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Trigger Viewer

Crimson Blade Revisited v11.w3x
Variables
Initialization
Melee Initialization
Untitled Trigger 006
Skip Chat
Arrow Key Variables
ArrowMoving Variables
Music
Music command
Cinematic Skip
Untitled Trigger 001
Untitled Trigger 002
Cine Jump
Cine Jump 2
Stop Camera
Sky white
Sky dalaran
Sky red
Sky blue
Sky yellow
Sky green
Sky blizzard
Sky night
Weather fog
Weather fog2
Weather fog3
Weather moonlight
Weather mist
Weather rain
Weather light
Weather snow
Weather off
Terrain grass
Terrain snow
Terrain ice
Terrain felwood
Terrain ashenvale
Terrain barrens
Terrain cement
Terrain off
Spells
AWP Scout
Pick up
MetamorphAll
Play Dead
Jump
Jump Thug
Levitate
Stand
Stand 2
Stand 3
Stand 4
Stand 5
Stand 6
Stand 7
Stand 8
Stand 9
Stand 10
Stand 11
Stand 12
Air Raid Effect
Flashbang Effect
Reveal
AWP Scout Scope
Metamorph Ship
Step RIght
StepRightC
StepRightC 2
StepRightC 3
StepRightC 4
StepRightC 5
StepRightC 6
StepRightC 7
StepRightC 8
StepRightC 9
StepRightC 10
StepRightC 11
StepRightC 12
Step RIght Loop
Step RIght Loop 2
Step Right Loop 3
Step Right Loop 4
Step Right Loop 5
Step RIght Loop 6
Step Right Loop 7
Step Right Loop 8
Step Right Loop 9
Step Right Loop 10
Step Right Loop 11
Step Right Loop 12
Step Left
StepLeftC 1
StepLeftC 2
StepLeftC 3
StepLeftC 4
StepLeftC 5
StepLeftC 6
StepLeftC 7
StepLeftC 8
StepLeftC 9
StepLeftC 10
StepLeftC 11
StepLeftC 12
Step Left Loop
Step Left Loop 2
Step Left Loop 3
Step Left Loop 4
Step Left Loop 5
Step Left Loop 6
Step Left Loop 7
Step Left Loop 8
Step Left Loop 9
Step Left Loop 10
Step Left Loop 11
Step Left Loop 12
Basic Arrows
Basic Arrows Loop
Basic Arrows 2 Loop
Basic Arrows 3 Loop
Basic Arrows 4 Loop
Basic Arrows 5 Loop
Basic Arrows 6 Loop
Basic Arrows 7 Loop
Basic Arrows 8 Loop
Basic Arrows 9 Loop
Basic Arrows 10 Loop
Basic Arrows 11 Loop
Basic Arrows 12 Loop
Shadowmeld effect
Arctic Initiate
Arctic
Arctic Loop
Arctic Loop 2
Arctic Loop 3
Arctic Loop 4
Arctic Loop 5
Arctic Loop 6
Arctic Loop 7
Arctic Loop 8
Arctic Loop 9
Arctic Loop 10
Arctic Loop 11
Arctic Loop 12
Metamorph Krystal
Attack
Hammer Strike
Crushing Swing
Hammer Throw
Hammer Throw 1
Hammer Throw 2
Hammer Throw 3
Hammer Throw 4
Hammer Throw 5
Hammer Throw 6
Hammer Throw 7
Hammer Throw 8
Hammer Throw 9
Hammer Throw 10
Hammer Throw 11
Hammer Throw 12
Hammer Blow
Hammer Blow 2
Hammer Blow 22
Hammer Blow 23
Hammer Blow 24
Hammer Blow 25
Hammer Blow 26
Hammer Blow 27
Hammer Blow 28
Hammer Blow 29
Hammer Blow 210
Hammer Blow 211
Hammer Blow 212
Hammer Blow 3
Hammer Blow 32
Hammer Blow 33
Hammer Blow 34
Hammer Blow 35
Hammer Blow 36
Hammer Blow 37
Hammer Blow 38
Hammer Blow 39
Hammer Blow 310
Hammer Blow 311
Hammer Blow 312
