)
      Loop - Actions
        Unit Group - Add (Picked unit) to HiddenUnits
    Unit Group - Pick every unit in (Units owned by P10_BloodElfAttack.) and do (Actions)
      Loop - Actions
        Unit Group - Add (Picked unit) to HiddenUnits
    Unit Group - Pick every unit in (Units owned by P11_NightElfAttack.) and do (Actions)
      Loop - Actions
        Unit Group - Add (Picked unit) to HiddenUnits
    Unit Group - Remove Vashj from HiddenUnits.
    Unit Group - Remove Kael from HiddenUnits.
    Unit Group - Remove Ravael from HiddenUnits.
    Unit Group - Remove Wagon from HiddenUnits.
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    -------- Remove CoP --------
    Unit - Remove Cel krwawych elfów 0124 <gen> from the game
    -------- Create Blood Elf Lines --------
    Unit - Create 1.Spell Breaker for P8_BloodElfBase at (Center of Victory_SB01 <gen>) facing 120.00 degrees
    Unit - Create 1.Spell Breaker for P8_BloodElfBase at (Center of Victory_SB02 <gen>) facing 120.00 degrees
    Unit - Create 1.Spell Breaker for P8_BloodElfBase at (Center of Victory_SB03 <gen>) facing 120.00 degrees
    Unit - Create 1.Spell Breaker for P8_BloodElfBase at (Center of Victory_SB04 <gen>) facing 120.00 degrees
    Unit - Create 1.Spell Breaker for P8_BloodElfBase at (Center of Victory_SB05 <gen>) facing 120.00 degrees
    Unit - Create 1.Sorceress for P8_BloodElfBase at (Center of Victory_Sorc01 <gen>) facing 120.00 degrees
    Unit - Create 1.Sorceress for P8_BloodElfBase at (Center of Victory_Sorc02 <gen>) facing 120.00 degrees
    Unit - Create 1.Sorceress for P8_BloodElfBase at (Center of Victory_Sorc03 <gen>) facing 120.00 degrees
    Unit - Create 1.Priest for P8_BloodElfBase at (Center of Victory_Priest01 <gen>) facing 120.00 degrees
    Unit - Create 1.Priest for P8_BloodElfBase at (Center of Victory_Priest02 <gen>) facing 120.00 degrees
    Unit - Create 1.Priest for P8_BloodElfBase at (Center of Victory_Priest03 <gen>) facing 120.00 degrees
    -------- Pause Units --------
    Unit - Pause all units
    -------- Hide Items --------
    Item - Pick every item in (Playable map area) and do (Hide (Picked item))
    -------- Remove Buffs --------
    Unit Group - Pick every unit in (Units owned by AP1_Player.) and do (Remove All buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by P2_Watchers.) and do (Remove All buffs from (Picked unit))
    -------- Disable Abilities --------
    Player - Disable Shadow Meld for AP1_Player
    Player - Disable AIba (Item) for AP1_Player
    -------- Music Theme --------
    Sound - Play Illidan's Theme.
    -------- Setup Kill --------
    Unit - Set mana of Vashj to 100%
    Unit - Reset ability cooldowns for Vashj.
    Unit - Make Wagon Vulnerable
    Unit - Set life of Wagon to 10.00%
    Player - Make AP1_Player treat P3_IllidanCage as an Enemy
Create Path Visibility
  Events
  Conditions
  Actions
    Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility across (Playable map area)
    Visibility - Destroy (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across (Playable map area)
    Visibility - Destroy (Last created visibility modifier)
    For each (Integer A) from 1 to BreadcrumbTotal, do (Actions)
      Loop - Actions
        Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from zBreadcrumbArray[(Integer A)] to a radius of 1024.00.
        Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility from zBreadcrumbArray[(Integer A)] to a radius of 1024.00.
Fire it Up
  Events
  Conditions
  Actions
    Trigger - Run Start_Build_Animations <gen> (checking conditions)
    Trigger - Run Start_Timers <gen> (checking conditions)
    Trigger - Run Initial_Production <gen> (checking conditions)
    Trigger - Run Create_Initial_Board <gen> (checking conditions)
Start Build Animations
  Events
  Conditions
  Actions
    Animation - Play Arcane Sanctum 0040 <gen>'s stand work (animationname) animation
    Animation - Play Barracks 0041 <gen>'s stand work (animationname) animation
    Animation - Play Barracks 0042 <gen>'s stand work (animationname) animation
    Animation - Play Barracks 0037 <gen>'s stand work (animationname) animation
    Animation - Play Spawning Grounds 0045 <gen>'s stand work (animationname) animation
    Animation - Play Spawning Grounds 0046 <gen>'s stand work (animationname) animation
    Animation - Play Spawning Grounds 0044 <gen>'s stand work (animationname) animation
    Animation - Play Ancient of War 0009 <gen>'s stand work (animationname) animation
    Animation - Play Ancient of War 0031 <gen>'s stand work (animationname) animation
    Animation - Play Ancient of War 0010 <gen>'s stand work (animationname) animation
    Animation - Play Ancient of War 0008 <gen>'s stand work (animationname) animation
    Animation - Play Ancient of Lore 0030 <gen>'s stand work (animationname) animation
    Animation - Play Ancient of Lore 0011 <gen>'s stand work (animationname) animation
    Animation - Play Ancient of Lore 0012 <gen>'s stand work (animationname) animation
    Animation - Play Ancient of Wind 0013 <gen>'s stand work (animationname) animation
Start Timers
  Events
  Conditions
  Actions
    Countdown Timer - Start BEBuildTimer as a One-shot timer that will expire in BETimerLength seconds
    Countdown Timer - Start NEBuildTimer as a One-shot timer that will expire in NETimerLength seconds
    Countdown Timer - Start BuildTimerAdjustmentTimer as a Repeating timer that will expire in 5.00 seconds
    Countdown Timer - Start RoyalGuardTimer as a One-shot timer that will expire in 120.00 seconds
    Countdown Timer - Start WagonPingTimer as a Repeating timer that will expire in 4.00 seconds
    Countdown Timer - Start TransferOwnerTimer as a One-shot timer that will expire in 5.00 seconds
    Countdown Timer - Start GoldWispTimer as a One-shot timer that will expire in 61.00 seconds
Initial Production
  Events
  Conditions
  Actions
    Trigger - Run BE_01 <gen> (checking conditions)
    Trigger - Run NE_01 <gen> (checking conditions)
Put Wisps on Gold
  Events
    Time - GoldWispTimer expires
  Conditions
  Actions
    Unit Group - Order (Units in GoldWisps <gen>) to Harvest Nearby Gold
BE Timer Expires
  Events
    Time - BEBuildTimer expires
  Conditions
    InCinematic Equal to False
  Actions
    -------- Restart Timer --------
    Countdown Timer - Start BEBuildTimer as a One-shot timer that will expire in BETimerLength seconds
    -------- Choose Force --------
    Set VariableSet RandomNumber = (Random real number between 0 and 3.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RandomNumber Less than or equal to 1.00
      Then - Actions
        Set VariableSet BEGroupChosen = BE_01 <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            RandomNumber Less than or equal to 2.00
          Then - Actions
            Set VariableSet BEGroupChosen = BE_02 <gen>
          Else - Actions
            Set VariableSet BEGroupChosen = BE_03 <gen>
    -------- Create Force --------
    Trigger - Run BEGroupChosen (checking conditions)
NE Timer Expires
  Events
    Time - NEBuildTimer expires
  Conditions
    InCinematic Equal to False
  Actions
    -------- Restart Timer --------
    Countdown Timer - Start NEBuildTimer as a One-shot timer that will expire in NETimerLength seconds
    -------- Choose Force --------
    Set VariableSet RandomNumber = (Random real number between 0 and 2.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RandomNumber Less than or equal to 1.00
      Then - Actions
        Set VariableSet NEGroupChosen = NE_01 <gen>
      Else - Actions
        Set VariableSet NEGroupChosen = NE_02 <gen>
    -------- Create Force --------
    Trigger - Run NEGroupChosen (checking conditions)
BE 01
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Arcane Sanctum 0040 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Spell Breaker for P10_BloodElfAttack at (Center of BE_Arcane_Sanctum_Spawn_01 <gen>) facing 270.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Barracks 0042 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Zbrojny for P10_BloodElfAttack at (Center of BE_Barracks_Spawn_01 <gen>) facing 270.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Barracks 0037 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Łuczniczka for P10_BloodElfAttack at (Center of BE_Barracks_Spawn_02 <gen>) facing 270.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Barracks 0041 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Zbrojny for P10_BloodElfAttack at (Center of BE_Barracks_Spawn_03 <gen>) facing 270.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Spawning Grounds 0045 <gen> is alive) Equal to True
        (Number of units in (Units owned by P10_BloodElfAttack matching (((Unit-type of (Matching unit)) Equal to Snap Dragon) and (((Matching unit) is alive) Equal to True)).)) Less than 5
      Then - Actions
        Unit - Create 1.Snap Dragon for P10_BloodElfAttack at (Center of BE_Pool_Spawn_01 <gen>) facing 270.00 degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Spawning Grounds 0045 <gen> is alive) Equal to True
          Then - Actions
            Unit - Create 1.Naga Myrmidon for P10_BloodElfAttack at (Center of BE_Pool_Spawn_01 <gen>) facing 270.00 degrees
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Spawning Grounds 0044 <gen> is alive) Equal to True