Tantrum
Silence
Barrier
Reset
Fan Knives
Thunder Clap
Thunder Clap Effect
Smoke Grenade Effect
Shotgun
True Sight effect
Metamorph Infernal
Black Magic Effect
Black Magic
Black Magic 2
Black Magic 3
Black Magic 4
Black Magic 5
Black Magic 6
Black Magic 7
Black Magic 8
Black Magic 9
Black Magic 10
Black Magic 11
Black Magic 12
Soul Steal Effect
Soul Steal 1
Soul Steal 2
Soul Steal 3
Soul Steal 4
Soul Steal 5
Soul Steal 6
Soul Steal 7
Soul Steal 8
Soul Steal 9
Soul Steal 10
Soul Steal 11
Soul Steal 12
Waygate Effect 1
Waygate Effect 2
Blink effect
Arctic Chill Effect
Metamorph Book
AK47
Teleport Effect
Teleport Cancel
Teleport Finish
GrenadeCloseEffect
GrenadeMidEffect
GrenadeFarEffect
Sim Pack Effect
Stim Pack
Metamorph siege
Frost Arrows
Frost Arrows Loop
Frost Arrows Loop 2
Frost Arrows Loop 3
Frost Arrows Loop 4
Frost Arrows Loop 5
Frost Arrows Loop 6
Frost Arrows Loop 7
Frost Arrows Loop 8
Frost Arrows Loop 9
Frost Arrows Loop 10
Frost Arrows Loop 11
Frost Arrows Loop 12
Death Arrows
Death Arrow Loop
Death Arrow Loop 2
Death Arrow Loop 3
Death Arrow Loop 4
Death Arrow Loop 5
Death Arrow Loop 6
Death Arrow Loop 7
Death Arrow Loop 8
Death Arrow Loop 9
Death Arrow Loop 10
Death Arrow Loop 11
Death Arrow Loop 12
Net EFfect
Headbutt
Soar Effect
Air
Air 2
Air 3
Air 4
Air 5
Air 6
Air 7
Air 8
Air 9
Air 10
Air 11
Air 12
Flying Height 1
Untitled Trigger 005
Flying Height 2
Untitled Trigger 007
Flying Height 3
Untitled Trigger 008
Breath of fire effect
Breath of ice effect
Stone Form effect
Switch
Switch 2
Sword 1
Sword 2
Shield
Sentry
boomerang
boomerang 1
boomerang 2
boomerang 3
boomerang 4
boomerang 5
boomerang 6
boomerang 7
boomerang 8
boomerang 9
boomerang 10
boomerang 11
boomerang 12
life drain effect
life 1
life 2
life 3
life 4
life 5
life 6
life 7
life 8
life 9
life 10
life 11
life 12
drain 1
drain 2
drain 3
drain 4
drain 5
drain 6
drain 7
drain 8
drain 9
drain 10
drain 11
drain 12
fire boomerang effect
flame boomerang 1
flame boomerang 2
flame boomerang 3
flame boomerang 4
flame boomerang 5
flame boomerang 6
flame boomerang 7
flame boomerang 8
flame boomerang 9
flame boomerang 10
flame boomerang 11
flame boomerang 12
slash
Assass 1
Assass 2
Assass 3
Assass 4
Assass 5
Assass 6
Assass 7
Assass 8
Assass 9
Assass 10
Assass 11
Assass 12
slash 1
slash 2
slash 3
slash 4
slash 5
slash 6
slash 7
slash 8
slash 9
slash 10
slash 11
slash 12
metamorph undead
Dead
Dead 1
Dead 2
Dead 3
Dead 4
Dead 5
Dead 6
Dead 7
Dead 8
Dead 9
Dead 10
Dead 11
Dead 12
Mana Drain effect
Mana 1
Mana 2
Mana 3
Mana 4
Mana 5
Mana 6
Mana 7
Mana 8
Mana 9
Mana 10
Mana 11
Mana 12
siphon 1
siphon 2
siphon 3
siphon 4
siphon 5
siphon 6
siphon 7
siphon 8
siphon 9
siphon 10
siphon 11
siphon 12
Cyclone effect
Cyclone 1
Lay Mine Effect
Mine
bladefury
burrow
omnislash effect
Haste Effect
Untitled Trigger 009
Heal Effect
Sword thrust Effect
sw
tw
sw2
tw2
sw3
tw3
sw4
tw4
sw5
tw5
sw6
tw6
sw7
tw7
sw8
tw8
sw9
tw9
sw10
tw10
sw11
tw11
sw12
tw12
Earthquake Effect
Impale Effect
Disarm Effect
Energy Sap
Sap
Sap 2
Sap 3
Sap 4
Sap 5
Sap 6
Sap 7
Sap 8
Sap 9
Sap 10
Sap 11
Sap 12
Timer 1
Timer 2
Timer 3
Timer 4
Timer 5
Timer 6
Timer 7
Timer 8
Timer 9
Timer 10
Timer 11
Timer 12
Spell cd 1
Spell cd 2
Spell cd 3
Spell cd 4
Spell cd 5
Spell cd 6
Spell cd 7
Spell cd 8
Spell cd 9
Spell cd 10
Spell cd 11
Spell cd 12
vic cd 1
vic cd 2
vic cd 3
vic cd 4
vic cd 5
vic cd 6
vic cd 7
vic cd 8
vic cd 9
vic cd 10
vic cd 11
vic cd 12
Stand cd 1
Stand cd 2
Stand cd 3
Stand cd 4
Stand cd 5
Stand cd 6
Stand cd 7
Stand cd 8
Stand cd 9
Stand cd 10
Stand cd 11
Stand cd 12
Spell 1
Spell 2
Spell 3
Spell 4
Spell 5
Spell 6
Spell 7
Spell 8
Spell 9
Spell 10
Spell 11
Spell 12
TurnChatOff
TurnChatOn
Tilt up
Tilt down
Metamorph Finish
Gameplay
Golem
HouseM1
HouseM2
HouseM3
HouseM4
HouseM5
HouseM6
HouseM7
HouseM8
RandomGenerator
Barley
Barley 1
Barley 2
Barley 3
Barley 4
Barley 5
Barley 6
Barley 7
Barley 8
Barley 9
Barley 10
Barley 11
Barley 12
Fertilizer
Waterfall Snd
Victims1
Victims0
VictimsFollow
Bugfix
VictimsMultiboard
Prisoners1
Prisoners0
PrisonersFollow
PrisonersMultiboard
Dialog buttons
Victory condition
Victory 2
Creep Respawn
Building Respawn
Creep corpses
Shimmering Portal
Shimmering Portal 2
Ammo
Ammo 2
Ammo 3
Ammo 4
Ammo 5
Ammo 6
Ammo 7
Ammo 8
Ammo 9
Ammo 10
Ammo 11
Ammo 12
Slashscreen
Slashscreen contd
Coin Variables
Mana runes
Runes 1
Runes 2
Reticle
Reticle 2
Reticle Command
Reticle Command 2
Speed bonus
Player Left
User
Respawn 1
AWP Scope Rifle
AWP Scope Rifle 2
AWP Scope Rifle 3
AWP Scope Rifle 4
AWP Scope Rifle 5
AWP Scope Rifle 6
AWP Scope Rifle 7
AWP Scope Rifle 8
AWP Scope Rifle 9
AWP Scope Rifle 10
AWP Scope Rifle 11
AWP Scope Rifle 12
Wind Archer
Wc3 Thug
Acolyte
Marine
Undead Archer
Dragon
Assassin
GhostFreak 1
Saint
Paladin
Multiboard
ScopeRifle
Player Colors
Debug
Wisp
Kills 1
NeutralsOn
NeutralsOff
Multiboard
Timer 41
Ai
Ai Remove
Ai set
Ai set Move
Ai Normal
Untitled Trigger 003
Untitled Trigger 003 Copy
Hard 2
Ai Hard
Untitled Trigger 004
Victory Condition
Quests
First Person
First
Third Person
third
Second Person
Fourth Person
Fifth Person
Observer
View Reset
Zoom
Up
Down
Reload
Unstuck
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
set udg_TempPos2[P] = MoveVar(GetLocationX(udg_TempPos[P]), GetLocationY(udg_TempPos[P]), udg_Tempface[P] - 180.0000000, 175.0000000)
if ( IsPositionPathable(GetLocationX(udg_TempPos2[P]), GetLocationY(udg_TempPos2[P])) ) then
endif
call RemoveLocation(udg_TempPos2[P])