        (Number of units in (Units owned by P10_BloodElfAttack matching (((Unit-type of (Matching unit)) Equal to Naga Royal Guard) and (((Matching unit) is alive) Equal to True)).)) Less than 1
        (Remaining time for RoyalGuardTimer) Less than or equal to 0.00
      Then - Actions
        Unit - Create 1.Naga Royal Guard for P10_BloodElfAttack at (Center of BE_Pool_Spawn_02 <gen>) facing 270.00 degrees
        Countdown Timer - Start RoyalGuardTimer as a One-shot timer that will expire in 120.00 seconds
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Spawning Grounds 0044 <gen> is alive) Equal to True
          Then - Actions
            Unit - Create 1.Naga Myrmidon for P10_BloodElfAttack at (Center of BE_Pool_Spawn_02 <gen>) facing 270.00 degrees
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Spawning Grounds 0046 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Naga Siren for P10_BloodElfAttack at (Center of BE_Pool_Spawn_03 <gen>) facing 270.00 degrees
      Else - Actions
BE 02
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Arcane Sanctum 0040 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Sorceress for P10_BloodElfAttack at (Center of BE_Arcane_Sanctum_Spawn_01 <gen>) facing 270.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Barracks 0042 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Zbrojny for P10_BloodElfAttack at (Center of BE_Barracks_Spawn_01 <gen>) facing 270.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Barracks 0037 <gen> is alive) Equal to True
        (Number of units in (Units owned by P10_BloodElfAttack matching (((Unit-type of (Matching unit)) Equal to Łuczniczka) and (((Matching unit) is alive) Equal to True)).)) Less than 6
      Then - Actions
        Unit - Create 1.Łuczniczka for P10_BloodElfAttack at (Center of BE_Barracks_Spawn_02 <gen>) facing 270.00 degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Barracks 0037 <gen> is alive) Equal to True
          Then - Actions
            Unit - Create 1.Zbrojny for P10_BloodElfAttack at (Center of BE_Barracks_Spawn_02 <gen>) facing 270.00 degrees
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Barracks 0041 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Zbrojny for P10_BloodElfAttack at (Center of BE_Barracks_Spawn_03 <gen>) facing 270.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Spawning Grounds 0045 <gen> is alive) Equal to True
        (Number of units in (Units owned by P10_BloodElfAttack matching (((Unit-type of (Matching unit)) Equal to Snap Dragon) and (((Matching unit) is alive) Equal to True)).)) Less than 6
      Then - Actions
        Unit - Create 1.Snap Dragon for P10_BloodElfAttack at (Center of BE_Pool_Spawn_01 <gen>) facing 270.00 degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Spawning Grounds 0045 <gen> is alive) Equal to True
          Then - Actions
            Unit - Create 1.Naga Myrmidon for P10_BloodElfAttack at (Center of BE_Pool_Spawn_01 <gen>) facing 270.00 degrees
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Spawning Grounds 0044 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Naga Myrmidon for P10_BloodElfAttack at (Center of BE_Pool_Spawn_02 <gen>) facing 270.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Spawning Grounds 0046 <gen> is alive) Equal to True
        (Number of units in (Units owned by P10_BloodElfAttack matching (((Unit-type of (Matching unit)) Equal to Naga Royal Guard) and (((Matching unit) is alive) Equal to True)).)) Less than 1
        (Remaining time for RoyalGuardTimer) Less than or equal to 0.00
      Then - Actions
        Unit - Create 1.Naga Royal Guard for P10_BloodElfAttack at (Center of BE_Pool_Spawn_03 <gen>) facing 270.00 degrees
        Countdown Timer - Start RoyalGuardTimer as a One-shot timer that will expire in 120.00 seconds
      Else - Actions
BE 03
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Arcane Sanctum 0040 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Priest for P10_BloodElfAttack at (Center of BE_Arcane_Sanctum_Spawn_01 <gen>) facing 270.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Barracks 0042 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Zbrojny for P10_BloodElfAttack at (Center of BE_Barracks_Spawn_01 <gen>) facing 270.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Barracks 0037 <gen> is alive) Equal to True
        (Number of units in (Units owned by P10_BloodElfAttack matching (((Unit-type of (Matching unit)) Equal to Łuczniczka) and (((Matching unit) is alive) Equal to True)).)) Less than 6
      Then - Actions
        Unit - Create 1.Łuczniczka for P10_BloodElfAttack at (Center of BE_Barracks_Spawn_02 <gen>) facing 270.00 degrees
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Barracks 0037 <gen> is alive) Equal to True
          Then - Actions
            Unit - Create 1.Zbrojny for P10_BloodElfAttack at (Center of BE_Barracks_Spawn_02 <gen>) facing 270.00 degrees
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Barracks 0041 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Zbrojny for P10_BloodElfAttack at (Center of BE_Barracks_Spawn_03 <gen>) facing 270.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Spawning Grounds 0045 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Snap Dragon for P10_BloodElfAttack at (Center of BE_Pool_Spawn_01 <gen>) facing 270.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Spawning Grounds 0044 <gen> is alive) Equal to True
        (Number of units in (Units owned by P10_BloodElfAttack matching (((Unit-type of (Matching unit)) Equal to Naga Royal Guard) and (((Matching unit) is alive) Equal to True)).)) Less than 1
        (Remaining time for RoyalGuardTimer) Less than or equal to 0.00
      Then - Actions
        Unit - Create 1.Naga Royal Guard for P10_BloodElfAttack at (Center of BE_Pool_Spawn_02 <gen>) facing 270.00 degrees
        Countdown Timer - Start RoyalGuardTimer as a One-shot timer that will expire in 120.00 seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Spawning Grounds 0046 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Naga Myrmidon for P10_BloodElfAttack at (Center of BE_Pool_Spawn_03 <gen>) facing 270.00 degrees
      Else - Actions
NE 01
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of War 0009 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Archer for P11_NightElfAttack at (Center of NE_Ancient_of_War_Spawn_01 <gen>) facing 90.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of War 0031 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Archer for P11_NightElfAttack at (Center of NE_Ancient_of_War_Spawn_02 <gen>) facing 90.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of War 0010 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Huntress for P11_NightElfAttack at (Center of NE_Ancient_of_War_Spawn_03 <gen>) facing 90.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of War 0008 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Huntress for P11_NightElfAttack at (Center of NE_Ancient_of_War_Spawn_04 <gen>) facing 90.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of Lore 0030 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Dryad for P11_NightElfAttack at (Center of NE_Ancient_of_Lore_Spawn_01 <gen>) facing 90.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of Lore 0011 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Druid of the Claw (Night Elf Form) for P11_NightElfAttack at (Center of NE_Ancient_of_Lore_Spawn_02 <gen>) facing 90.00 degrees
        Unit - Order (Last created unit) to Night Elf Druid Of The Claw - Bear Form.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of Lore 0012 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Druid of the Claw (Night Elf Form) for P11_NightElfAttack at (Center of NE_Ancient_of_Lore_Spawn_03 <gen>) facing 90.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of Wind 0013 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Druid of the Talon (Night Elf Form) for P11_NightElfAttack at (Center of NE_Ancient_of_Wind_Spawn_01 <gen>) facing 90.00 degrees
      Else - Actions
NE 02
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of War 0009 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Archer for P11_NightElfAttack at (Center of NE_Ancient_of_War_Spawn_01 <gen>) facing 90.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of War 0031 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Archer for P11_NightElfAttack at (Center of NE_Ancient_of_War_Spawn_02 <gen>) facing 90.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of War 0010 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Huntress for P11_NightElfAttack at (Center of NE_Ancient_of_War_Spawn_03 <gen>) facing 90.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of War 0008 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Huntress for P11_NightElfAttack at (Center of NE_Ancient_of_War_Spawn_04 <gen>) facing 90.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of Lore 0030 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Dryad for P11_NightElfAttack at (Center of NE_Ancient_of_Lore_Spawn_01 <gen>) facing 90.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of Lore 0011 <gen> is alive) Equal to True
      Then - Actions
        Unit - Create 1.Druid of the Claw (Night Elf Form) for P11_NightElfAttack at (Center of NE_Ancient_of_Lore_Spawn_02 <gen>) facing 90.00 degrees
        Unit - Order (Last created unit) to Night Elf Druid Of The Claw - Bear Form.