function CinematicModeExBJl takes boolean cineMode, force forForce, real interfaceFadeTime returns nothing
    // If the game hasn't started yet, perform interface fades immediately
    if (not bj_gameStarted) then
        set interfaceFadeTime = 0
    endif

    if (cineMode) then
        // Save the UI state so that we can restore it later.
        if (not bj_cineModeAlreadyIn) then
            set bj_cineModeAlreadyIn = true
            set bj_cineModePriorSpeed = GetGameSpeed()
            set bj_cineModeSavedSeed = GetRandomInt(0, 1000000)
        endif

        // Perform local changes
        if (IsPlayerInForce(GetLocalPlayer(), forForce)) then
            // Use only local code (no net traffic) within this block to avoid desyncs.
            call ShowInterface(false, interfaceFadeTime)
            call EnableOcclusion(false)
            call EnableUserControl(true)
        endif

        // Perform global changes
        call SetGameSpeed(bj_CINEMODE_GAMESPEED)
        call SetMapFlag(MAP_LOCK_SPEED, true)

        // Use a fixed random seed, so that cinematics play consistently.
        call SetRandomSeed(0)
    else
        set bj_cineModeAlreadyIn = false

        // Perform local changes
        if (IsPlayerInForce(GetLocalPlayer(), forForce)) then
            // Use only local code (no net traffic) within this block to avoid desyncs.

            call ShowInterface(true, interfaceFadeTime)
            call EnableOcclusion(true)
        endif

        // Perform global changes
        call SetMapFlag(MAP_LOCK_SPEED, false)
        call SetGameSpeed(bj_cineModePriorSpeed)
        call SetRandomSeed(bj_cineModeSavedSeed)
    endif
endfunction

function CinematicModeBJl takes boolean cineMode, force forForce returns nothing
    call CinematicModeExBJl(cineMode, forForce, bj_CINEMODE_INTERFACEFADE)
endfunction

function init takes nothing returns nothing
        set udg_Pos2 = Location(udg_ItemSafeX,udg_ItemSafeY)
        set udg_In = CreateItemLoc('ward',udg_Pos2)
        call SetItemInvulnerable(udg_In,true)
        call SetItemVisible( udg_In,false )
        call RemoveLocation(udg_Pos2)
endfunction

function IsPositionPathable takes real x, real y returns boolean
        local boolean b
            call SetItemVisible( udg_In,true )
            set udg_Pos = Location(x,y)
            call SetItemPositionLoc(udg_In,udg_Pos)
            set b = GetItemX(udg_In)==x and GetItemY(udg_In)==y
	    set udg_Pos2 = Location(udg_ItemSafeX,udg_ItemSafeY)
            call SetItemPositionLoc(udg_In,udg_Pos2)
            call SetItemVisible( udg_In,false )
	    call RemoveLocation(udg_Pos)
	    call RemoveLocation(udg_Pos2)
        return b
endfunction

function MoveUnit takes unit u, real a, real s returns nothing
     local real x = GetUnitX(u)+s*Cos(a*bj_DEGTORAD)
     local real y = GetUnitY(u)+s*Sin(a*bj_DEGTORAD)
      call SetUnitX(u,x)
      call SetUnitY(u,y)
endfunction

function MoveVar takes real x, real y, real a, real s returns location
     local real x1 = x + s*Cos(a*bj_DEGTORAD)
     local real y1 = y + s*Sin(a*bj_DEGTORAD)
     return Location(x1, y1)
endfunction

function RotateCamera takes integer I, integer P returns nothing
        set udg_Angleofattack[P] = udg_Angleofattack[P] + (udg_Hero_Turn_Rate[P] * I*.25)
        set udg_Reticleheight[P] = udg_Reticleheight[P] + (15 * I)
endfunction

function CameraRotate takes integer P returns nothing
        call DisableTrigger( udg_ScopeKeysDown[P] )
        set udg_Arrowsdownon[P] = 0
        call EnableTrigger( udg_ScopeKeysUp[P] )
        set udg_Arrowsupon[P] = 1
endfunction

function CameraRotate2 takes integer P returns nothing
        call DisableTrigger( udg_ScopeKeysUp[P] )
        set udg_Arrowsupon[P] = 0
        call EnableTrigger( udg_ScopeKeysDown[P] )
        set udg_Arrowsdownon[P] = 1
endfunction
        
function Range takes location R returns boolean
if (GetLocationX(R) > 6144) then
return false
endif
if (GetLocationY(R) > 6144) then
return false
endif
if (GetLocationX(R) < -6144) then
return false
endif
if (GetLocationY(R) < -6144) then
return false
endif
return true
endfunction

function LeftPress takes integer P returns nothing
      call DisableTrigger( udg_ArrowKeysRight[P])
      set udg_Arrowsrighton[P] = 0
      call EnableTrigger( udg_ArrowKeysLeft[P] )
      set udg_Arrowslefton[P] = 1
endfunction

function RightPress takes integer P returns nothing
      call DisableTrigger( udg_ArrowKeysLeft[P])
      set udg_Arrowslefton[P] = 0
      call EnableTrigger( udg_ArrowKeysRight[P] )
      set udg_Arrowsrighton[P] = 1
endfunction

function Up_Key_Press takes integer P returns boolean
    if ( not ( GetUnitTypeId(udg_Hero[P]) == 'H002' ) ) then
        return false
    endif
    return true
endfunction

function UpPress takes integer P returns nothing
    call DisableTrigger( udg_ArrowKeysDown[P] )
    set udg_Arrowsdownon[P] = 0
    call EnableTrigger( udg_ArrowkeysUp[P] )
    call SetUnitAnimation( udg_Hero[P], "walk" )
    set udg_Arrowsupon[P] = 1
    if ( Up_Key_Press(P) ) then
        call UnitRemoveBuffBJ( 'BOwk', udg_Hero[P] )
    else
    endif
endfunction

function DownPress takes integer P returns nothing
    call DisableTrigger( udg_ArrowkeysUp[P] )
    set udg_Arrowsupon[P] = 0
    call EnableTrigger( udg_ArrowKeysDown[P] )
    call SetUnitAnimation( udg_Hero[P], "walk" )
    set udg_Arrowsdownon[P] = 1
    if ( Up_Key_Press(P) ) then
        call UnitRemoveBuffBJ( 'BOwk', udg_Hero[P] )
    else
    endif
endfunction

function Left takes integer P returns nothing
    set udg_Tempface[P] = ( udg_Facing[P] - udg_Hero_Turn_Rate[P] )
    set udg_TempPos[P] = Location(GetUnitX(udg_Hero[P]), GetUnitY(udg_Hero[P]))
    set udg_Facing[P] = udg_Tempface[P]
    call SetUnitFacing(udg_Hero[P], udg_Facing[P])
    if ( udg_Facing[P] > udg_Threesixty ) then
        set udg_Facing[P] = ( udg_Facing[P] - udg_Threesixty )
    else
        call DoNothing(  )
    endif
    if ( udg_Facing[P] < udg_negone ) then
        set udg_Facing[P] = ( udg_Facing[P] + udg_Threesixty )
    else
        call DoNothing(  )
    endif
             call RemoveLocation (udg_TempPos[P])
endfunction

function Right takes integer P returns nothing
set udg_Tempface[P] = ( udg_Facing[P] + (udg_Hero_Turn_Rate[P] ) )
    set udg_TempPos[P] = Location(GetUnitX(udg_Hero[P]), GetUnitY(udg_Hero[P]))
    set udg_Facing[P] = udg_Tempface[P]
    call SetUnitFacing(udg_Hero[P], udg_Facing[P])
    if ( udg_Facing[P] > udg_Threesixty ) then
        set udg_Facing[P] = ( udg_Facing[P] - udg_Threesixty)
    else
        call DoNothing(  )
    endif
    if ( udg_Facing[P] < udg_negone ) then
        set udg_Facing[P] = ( udg_Facing[P] + udg_Threesixty )
    else
        call DoNothing(  )
    endif
             call RemoveLocation (udg_TempPos[P])  
endfunction

function Up takes integer P returns nothing
set udg_TempPos[P] = Location(GetUnitX(udg_Hero[P]), GetUnitY(udg_Hero[P]))
    set udg_TempPos2[P] = MoveVar(GetLocationX(udg_TempPos[P]), GetLocationY(udg_TempPos[P]), udg_Facing[P], udg_Hero_Movement_Speed[P])
    if (Range(udg_TempPos2[P])) then
    if (udg_FlyH[P] == 0) then
    if ( IsPositionPathable(GetLocationX(udg_TempPos2[P]), GetLocationY(udg_TempPos2[P])) ) then
            call MoveUnit( udg_Hero[P], udg_Facing[P], udg_Hero_Movement_Speed[P] ) 
        else
            call DoNothing(  )
    endif
    else
        call MoveUnit( udg_Hero[P], udg_Facing[P], udg_Hero_Movement_Speed[P] )
    endif
    endif
    call RemoveLocation (udg_TempPos[P])
    call RemoveLocation (udg_TempPos2[P])
    if (udg_Animation[P] == 0) then
    call SetUnitAnimationByIndex(udg_Hero[P], udg_Walk[P])
    endif
endfunction