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of Lore 0012 <gen> is alive) Equal to True
        (Number of units in (Units owned by P11_NightElfAttack matching (((Unit-type of (Matching unit)) Equal to Mountain Giant) and (((Matching unit) is alive) Equal to True)).)) Less than 2
      Then - Actions
        Unit - Create 1.Mountain Giant for P11_NightElfAttack at (Center of NE_Ancient_of_Lore_Spawn_03 <gen>) facing 90.00 degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ancient of Wind 0013 <gen> is alive) Equal to True
      Then - Actions
      Else - Actions
Adjustment Timer Expires
  Events
    Time - BuildTimerAdjustmentTimer expires
  Conditions
  Actions
    -------- Adjust Timer Length --------
    Trigger - Run Adjust_by_Unit_Comparison_Count <gen> (checking conditions)
    Trigger - Run Adjust_by_Wagon_proximity_to_BE_Base <gen> (checking conditions)
    Trigger - Run Adjust_by_Wagon_proximity_to_NE_Base <gen> (checking conditions)
    Trigger - Run Adjust_by_Number_of_Units <gen> (checking conditions)
    Trigger - Run Limit_TimerLengths <gen> (checking conditions)
    Trigger - Run Sync_Timers_to_TimerLength <gen> (checking conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DebugOn Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: (|cffff0000 + ((String(BETimerLength)) + |r))
        Game - Display to (All players) for 10.00 seconds the text: (|cff0000ff + ((String(NETimerLength)) + |r))
      Else - Actions
Adjust by Unit Comparison Count
  Events
  Conditions
  Actions
    Set VariableSet BEUnitCount = (Number of units in (Units owned by P10_BloodElfAttack matching (((Matching unit) is alive) Equal to True).))
    Set VariableSet NEUnitCount = (Number of units in (Units owned by P11_NightElfAttack matching (((Matching unit) is alive) Equal to True).))
    Set VariableSet UnitDifference = (BEUnitCount - NEUnitCount)
    Set VariableSet BETimerLength = (BETimerLength + ((Real(UnitDifference)) / 1.50))
    Set VariableSet NETimerLength = (NETimerLength - ((Real(UnitDifference)) / 1.50))
Adjust by Wagon proximity to BE Base
  Events
  Conditions
    (Owner of Wagon) Equal to P3_IllidanCage
  Actions
    Set VariableSet RangeWagonToPlayerGoal = (Distance between (Position of Wagon) and (Position of Cel krwawych elfów 0124 <gen>))
    Set VariableSet RangeFactor = (-20.00 + (RangeWagonToPlayerGoal / 600.00))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RangeFactor Greater than or equal to 0.00
      Then - Actions
        Set VariableSet RangeFactor = 0.00
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            DebugOn Equal to True
          Then - Actions
            Game - Display to (All players) for 10.00 seconds the text: (RF = + (String(RangeFactor)))
          Else - Actions
    Set VariableSet NETimerLength = (NETimerLength + RangeFactor)
    Set VariableSet BETimerLength = (BETimerLength - RangeFactor)
    Set VariableSet BETimerMinimum = (BETimerBaseMinimum - (RangeFactor x 2.25))
Adjust by Wagon proximity to NE Base
  Events
  Conditions
    (Owner of Wagon) Equal to P5_Maiev
  Actions
    Set VariableSet RangeWagonToPlayerGoal = (Distance between (Position of Cel Maiev 0097 <gen>) and (Position of Wagon))
    Set VariableSet RangeFactor = (10.00 - (RangeWagonToPlayerGoal / 600.00))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RangeFactor Less than or equal to 0.00
      Then - Actions
        Set VariableSet RangeFactor = 0.00
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DebugOn Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: (RF = + (String(RangeFactor)))
      Else - Actions
    Set VariableSet NETimerLength = (NETimerLength + RangeFactor)
    Set VariableSet BETimerLength = (BETimerLength - RangeFactor)
    Set VariableSet NETimerMinimum = (NETimerBaseMinimum + (RangeFactor x 4.00))
Adjust by Number of Units
  Events
  Conditions
  Actions
    Set VariableSet BEUnitCount = (Number of units in (Units owned by P10_BloodElfAttack matching (((Matching unit) is alive) Equal to True).))
    Set VariableSet NEUnitCount = (Number of units in (Units owned by P11_NightElfAttack matching (((Matching unit) is alive) Equal to True).))
    Set VariableSet NETimerLength = (NETimerLength - 1.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Equal to Normal
      Then - Actions
        Set VariableSet NETimerLength = (NETimerLength + ((Real(NEUnitCount)) / 10.00))
      Else - Actions
        Set VariableSet NETimerLength = (NETimerLength + ((Real(NEUnitCount)) / 8.00))
    Set VariableSet BETimerLength = (BETimerLength - 1.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Equal to Normal
      Then - Actions
        Set VariableSet BETimerLength = (BETimerLength + ((Real(BEUnitCount)) / 10.00))
      Else - Actions
        Set VariableSet BETimerLength = (BETimerLength + ((Real(BEUnitCount)) / 12.00))
Limit TimerLengths
  Events
  Conditions
  Actions
    -------- LIMIT TIMER LENGTH VOLATILITY --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BETimerLength Greater than or equal to (BETimerLengthLast + BEVolatilityLimit)
      Then - Actions
        Set VariableSet BETimerLength = (BETimerLengthLast + BEVolatilityLimit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BETimerLength Less than or equal to (BETimerLengthLast - BEVolatilityLimit)
      Then - Actions
        Set VariableSet BETimerLength = (BETimerLengthLast - BEVolatilityLimit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        NETimerLength Greater than or equal to (NETimerLengthLast + NEVolatilityLimit)
      Then - Actions
        Set VariableSet NETimerLength = (NETimerLengthLast + NEVolatilityLimit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        NETimerLength Less than or equal to (NETimerLengthLast - NEVolatilityLimit)
      Then - Actions
        Set VariableSet NETimerLength = (NETimerLengthLast - NEVolatilityLimit)
      Else - Actions
    -------- ENFORCE TIMER LENGTH LIMITS --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        NETimerLength Less than NETimerMinimum
      Then - Actions
        Set VariableSet NETimerLength = NETimerMinimum
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        NETimerLength Greater than NETimerMaximum
      Then - Actions
        Set VariableSet NETimerLength = NETimerMaximum
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BETimerLength Less than BETimerMinimum
      Then - Actions
        Set VariableSet BETimerLength = BETimerMinimum
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BETimerLength Greater than BETimerMaximum
      Then - Actions
        Set VariableSet BETimerLength = BETimerMaximum
      Else - Actions
    -------- SAVE TIMER LENGTH --------
    Set VariableSet BETimerLengthLast = BETimerLength
    Set VariableSet NETimerLengthLast = NETimerLength
Sync Timers to TimerLength
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BETimerLength Less than or equal to (Remaining time for BEBuildTimer)
      Then - Actions
        Countdown Timer - Start BEBuildTimer as a One-shot timer that will expire in BETimerLength seconds
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        NETimerLength Less than or equal to (Remaining time for NEBuildTimer)
      Then - Actions
        Countdown Timer - Start NEBuildTimer as a One-shot timer that will expire in NETimerLength seconds
      Else - Actions
BE Base Attacked
  Events
    Unit - A unit owned by Player 8 (Pink).Is attacked
  Conditions
    (Owner of (Attacking unit)) Equal to P11_NightElfAttack
  Actions
    Countdown Timer - Start BEBaseAttackedTimer as a One-shot timer that will expire in 30.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Equal to Normal
      Then - Actions
        Set VariableSet BEVolatilityLimit = 10.00
      Else - Actions
        Set VariableSet BEVolatilityLimit = 20.00
BE Base Attacked Reset
  Events
    Time - BEBaseAttackedTimer expires
  Conditions
  Actions
    Set VariableSet BEVolatilityLimit = 4.00
Give Wagon to Player
  Events
    Time - Every 2 seconds of game time
  Conditions
    InCinematic Equal to False
    GameOver Equal to False
    (Owner of Wagon) Equal to P5_Maiev
    (Remaining time for TransferOwnerTimer) Less than or equal to 0.00
  Actions
    Set VariableSet TempPointA = (Position of Wagon)
    Set VariableSet TempPointB = (Position of Maiev)
    Set VariableSet TempPointC = (Position of Kael)
    Set VariableSet TempPointD = (Position of Vashj)
    Set VariableSet TempPointF = (Position of Ravael)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Brewmaster Not equal to No unit
      Then - Actions
        Set VariableSet TempPointE = (Position of Brewmaster)
      Else - Actions
        Set VariableSet TempPointE = (Position of Spire 0000 <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Maiev is dead) Equal to True
            (Distance between TempPointA and TempPointB) Greater than WagonControlRadius
        Or - Any (Conditions) are true
          Conditions
            And - All (Conditions) are true
              Conditions
                (Kael is alive) Equal to True
                (Distance between TempPointA and TempPointC) Less than or equal to WagonControlRadius
            And - All (Conditions) are true
              Conditions
                (Vashj is alive) Equal to True
                (Distance between TempPointA and TempPointD) Less than or equal to WagonControlRadius
            And - All (Conditions) are true
              Conditions
                Brewmaster Not equal to No unit
                (Brewmaster is alive) Equal to True
                (Distance between TempPointA and TempPointE) Less than or equal to WagonControlRadius
            And - All (Conditions) are true
              Conditions
                Ravael Not equal to No unit
                (Ravael is alive) Equal to True
                (Distance between TempPointA and TempPointE) Less than or equal to WagonControlRadius
      Then - Actions
        -------- Turn off how to get control hint --------
        Trigger - Turn off Maiev_Dies_First_Time <gen>
        -------- Start TransferTimer --------
        Countdown Timer - Start TransferOwnerTimer as a One-shot timer that will expire in 5.00 seconds
        -------- Change Leaderboard --------
        Trigger - Run Change_Board_to_Player <gen> (checking conditions)
        -------- Pause Caravan --------
        Trigger - Run Caravan_Orders_Pause <gen> (checking conditions)
        -------- Change Wagon Owner --------
        Unit - Change ownership of Wagon to P3_IllidanCage and Change color
        Unit - Order Wagon to Move To.(Center of BloodElfGoal <gen>)
        Countdown Timer - Start WagonHeartbeat as a Repeating timer that will expire in 4.00 seconds
        -------- Reset Timer Minimums --------
        Set VariableSet NETimerMinimum = NETimerBaseMinimum
        Set VariableSet BETimerMinimum = BETimerBaseMinimum
        -------- Free Guards to Suicide --------
        Unit Group - Pick every unit in CaravanGuardsGroup and do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Picked unit) Not equal to Maiev
              Then - Actions
                Unit - Order (Picked unit) to Attack-Move To.(Center of BloodElfGoal <gen>)
                Unit - Change ownership of (Picked unit) to P11_NightElfAttack and Change color
              Else - Actions
        Unit Group - Remove all units from CaravanGuardsGroup.
        Unit - Set Maiev movement speed to (Default movement speed of Maiev)
        Countdown Timer - Start MaievOrderPulse as a Repeating timer that will expire in 5.00 seconds
        -------- Acknowledge ownership change to player --------
        Trigger - Run Player_gets_Wagon_First_Time <gen> (checking conditions)
        Trigger - Run Player_gets_Wagon_Subsequent_Times <gen> (checking conditions)
      Else - Actions
    Custom script: call RemoveLocation( udg_TempPointA )
    Custom script: call RemoveLocation( udg_TempPointB )
    Custom script: call RemoveLocation( udg_TempPointC )
    Custom script: call RemoveLocation( udg_TempPointD )
    Custom script: call RemoveLocation( udg_TempPointE )
Force Wagon Moves
  Events
    Time - WagonHeartbeat expires
  Conditions
    InCinematic Equal to False
    GameOver Equal to False
  Actions
    Unit - Order Wagon to Move To.(Center of BloodElfGoal <gen>)
Player gets Wagon First Time
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Player_gets_Wagon_First_Time_Q <gen> to the trigger queue (Checking conditions)
    Wait 0.01 seconds
    Trigger - Turn on Player_gets_Wagon_Subsequent_Times <gen>
Player gets Wagon First Time Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run Quest_Secure_Wagon_Update_Recapture <gen> (checking conditions)
    Wait Campaign quest delay seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Kael is alive) Equal to True
        (Ravael is alive) Equal to True
      Then - Actions
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A05Kael24 <gen> and display Illidan jest nieprzytomny, a my nie mamy czasu na próby otwierania tego magicznego zamka.. Modify duration: Add 0 seconds and Don't wait
        Wait for A05Kael24 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
    Trigger - Run Quest_Escort_Wagon_Discover <gen> (checking conditions)
    Cinematic - Ping minimap for (All players) at (Center of BloodElfGoal <gen>) for 4.00 seconds
    Camera - Set a spacebar-point for AP1_Player at (Center of BloodElfGoal <gen>)
    Camera - Set a spacebar-point for Player 9 (Gray) at (Center of BloodElfGoal <gen>)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Player gets Wagon Subsequent Times
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Add Player_gets_Wagon_Subsequent_Times_Q <gen> to the trigger queue (Checking conditions)
Player gets Wagon Subsequent Times Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Run Quest_Secure_Wagon_Update_Recapture <gen> (checking conditions)
    Wait Campaign quest delay seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Kael is alive) Equal to True
      Then - Actions
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A05Kael27 <gen> and display Udało się nam uratować Illidana, ale musimy go jeszcze zabrać w bezpieczne miejsce!. Modify duration: Add 0 seconds and Don't wait
        Wait for A05Kael27 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
    Trigger - Remove (This trigger) from the trigger queue
Give Wagon to Maiev
  Events
    Time - Every 2 seconds of game time
  Conditions
    GameOver Equal to False
    InCinematic Equal to False
    (Owner of Wagon) Equal to P3_IllidanCage
    (Remaining time for TransferOwnerTimer) Less than or equal to 0.00
  Actions
    Set VariableSet TempPointA = (Position of Wagon)
    Set VariableSet TempPointB = (Position of Maiev)
    Set VariableSet TempPointC = (Position of Kael)
    Set VariableSet TempPointD = (Position of Vashj)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        And - All (Conditions) are true
          Conditions
            (Maiev is alive) Equal to True
            (Distance between TempPointA and TempPointB) Less than or equal to WagonControlRadius
        And - All (Conditions) are true
          Conditions
            Or - Any (Conditions) are true
              Conditions
                (Kael is dead) Equal to True
                (Distance between TempPointA and TempPointC) Greater than WagonControlRadius
            Or - Any (Conditions) are true
              Conditions
                (Vashj is dead) Equal to True
                (Distance between TempPointA and TempPointD) Greater than WagonControlRadius