function Down takes integer P returns nothing
set udg_TempPos[P] = Location(GetUnitX(udg_Hero[P]), GetUnitY(udg_Hero[P]))
    set udg_TempPos2[P] = MoveVar(GetLocationX(udg_TempPos[P]), GetLocationY(udg_TempPos[P]), udg_Facing[P] - 180.0000000, udg_Hero_Movement_Speed[P])
    set udg_Facing2[P] = udg_Facing[P] - udg_oneeight
    if (Range(udg_TempPos2[P])) then
    if (udg_FlyH[P] == 0) then
    if ( IsPositionPathable(GetLocationX(udg_TempPos2[P]), GetLocationY(udg_TempPos2[P])) ) then
            call MoveUnit( udg_Hero[P], udg_Facing2[P], udg_Hero_Movement_Speed[P] )
        else
            call DoNothing(  )
    endif
    else
        call MoveUnit( udg_Hero[P], udg_Facing2[P], udg_Hero_Movement_Speed[P] )
    endif
    endif
            call RemoveLocation (udg_TempPos[P])
            call RemoveLocation (udg_TempPos2[P])
    if (udg_Animation[P] == 0) then
    call SetUnitAnimationByIndex(udg_Hero[P], udg_Walk[P])
    endif
endfunction
Name Type Is Array Initial Value
A integer No
Ai dialog No
AiDialog button Yes
AiMode integer No
AiMulti integer No
AiPos location Yes
AirRaid1 effect Yes
AirRaid2 effect Yes
AirRaid3 effect Yes
AirRaid4 effect Yes
AirRaid5 effect Yes
AK47 real Yes 11.00
Angle integer Yes 1
Angleofattack real Yes 351.00
Animation integer Yes
ArcticBoolean integer Yes
ArcticHero integer Yes
ArcticInteger integer No
ArcticParticle integer Yes
ArcticShower trigger Yes
ArcticSpecialEffect1 effect Yes
ArcticSpecialEffect10 effect Yes
ArcticSpecialEffect11 effect Yes
ArcticSpecialEffect12 effect Yes
ArcticSpecialEffect2 effect Yes
ArcticSpecialEffect3 effect Yes
ArcticSpecialEffect4 effect Yes
ArcticSpecialEffect5 effect Yes
ArcticSpecialEffect6 effect Yes
ArcticSpecialEffect7 effect Yes
ArcticSpecialEffect8 effect Yes
ArcticSpecialEffect9 effect Yes
Arrow integer Yes 1
ArrowKeysDown trigger Yes
ArrowKeysLeft trigger Yes
ArrowKeysRight trigger Yes
ArrowkeysUp trigger Yes
Arrows1 effect Yes
Arrows10 effect Yes
Arrows11 effect Yes
Arrows12 effect Yes
Arrows2 effect Yes
Arrows3 effect Yes
Arrows4 effect Yes
Arrows5 effect Yes
Arrows6 effect Yes
Arrows7 effect Yes
Arrows8 effect Yes
Arrows9 effect Yes
Arrowsdownon integer Yes
Arrowslefton integer Yes
Arrowsrighton integer Yes
Arrowsupon integer Yes
AwesomeSpecial effect Yes
B integer No
Barley unitcode Yes
BarleyAnim unit Yes
base location Yes
BlackMagicEffect effect Yes
BlinkEffect effect Yes
Boom integer Yes
Boomerang unit Yes
BoomerangT trigger Yes
BoomerangTrigger integer Yes
Boost real Yes 5.00
bregion location Yes
BurnEffect effect Yes
C integer No
CameraDifferential real Yes
camty real No
ChatRandom integer No
Cine_jump integer Yes
CinematicVis fogmodifier Yes
CineSkip integer No
ClapBoolean integer Yes
Cloud effect Yes
CloudLoop integer No
CloudPosition location Yes
coinnone item No
CoinsCollected integer Yes
CreepP rect Yes
Crystal effect Yes
Customsky unit No
Cyclone unit Yes
CycloneEffect effect Yes
CycloneOn integer Yes
D integer No
DeathArrow integer Yes 1
DeathEffect1 effect Yes
DeathEffect10 effect Yes
DeathEffect11 effect Yes
DeathEffect12 effect Yes
DeathEffect2 effect Yes
DeathEffect3 effect Yes
DeathEffect4 effect Yes
DeathEffect5 effect Yes
DeathEffect6 effect Yes
DeathEffect7 effect Yes
DeathEffect8 effect Yes
DeathEffect9 effect Yes
DeathWarp integer Yes
Deform terraindeformation Yes
Dialog dialog Yes
Dialog2 dialog No
Dialogbutton button Yes
Dialogbutton2 button Yes
difficulty integer No
DropHeight integer Yes
Dummy unit Yes
DummyUnit unit Yes
DummyUnitFire unit Yes
DummyUnitIce unit Yes
E integer No
EastSide group No
Enemypos location No
Energy unit Yes
EnergySap integer Yes
F integer No
Facing real Yes
Facing2 real Yes
Fade integer Yes
FadeTransition integer Yes
Ferpos location Yes
fire effect Yes
fire2 effect Yes
Flamebn unit Yes
FlamebTrigger integer Yes
FlareEffect effect Yes