      Then - Actions
        -------- Start TransferTimer --------
        Countdown Timer - Start TransferOwnerTimer as a One-shot timer that will expire in 5.00 seconds
        -------- Change Leaderboard --------
        Trigger - Run Change_Board_to_Maiev <gen> (checking conditions)
        -------- Change Wagon Owner --------
        Countdown Timer - Pause WagonHeartbeat
        Unit - Change ownership of Wagon to P5_Maiev and Change color
        -------- Reset Timer Minimums --------
        Set VariableSet NETimerMinimum = NETimerBaseMinimum
        Set VariableSet BETimerMinimum = BETimerBaseMinimum
        -------- Reinitialize Wagon Guards --------
        Countdown Timer - Pause MaievOrderPulse
        Unit Group - Add Maiev to CaravanGuardsGroup
        Unit - Create 1.Huntress for P5_Maiev at (Center of NE_Ancient_of_War_Spawn_01 <gen>) facing 270.00 degrees
        Set VariableSet CaravanHunt01 = (Last created unit)
        Unit Group - Add CaravanHunt01 to CaravanGuardsGroup
        Unit - Create 1.Archer for P5_Maiev at (Center of NE_Ancient_of_War_Spawn_02 <gen>) facing 270.00 degrees
        Set VariableSet CaravanArcher01 = (Last created unit)
        Unit Group - Add CaravanArcher01 to CaravanGuardsGroup
        Unit - Create 1.Archer for P5_Maiev at (Center of NE_Ancient_of_War_Spawn_03 <gen>) facing 270.00 degrees
        Set VariableSet CaravanArcher02 = (Last created unit)
        Unit Group - Add CaravanArcher02 to CaravanGuardsGroup
        Trigger - Run Init_09c_Caravan_Units <gen> (checking conditions)
        -------- Reinitialize Wagon Position Along Breadcrumbs --------
        Set VariableSet ClosestRegionDistance = 1000000.00
        For each (Integer A) from 1 to (BreadcrumbTotal - 1), do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between TempPointA and zBreadcrumbArray[(Integer A)]) Less than or equal to ClosestRegionDistance
              Then - Actions
                Set VariableSet ClosestRegionDistance = (Distance between TempPointA and zBreadcrumbArray[(Integer A)])
                Set VariableSet BreadcrumbReached = (Integer A)
                Set VariableSet BreadcrumbCurrent = ((Integer A) + 1)
              Else - Actions
        -------- Reorient the formation --------
        Set VariableSet zReorientTarget = zBreadcrumbArray[BreadcrumbCurrent]
        Set VariableSet ReorientAngle = BreadcrumbAngleArray[BreadcrumbCurrent]
        Trigger - Run Reorient_Formation <gen> (checking conditions)
        -------- Resume Caravan Behavior --------
        Trigger - Run Caravan_Orders_Resume <gen> (checking conditions)
        -------- Acknowledge ownership change to player --------
        Trigger - Run Player_Loses_Wagon_First_Time <gen> (checking conditions)
        Trigger - Run Player_Loses_Wagon_Subsequent_Times <gen> (checking conditions)
      Else - Actions
    Custom script: call RemoveLocation( udg_TempPointA )
    Custom script: call RemoveLocation( udg_TempPointB )
    Custom script: call RemoveLocation( udg_TempPointC )
    Custom script: call RemoveLocation( udg_TempPointD )
Player Loses Wagon First Time
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Player_Loses_Wagon_First_Time_Q <gen> to the trigger queue (Checking conditions)
    Wait 0.01 seconds
    Trigger - Turn on Player_Loses_Wagon_Subsequent_Times <gen>
Player Loses Wagon First Time Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Kael is alive) Equal to True
      Then - Actions
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A05Kael19 <gen> and display Do diabła, straciliśmy klatkę!. Modify duration: Add 0 seconds and Don't wait
        Wait for A05Kael19 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Vashj is alive) Equal to True
      Then - Actions
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Vashj named Lady Vash: Play A05LadyVashj20 <gen> and display Mamy jeszcze dość czasu, żeby zdążyć ją odzyskać, zanim nocne elfy dotrą do bezpiecznego miejsca. Musimy się jednak pospieszyć.. Modify duration: Add 0 seconds and Don't wait
        Wait for A05LadyVashj20 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
    Trigger - Run Quest_Secure_Wagon_Update_Lost_Wagon <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Player Loses Wagon Subsequent Times
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Add Player_Loses_Wagon_Subsequent_Times_Q <gen> to the trigger queue (Checking conditions)
Player Loses Wagon Subsequent Times Q
  Events
  Conditions
    GameOver Equal to False
    (Kael is alive) Equal to True
  Actions
    Set VariableSet RandomValue = (Random real number between 0 and 3.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RandomValue Less than or equal to 1.00
      Then - Actions
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A05Kael21 <gen> and display Odbili klatkę! Musimy ją odzyskać!. Modify duration: Add 0 seconds and Don't wait
        Wait for A05Kael21 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            RandomValue Less than or equal to 2.00
          Then - Actions
            Sound - Setup all volume channels for speech
            Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A05Kael22 <gen> and display Klatka stracona - musimy za nimi podążyć i ją odzyskać!. Modify duration: Add 0 seconds and Don't wait
            Wait for A05Kael22 <gen> to be 0 seconds from finished playing
            Sound - Reset all volume channels to 100%
          Else - Actions
            Sound - Setup all volume channels for speech
            Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play A05Kael23 <gen> and display Uciekają z Illidanem! Szybciej, szybciej!. Modify duration: Add 0 seconds and Don't wait
            Wait for A05Kael23 <gen> to be 0 seconds from finished playing
            Sound - Reset all volume channels to 100%
    Trigger - Run Quest_Secure_Wagon_Update_Lost_Wagon <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
MaievOrderPulse Expires
  Events
    Time - MaievOrderPulse expires
  Conditions
    (Owner of Wagon) Equal to P3_IllidanCage
    InCinematic Equal to False
    GameOver Equal to False
  Actions
    Set VariableSet TempPointA = (Position of Wagon)
    Unit - Order Maiev to Attack-Move To.TempPointA
    Custom script: call RemoveLocation( udg_TempPointA )
Create Initial Board
  Events
  Conditions
  Actions
    Leaderboard - Create a leaderboard for (All players) titled |cFF1CE6B9Maiev|r |cFFFFCC00kontroluje klatkę.|r
    Set VariableSet OwnerBoard = (Last created leaderboard)
    Leaderboard - Change the display style for OwnerBoard to Show the title, Hide labels, Hide values, and Hide icons
    Leaderboard - Show OwnerBoard
Change Board to Player
  Events
  Conditions
  Actions
    Leaderboard - Change the title of OwnerBoard to |cFFFE8A0EKael|r |cFFFFCC00kontroluje klatkę.|r
Change Board to Maiev
  Events
  Conditions
  Actions
    Leaderboard - Change the title of OwnerBoard to |cFF1CE6B9Maiev|r |cFFFFCC00kontroluje klatkę.|r
Caravan Go
  Events
  Conditions
  Actions
    -------- Start the region testing timer --------
    Countdown Timer - Start CaravanTestPulse as a Repeating timer that will expire in 0.20 seconds
    Countdown Timer - Start CaravanOrderPulse as a Repeating timer that will expire in 3.00 seconds
This trigger repositions all of the CaravanRegions in formation (according to FormationAngles and FormationDistances), centered about ReorientTarget and rotated to ReorientAngle.

Before running this trigger, set the following variables: ReorientAngle, ReorientTarget

The actions in the loop perform a simple transform on the formation data to rotate it to ReorientAngle (with respect to the formation origin) and shift it over to ReorientTarget.
The formation data is stored in polar notation to make this calculation easier.
Reorient Formation
  Events
  Conditions
  Actions
    For each (Integer A) from 1 to FormationTotal, do (Actions)
      Loop - Actions
        Set VariableSet TempAngle = (ReorientAngle + FormationAngleArray[(Integer A)])
        Set VariableSet TempX = (FormationDistanceArray[(Integer A)] x (Cos(TempAngle)))
        Set VariableSet TempY = (FormationDistanceArray[(Integer A)] x (Sin(TempAngle)))
        Region - Center FormationRegionArray[(Integer A)] on (zReorientTarget offset by (TempX, TempY))
Caravan Orders Pause
  Events
  Conditions
  Actions
    For each (Integer A) from CaravanGuardFirst to CaravanGuardLast, do (Actions)
      Loop - Actions
        Unit - Set CaravanUnitArray[(Integer A)] movement speed to (Default movement speed of CaravanUnitArray[(Integer A)])
    Countdown Timer - Pause CaravanOrderPulse
Caravan Orders Resume
  Events
  Conditions
  Actions
    Countdown Timer - Start CaravanOrderPulse as a Repeating timer that will expire in 3.00 seconds
Caravan Orders
  Events
    Time - CaravanOrderPulse expires
  Conditions
    InCinematic Equal to False
  Actions
    Trigger - Run Caravan_Check_Dist <gen> (checking conditions)
    For each (Integer A) from CaravanWagonFirst to CaravanWagonLast, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            CaravanUnitArray[(Integer A)] Not equal to No unit
          Then - Actions
            Set VariableSet TempPointA = (Center of FormationRegionArray[(Integer A)])
            Unit - Order CaravanUnitArray[(Integer A)] to Move To.TempPointA
            Custom script: call RemoveLocation( udg_TempPointA )
          Else - Actions
    For each (Integer A) from CaravanGuardFirst to CaravanGuardLast, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            CaravanUnitArray[(Integer A)] Not equal to No unit
            (Remaining time for CaravanAggroTimer) Less than or equal to 0.00
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                GuardsCatchingUp Equal to True
              Then - Actions
                Set VariableSet TempPointA = (Center of FormationRegionArray[(Integer A)])
                Unit - Order CaravanUnitArray[(Integer A)] to Move To.TempPointA
                Custom script: call RemoveLocation( udg_TempPointA )
              Else - Actions
                Set VariableSet TempPointA = (Center of FormationRegionArray[(Integer A)])
                Unit - Order CaravanUnitArray[(Integer A)] to Attack-Move To.TempPointA
                Custom script: call RemoveLocation( udg_TempPointA )
          Else - Actions
Caravan Check Dist
  Events
  Conditions
    GuardsCatchingUp Equal to False
  Actions
    -------- Test each guar d to see if any of them are within range --------
    Set VariableSet GuardsCatchingUp = True
    For each (Integer A) from CaravanGuardFirst to CaravanGuardLast, do (Actions)
      Loop - Actions
        Set VariableSet TempPointA = (Position of CaravanUnitArray[(Integer A)])
        Set VariableSet TempPointB = (Center of FormationRegionArray[(Integer A)])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Distance between TempPointA and TempPointB) Less than GuardLeftBehindRange
          Then - Actions
            -------- If at least one guard is within range, consider the group sufficiently close --------
            Set VariableSet GuardsCatchingUp = False
          Else - Actions
        Custom script: call RemoveLocation( udg_TempPointA )
        Custom script: call RemoveLocation( udg_TempPointB )
Caravan Unit Dies
  Events
    Unit - A unit owned by Player 5 (Yellow).Dies
  Conditions
    ((Dying unit) is in CaravanGuardsGroup.) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from CaravanGuardsGroup.
    For each (Integer A) from 1 to FormationTotal, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Dying unit) Equal to CaravanUnitArray[(Integer A)]
          Then - Actions
            Set VariableSet CaravanUnitArray[(Integer A)] = No unit
          Else - Actions
Guard Attacked
  Events
    Unit - A unit owned by Player 5 (Yellow).Is attacked
  Conditions
    GuardsCatchingUp Equal to False
  Actions
    Trigger - Turn off (This trigger)
    For each (Integer A) from CaravanGuardFirst to CaravanGuardLast, do (Actions)
      Loop - Actions
        Set VariableSet TempPointA = (Position of CaravanUnitArray[(Integer A)])
        Set VariableSet TempPointB = (Position of (Attacked unit))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Distance between TempPointA and TempPointB) Less than or equal to GuardCallForHelpDist
          Then - Actions
            Unit - Set CaravanUnitArray[(Integer A)] movement speed to (Default movement speed of CaravanUnitArray[(Integer A)])
            Region - Center GuardCallForHelpArea <gen> on TempPointB
            Set VariableSet TempPointC = (Random point in GuardCallForHelpArea <gen>)
            Unit - Order CaravanUnitArray[(Integer A)] to Attack-Move To.TempPointC
            Custom script: call RemoveLocation( udg_TempPointC )
          Else - Actions
        Custom script: call RemoveLocation( udg_TempPointA )
        Custom script: call RemoveLocation( udg_TempPointB )
    Countdown Timer - Start CaravanAggroTimer as a One-shot timer that will expire in GuardCallForHelpDuration seconds
    Wait GuardCallForHelpFrequency seconds
    Trigger - Turn on (This trigger)
Guard Catches Up
  Events
    Time - CaravanTestPulse expires
  Conditions
  Actions
    For each (Integer A) from CaravanGuardFirst to CaravanGuardLast, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            CaravanUnitArray[(Integer A)] Not equal to No unit
            (FormationRegionArray[(Integer A)] contains CaravanUnitArray[(Integer A)]) Equal to True
          Then - Actions
            Unit - Set CaravanUnitArray[(Integer A)] movement speed to SpeedOfGuards
            Set VariableSet GuardsCatchingUp = False
          Else - Actions
Wagons Reach Breadcrumb
  Events
    Time - CaravanTestPulse expires
  Conditions
    (FormationRegionArray[1] contains CaravanUnitArray[1]) Equal to True
  Actions
    Set VariableSet BreadcrumbReached = BreadcrumbCurrent
    Trigger - Run Target_Next_Breadcrumb <gen> (checking conditions)
Target Next Breadcrumb
  Events
  Conditions
    BreadcrumbCurrent Less than BreadcrumbAllowed
  Actions
    -------- Calculate the next breadcrumb --------
    Set VariableSet BreadcrumbCurrent = (BreadcrumbCurrent + 1)
    Set VariableSet zReorientTarget = zBreadcrumbArray[BreadcrumbCurrent]
    Set VariableSet ReorientAngle = BreadcrumbAngleArray[BreadcrumbCurrent]
    -------- Recalculate the caravan's targets and start them on their way --------
    Trigger - Run Reorient_Formation <gen> (checking conditions)
    Trigger - Run Caravan_Orders <gen> (checking conditions)
Kael Dies
  Events
    Unit - A unit owned by Player 1 (Red).Dies
  Conditions
    GameOver Equal to False
    (Dying unit) Equal to Kael
  Actions
    Wait PlayerHeroRespawnTime seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Hero - Instantly revive Kael at (Center of RespawnKael <gen>), Show revival graphics
        Trigger - Add Kael_Ready_Q <gen> to the trigger queue (Checking conditions)
        Trigger - Add Item_Shop_Usuable_Q <gen> to the trigger queue (Checking conditions)
      Else - Actions
Kael Dies Kopiuj
  Events
    Unit - A unit owned by Player 9 (Gray).Dies
  Conditions
    GameOver Equal to False
    (Dying unit) Equal to Ravael
  Actions
    Wait PlayerHeroRespawnTime seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Hero - Instantly revive Ravael at (Center of Region_115 <gen>), Show revival graphics
        Trigger - Add Kael_Ready_Q_Kopiuj <gen> to the trigger queue (Checking conditions)
        Trigger - Add Item_Shop_Usuable_Q <gen> to the trigger queue (Checking conditions)
      Else - Actions
Vashj Dies
  Events
    Unit - A unit owned by Player 9 (Gray).Dies
  Conditions
    GameOver Equal to False
    (Dying unit) Equal to Vashj
  Actions
    Wait PlayerHeroRespawnTime seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Hero - Instantly revive Vashj at (Center of RespawnVashj <gen>), Show revival graphics
        Trigger - Add Vashj_Ready_Q <gen> to the trigger queue (Checking conditions)
        Trigger - Add Item_Shop_Usuable_Q <gen> to the trigger queue (Checking conditions)
      Else - Actions
Brewmaster Dies
  Events
    Unit - A unit owned by Player 1 (Red).Dies
  Conditions
    GameOver Equal to False
    Brewmaster Not equal to No unit
    (Dying unit) Equal to Brewmaster
  Actions
    Wait PlayerHeroRespawnTime seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Hero - Instantly revive Brewmaster at (Center of RespawnBrewmaster <gen>), Show revival graphics
      Else - Actions
Maiev Dies
  Events
    Unit - A unit owned by Player 5 (Yellow).Dies
  Conditions
    (Dying unit) Equal to Maiev
  Actions
    Set VariableSet MaievRespawnTime = (BaseMaievRespawnTime + ((Distance between (Position of Wagon) and (Center of BloodElfGoal <gen>)) / 180.00))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        MaievRespawnTime Less than or equal to 5.00
      Then - Actions
        Set VariableSet MaievRespawnTime = 5.00
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DebugOn Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: (M Respawn = + (String(MaievRespawnTime)))
      Else - Actions
    Wait MaievRespawnTime seconds
    Hero - Instantly revive Maiev at (Center of RespawnMaiev <gen>), Show revival graphics
    Unit - Set Maiev movement speed to (Default movement speed of Maiev)
    Unit - Set mana of Maiev to 80.00%
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Equal to Hard
      Then - Actions
        Unit - Set mana of Maiev to 100.00%
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item-type of (Item carried by Maiev in slot 2)) Equal to (Item-type of No item)
          Then - Actions
            Hero - Create Health Stone and give it to Maiev
          Else - Actions
      Else - Actions
        Unit - Set mana of Maiev to 80.00%