Flashbang effect Yes
Flashbang2 effect Yes
FlashbangSpec effect Yes
FloatingBoolean integer Yes 0
FloatingText texttag Yes
Fly effect Yes
FlyH integer Yes
FlyingHeight real Yes 75.00
FLyOn integer Yes
Freeview integer Yes
FreezeVisibility fogmodifier Yes
FrostEffect1 effect Yes
FrostEffect10 effect Yes
FrostEffect11 effect Yes
FrostEffect12 effect Yes
FrostEffect2 effect Yes
FrostEffect3 effect Yes
FrostEffect4 effect Yes
FrostEffect5 effect Yes
FrostEffect6 effect Yes
FrostEffect7 effect Yes
FrostEffect8 effect Yes
FrostEffect9 effect Yes
FrostEffectBoolean integer Yes
G integer No
GainHeight integer Yes 0
Game rect No
H integer No
HammerBlow2T trigger Yes
HammerTime integer Yes
HammerWeath weathereffect Yes
Haste effect Yes
Headbuttdmg real Yes 12.00
Heald unit Yes
Heightoffset real Yes 0.00
Hero unit Yes
Hero_Movement_Speed real Yes 5.27
Hero_Turn_Rate real Yes 0.04
HeroDG unit Yes
HeroFalse integer Yes
HeroHP real Yes
HeroOwn integer Yes
HeroPos location No
Holycross location No
Hostage_pos location Yes
hostageowner integer Yes
HostagesRescued integer Yes
I integer No
IceVisibility fogmodifier Yes
Impaledummy unit Yes
In item No
ItemSafeX real No
ItemSafeY real No
J integer No
Jump effect Yes
K integer No
K2 integer No
L integer No
Leaderboard leaderboard Yes
LeaderInt integer Yes
LifeCount integer Yes
LifeDrain unit Yes
Lifeinteger integer Yes
Lockcamera integer Yes 1
M integer No
Mana integer Yes
MetaDummy unit Yes
Mine unit Yes
MineCount integer Yes
MoveDown trigger Yes
MoveLeft trigger Yes
MovementChange real Yes
MoveRight trigger Yes
MoveUp trigger Yes
N integer No
negone real No -1.00
NetEffect effect Yes
NetEffectBoolean integer Yes
NetVisibility fogmodifier Yes
NeutralDummy unit Yes
ninety real No
O integer No
oneeight real No 180.00
onesev real No
OrientP location Yes
P integer No
p player No
P2 integer No
PaladinBut button Yes
PlayC integer Yes 1
Player player Yes
PlayerChat integer Yes
PlayerColors string Yes
PlayerCount integer Yes
PlayerDeaths integer Yes
PlayerInt integer No
PlayerKills integer Yes
PlayerSlot integer Yes 0
PMultiboard integer Yes 3
Portal effect Yes
Portal2 effect Yes
Pos location No
Pos2 location No
Pos3 location Yes
Pos42 location Yes
Pos43 location No
prisonerowner player No PlayerNP
Q integer No
Q2 integer No
Quests integer Yes 1
R2 integer No
Random integer No
RandX real No
RandY real No
Regionint integer Yes
Reticleheight real Yes 0.00
Reveal unit Yes
ReviveEffect effect Yes
rotationfirstperson integer Yes 0
RuneRegion rect Yes
Runes item Yes
RunesInt integer No 1
S integer No
S2 integer No
Scope trigger Yes
ScopeKeysDown trigger Yes
ScopeKeysPressDown trigger Yes
ScopeKeysPressUp trigger Yes
ScopeKeysUp trigger Yes
Scopeon integer Yes
Seed timer Yes
SeedsPlanted integer Yes
Seedtype integer Yes
Shade unit Yes
ShadeTrigger integer Yes
Shieldup integer Yes 0
shimmering integer Yes
ShotgunSlow integer Yes
Silencedummy unit Yes
Slash timer Yes
slasher integer Yes
Slashon integer Yes
Slashplayer integer Yes
SlashTrig trigger Yes
Slowed effect Yes
SoulSteal integer Yes
SoulStealEffect effect Yes
SoulStealEffect10 effect Yes
SoulStealEffect11 effect Yes
SoulStealEffect12 effect Yes
SoulStealEffect2 effect Yes
SoulStealEffect3 effect Yes
SoulStealEffect4 effect Yes
SoulStealEffect5 effect Yes
SoulStealEffect6 effect Yes
SoulStealEffect7 effect Yes
SoulStealEffect8 effect Yes
SoulStealEffect9 effect Yes
SpeedEx integer Yes
Spell timer Yes
Spellcd timer Yes
Stand trigger Yes
Standcd timer Yes
static real Yes 114.00
StepInteger integer No
StepLeftC timer Yes
StepRightC timer Yes
StormStun integer Yes
Stunned integer Yes
swheight real Yes
Sword1 effect Yes
Swordanim unit Yes
swpos location Yes
TantrumMov integer Yes
Team1Deaths integer No
Team1Kills integer No
Team2Deaths integer No
Team2Kills integer No
TeleportEffect effect Yes