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of Wagon) Equal to P5_Maiev
      Then - Actions
        Unit Group - Add Maiev to CaravanGuardsGroup
        Trigger - Run Init_09c_Caravan_Units <gen> (checking conditions)
      Else - Actions
Maiev Dies Kopiuj
  Events
    Unit - A unit owned by Player 5 (Yellow).Dies
  Conditions
    (Dying unit) Equal to Sarius
  Actions
    Set VariableSet SariusRespawnTime = (BaseSariusRespawnTime + ((Distance between (Position of Wagon) and (Center of BloodElfGoal <gen>)) / 180.00))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        SariusRespawnTime Less than or equal to 5.00
      Then - Actions
        Set VariableSet SariusRespawnTime = 5.00
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DebugOn Equal to True
      Then - Actions
        Game - Display to (All players) for 10.00 seconds the text: (M Respawn = + (String(SariusRespawnTime)))
      Else - Actions
    Wait SariusRespawnTime seconds
    Hero - Instantly revive Sarius at (Center of Respawn_Sarius <gen>), Show revival graphics
    Unit - Set Sarius movement speed to (Default movement speed of Sarius)
    Unit - Set mana of Sarius to 80.00%
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Equal to Hard
      Then - Actions
        Unit - Set mana of Sarius to 100.00%
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item-type of (Item carried by Sarius in slot 2)) Equal to (Item-type of No item)
          Then - Actions
            Hero - Create Health Stone and give it to Sarius
          Else - Actions
      Else - Actions
        Unit - Set mana of Sarius to 80.00%
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of Wagon) Equal to P5_Maiev
      Then - Actions
        Unit Group - Add Sarius to CaravanGuardsGroup
        Trigger - Run Init_09c_Caravan_Units <gen> (checking conditions)
      Else - Actions
Kael Ready Q
  Events
  Conditions
  Actions
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Kael named Książę Kael'thas: Play No sound and display Czekam.. Modify duration: Add 0 seconds and Don't wait
    Sound - Play KaelReady1_H04X <gen>
    Wait for KaelReady1_H04X <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Kael Ready Q Kopiuj
  Events
  Conditions
  Actions
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Ravael named Ravael: Play No sound and display Czekam.. Modify duration: Add 0 seconds and Don't wait
    Sound - Play KaelReady1_H04X <gen>
    Wait for KaelReady1_H04X <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Vashj Ready Q
  Events
  Conditions
  Actions
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Vashj named Lady Vash: Play No sound and display Jestem gotowa.. Modify duration: Add 0 seconds and Don't wait
    Sound - Play LadyVashjReady1_H04X <gen>
    Wait for LadyVashjReady1_H04X <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Maiev Attacks
  Events
    Unit - A unit owned by Player 1 (Red).Is attacked
    Unit - A unit owned by Player 9 (Gray).Is attacked
  Conditions
    ((This trigger) is on) Equal to True
    (Attacking unit) Equal to Maiev
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Maiev_Attacks_Q <gen> to the trigger queue (Checking conditions)
    Set VariableSet RandomValue = (Random real number between 30.00 and 45.00)
    Wait RandomValue seconds
    Trigger - Turn on (This trigger)
Maiev Attacks Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Set VariableSet RandomValue = (Random real number between 0.00 and 3.00)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RandomValue Less than or equal to 1.00
      Then - Actions
        Sound - Setup all volume channels for speech
        Cinematic - Send transmission to (All players) from Maiev named Maiev Shadowsong: Play A05Maiev32 <gen> and display Męczą mnie te gierki! Illidan będzie mój!. Modify duration: Add 0 seconds and Don't wait
        Wait for A05Maiev32 <gen> to be 0 seconds from finished playing
        Sound - Reset all volume channels to 100%
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            RandomValue Less than or equal to 2.00
          Then - Actions
            Sound - Setup all volume channels for speech
            Cinematic - Send transmission to (All players) from Maiev named Maiev Shadowsong: Play A05Maiev33 <gen> and display Śmierć poplecznikom Zdrajcy!. Modify duration: Add 0 seconds and Don't wait
            Wait for A05Maiev33 <gen> to be 0 seconds from finished playing
            Sound - Reset all volume channels to 100%
          Else - Actions
            Sound - Setup all volume channels for speech
            Cinematic - Send transmission to (All players) from Maiev named Maiev Shadowsong: Play A05Maiev34 <gen> and display Krwawe elfy i Nagi! Wasz bękarci pomiot to obraza każdego ideału nocnych elfów!. Modify duration: Add 0 seconds and Don't wait
            Wait for A05Maiev34 <gen> to be 0 seconds from finished playing
            Sound - Reset all volume channels to 100%
    Trigger - Remove (This trigger) from the trigger queue
Give Money to Player
  Events
    Time - Every 2.00 seconds of game time
  Conditions
  Actions
    Player - Add 10 to AP1_Player.Current gold
    Player - Add 10 to Player 9 (Gray).Current gold
PingTimerExpires
  Events
    Time - WagonPingTimer expires
  Conditions
    InCinematic Equal to False
    GameOver Equal to False
  Actions
    Set VariableSet TempPingPoint = (Position of Wagon)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of Wagon) Equal to P5_Maiev
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Position of Wagon) for 2.00 seconds, using a Simple ping of color (10.90%, 90.00%, 72.50%)
      Else - Actions
        Cinematic - Ping minimap for (All players) at (Position of Wagon) for 2.00 seconds, using a Simple ping of color (99.60%, 54.10%, 5.50%)
    Custom script: call RemoveLocation( udg_TempPingPoint )
BE Building dies
  Events
    Unit - A unit owned by Player 8 (Pink).Dies
  Conditions
    (Number of units in (Units owned by P8_BloodElfBase matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)).)) Less than or equal to 3
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Altar of Blood 0062 <gen> Vulnerable
    Unit - Make Altar of the Depths 0061 <gen> Vulnerable
NE Building dies
  Events
    Unit - A unit owned by Player 2 (Blue).Dies
  Conditions
    (Number of units in (Units owned by P2_Watchers matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)).)) Less than or equal to 2
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Altar of Elders 0014 <gen> Vulnerable
Start Suicide Scripts
  Events
  Conditions
  Actions
    AI - Start campaign AI script for P10_BloodElfAttack: h04x10.ai (aiscript)
    AI - Start campaign AI script for P11_NightElfAttack: h04x11.ai (aiscript)
AI Resources Maiev Gold
  Events
    Player - Player 2 (Blue)'s Current gold becomes Less than 1000.00
  Conditions
  Actions
    Player - Add 1351 to P2_Watchers.Current gold
AI Resources Maiev Lumber
  Events
    Player - Player 2 (Blue)'s Current lumber becomes Less than 1000.00
  Conditions
  Actions
    Player - Add 1273 to P2_Watchers.Current lumber
Quest Secure Wagon 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 Spętany demon with the description Lord Illidan został spętany przez Strażniczkę w zaklętej klatce. Zabij jej eskortę i zdobądź nad nią panowanie, zanim nocne elfy zdołają dostarczyć ją do swej bazy., using icon path ReplaceableTextures\CommandButtons\BTNEvilIllidan.tga
    Set VariableSet QuestIllidan = (Last created quest)
    Quest - Create a quest requirement for QuestIllidan with the description Za pomocą swych bohaterów odbij klatkę Illidana
    Set VariableSet QuestIllidanRecapture = (Last created quest requirement)
    Quest - Create a quest requirement for QuestIllidan with the description Klatka nie może dotrzeć do bazy nocnych elfów
    Set VariableSet QuestIllidanNoMaiev = (Last created quest requirement)
Quest Secure Wagon Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Secure_Wagon_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestIllidan as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE GŁÓWNE|rSpętany demon - Za pomocą swych bohaterów odbij klatkę Illidana - Klatka nie może trafić do bazy nocnych elfów
Quest Secure Wagon Update Recapture
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Secure_Wagon_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestIllidan as Discovered
    Quest - Mark QuestIllidanRecapture as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Update message: |cffffcc00ZADANIE GŁÓWNE - UAKTUALNIENIE|rSpętany demon - |cdd808080Za pomocą swych bohaterów odbij klatkę Illidana (wykonane)|r - Klatka nie może trafić do bazy nocnych elfów
Quest Secure Wagon Update Lost Wagon
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Secure_Wagon_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestIllidan as Discovered
    Quest - Mark QuestIllidanRecapture as Incomplete
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Update message: |cffffcc00ZADANIE GŁÓWNE - UAKTUALNIENIE|rSpętany demon - Za pomocą swych bohaterów odbij klatkę Illidana - Klatka nie może trafić do bazy nocnych elfów
Quest Secure Wagon Completed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Secure_Wagon_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestIllidan as Discovered
    Quest - Mark QuestIllidanRecapture as Completed
    Quest - Mark QuestIllidanNoMaiev as Completed
    Quest - Mark QuestIllidan as Completed
Quest Escort Wagon 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 Eskorta with the description Strażniczka nie więzi już Illidana, pozostaje on jednak nadal słaby, a magicznych zaklęć z jego klatki łatwo zdjąć się nie da. Musisz odstawić klatkę do wioski Draenei, gdzie siły Akamy dadzą ci czas na opracowanie metody otwarcia illidanowego więzienia., using icon path ReplaceableTextures\CommandButtons\BTNBloodMage2.tga
    Set VariableSet QuestEscort = (Last created quest)
    Quest - Create a quest requirement for QuestEscort with the description Dostarcz klatkę Illidana do bazy krwawych elfów.
    Set VariableSet QuestEscortToBloodElf = (Last created quest requirement)
Quest Escort Wagon Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Escort_Wagon_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestEscort as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00ZADANIE GŁÓWNE|rEskorta - Dostarcz klatkę Illidana do bazy krwawych elfów
Quest Escort Wagon Completed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Escort_Wagon_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestEscort as Discovered
    Quest - Mark QuestEscortToBloodElf as Completed
    Quest - Mark QuestEscort as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00ZADANIE GŁÓWNE WYKONANE|rEskorta
Mission Failed Wagon at Maiev
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Mission Failed message: |cffffcc00MISJA NIEUDANA|rMaiev zdołała dostarczyć klatkę Illidana do swojej bazy.
Mission Failed Base Defeated
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Mission Failed message: |cffffcc00MISJA NIEUDANA|rWszystkie twoje budynki zostały zniszczone.
Get the Wagon Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Run Quest_Secure_Wagon_Discover <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Only Control Hero Notice Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the Hint message: |cffff8c00UWAGA|r - Podczas próby odzyskania klatki dowodzisz jedynie Księciem Kael'thasem i Lady Vash; pozostała część twoich sił automatycznie będzie atakować wojska Maiev.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Hero Dies
  Events
    Unit - A unit owned by Player 1 (Red).Dies
    Unit - A unit owned by Player 9 (Gray).Dies
  Conditions
    ((This trigger) is on) Equal to True
    Or - Any (Conditions) are true
      Conditions
        (Dying unit) Equal to Kael
        (Dying unit) Equal to Vashj
        (Dying unit) Equal to Ravael
        (Dying unit) Equal to Brewmaster
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Hero_Dies_Q <gen> to the trigger queue (Checking conditions)
Hero Dies Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the Hint message: |cff32cd32WSKAZÓWKA|r - Martwi bohaterowie są automatycznie ożywiani przy Ołtarzu w bazie krwawych elfów.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Item Shop Usuable Q
  Events
  Conditions
    ((This trigger) is on) Equal to True
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Quest - Display to (All players) the Hint message: |cff32cd32WSKAZÓWKA|r - Wyposaż Księcia Kael'thasa i Lady Vash w dodatkowe przedmioty kupione w Tajemnej Krypcie.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Maiev Dies First Time
  Events
    Unit - A unit owned by Player 5 (Yellow).Dies
  Conditions
    (Dying unit) Equal to Maiev
    (Owner of Wagon) Equal to P5_Maiev
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Maiev_Dies_First_Time_Q <gen> to the trigger queue (Checking conditions)
Maiev Dies First Time Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the Hint message: |cff32cd32WSKAZÓWKA|r - Podczas nieobecności Maiev możesz przejąć kontrolę nad klatką Illidana, wysyłając w jej pobliże Kael'thasa lub Lady Vash.
    Wait Campaign hint delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Brewmaster Available Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Quest - Display to (All players) the New Unit Acquired message: |cff86ceebOTRZYMUJESZ NOWĄ JEDNOSTKĘ|rPandarański Miodowar - W tej misji możesz skorzystać z usług tego bohatera - to nagroda za pokonanie wszystkich 30 grup wrogów w ukrytej misji.
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Next Level Prep
  Events
  Conditions
  Actions
    -------- Save Heroes --------
    Game Cache - Create a game cache from Campaigns.w3v (stringnoformat)
    Game Cache - Store Vashj as Vashj (stringnoformat) of HumanX05 (stringnoformat) in (Last created game cache)
    Game Cache - Store Kael as Kael (stringnoformat) of HumanX05 (stringnoformat) in (Last created game cache)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Brewmaster Not equal to No unit
      Then - Actions
        Game Cache - Store Brewmaster as Brewmaster (stringnoformat) of FinalX (stringnoformat) in (Last created game cache)
      Else - Actions
    Game Cache - Save (Last created game cache).
    -------- Enable Missions, Campaigns, Cinematics --------
    Game - Enable Human X04 Interlude
    Game - Enable Human X05
Next Level Run
  Events
  Conditions
  Actions
    -------- Set Next Level and Victory --------
    Game - Set the next level to Maps\FrozenThrone\Campaign\HumanX04Interlude.w3x
    Game - Victory AP1_Player (Show 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!
Victory Wagon at BE Base
  Events
    Unit - A unit enters BloodElfGoal <gen>
  Conditions
    (Entering unit) Equal to Wagon
    (Owner of Wagon) Equal to P3_IllidanCage
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Give_Wagon_to_Maiev <gen>
    Set VariableSet GameOver = True
    Unit - Make Kael Invulnerable
    Unit - Make Vashj Invulnerable
    Trigger - Add Victory_Cinematic_Q <gen> to the trigger queue (Checking conditions)
Defeat Wagon at Maiev
  Events
    Unit - A unit enters MaievGoal <gen>
  Conditions
    (Entering unit) Equal to Wagon
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet GameOver = True
    Trigger - Run Mission_Failed_Wagon_at_Maiev <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Game - Defeat AP1_Player with the message: Klęska!
Defeat BE Buildings Dead
  Events
    Time - Every 2 seconds of game time
  Conditions
    (Number of units in (Units owned by P8_BloodElfBase matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)).)) Less than or equal to 1
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet GameOver = True
    Trigger - Run Mission_Failed_Base_Defeated <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Game - Defeat AP1_Player with the message: Klęska!
Victory NE Base Dead
  Events
    Time - Every 2 seconds of game time
  Conditions
    (Number of units in (Units owned by P2_Watchers matching ((((Matching unit) is A structure) Equal to True) and (((Matching unit) is alive) Equal to True)).)) Less than or equal to 1
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet GameOver = True
    Unit - Make Kael Invulnerable
    Unit - Make Vashj Invulnerable
    Trigger - Add Victory_Cinematic_Q <gen> to the trigger queue (Checking conditions)
A
  Events
    Player - Player 1 (Red) types a chat message containing A (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Add Victory_Cinematic_Q <gen> to the trigger queue (Checking conditions)
DEBUG
  Events
    Player - Player 1 (Red) types a chat message containing DEBUG (stringnoformat) as An exact match
  Conditions
  Actions