Temp unit Yes
Temp2 unit Yes
Temp_group group No
Tempface real Yes
TempInt integer No
TempPos location Yes
TempPos2 location Yes
TempPos3 location Yes
TempPos4 location Yes
TempPSlash location Yes
TempRect rect No
TempRegP location Yes
Test real No
Test2 real No
thirt real No
ThisS integer Yes
Threesixty real No 360.00
ThunderClap effect Yes
Timer timer Yes
Timerattack timer Yes
TransmissionReg rect No
TreeDummy unit Yes
TurnTime real Yes 0.01
V integer No
viccd timer Yes
victimowner player No PlayerNP
VictimPolar location Yes
VictimPos location Yes
VictoryCoins integer No
Villager1 dialog Yes
Villager2 dialog Yes
VillagerButton button Yes
VillagerButton2 button Yes
VillagerButton3 button Yes
VillagerButton5 button Yes
VillagerButton6 button Yes
VillagerButton7 button Yes
VillagerButton8 button Yes
VillagerF1 dialog Yes
Walk integer Yes 8
Warp unit Yes
WayGate1 integer Yes
WayGate1Unit unit Yes
WayGate2 integer Yes
WayGate2Unit unit Yes
Weapon integer Yes
WeaponN integer Yes 1
Weather weathereffect Yes
Weatheroff integer Yes
WestSide group No
Wisp unit Yes
Y0 integer No
Y2 integer No
zero real No
zloc real Yes
Default melee game initialization for all players
0.30000000
0.0043000000
.23830161
.41161187
0.0041700682
0.1668027278
5.3376872896
3.249124981
0.6672109112
4.0032654672
function Trig_Melee_Initialization_Actions takes nothing returns nothing
    call SetSkyModel( "Environment\\Sky\\LordaeronSummerSky\\LordaeronSummerSky.mdl" )
    call init()
    call SetTimeOfDay( 6.00 )
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 12
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        call SetPlayerStateBJ( udg_Player[GetForLoopIndexA()], PLAYER_STATE_RESOURCE_GOLD, 0 )
    call SetCameraFieldForPlayer( udg_Player[GetForLoopIndexA()], CAMERA_FIELD_ZOFFSET, 250.00, 0 )
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    set udg_negone = -1.000000000
    set udg_Threesixty = 360.000000000
    set udg_oneeight = 180.000000000
    set udg_ninety = 90.000000000
    set udg_camty = -0.000009101025374
    set udg_zero = 0.000000000
    set udg_onesev = 117.000000000
    set udg_thirt = 13.3133001
    set udg_Player[1] = Player(0)
    set udg_Player[2] = Player(1)
    set udg_Player[3] = Player(2)
    set udg_Player[4] = Player(3)
    set udg_Player[5] = Player(4)
    set udg_Player[6] = Player(5)
    set udg_Player[7] = Player(6)
    set udg_Player[8] = Player(7)
    set udg_Player[9] = Player(8)
    set udg_Player[10] = Player(9)
    set udg_Player[11] = Player(10)
    set udg_Player[12] = Player(11)
    set udg_Stand[1] = gg_trg_Stand
    set udg_Stand[2] = gg_trg_Stand_2
    set udg_Stand[3] = gg_trg_Stand_3
    set udg_Stand[4] = gg_trg_Stand_4
    set udg_Stand[5] = gg_trg_Stand_5
    set udg_Stand[6] = gg_trg_Stand_6
    set udg_Stand[7] = gg_trg_Stand_7
    set udg_Stand[8] = gg_trg_Stand_8
    set udg_Stand[9] = gg_trg_Stand_9
    set udg_Stand[10] = gg_trg_Stand_10
    set udg_Stand[11] = gg_trg_Stand_11
    set udg_Stand[12] = gg_trg_Stand_12
    set bj_forLoopAIndex = 1
    set bj_forLoopAIndexEnd = 12
    loop
        exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
        call SetCameraFieldForPlayer( udg_Player[GetForLoopIndexA()], CAMERA_FIELD_ANGLE_OF_ATTACK, 300.00, 0.00 )
        call SetCameraFieldForPlayer( udg_Player[GetForLoopIndexA()], CAMERA_FIELD_ZOFFSET, 600.00, 0.00 )
        set bj_forLoopAIndex = bj_forLoopAIndex + 1
    endloop
    call PolledWait( 0.01 )
    set bj_forLoopBIndex = 1
    set bj_forLoopBIndexEnd = 12
    loop
        exitwhen bj_forLoopBIndex > bj_forLoopBIndexEnd
        call SetPlayerStateBJ( udg_Player[GetForLoopIndexB()], PLAYER_STATE_RESOURCE_LUMBER, 100 )
        set bj_forLoopBIndex = bj_forLoopBIndex + 1
    endloop
    set udg_A = 1
    loop
        exitwhen udg_A > 12
        set udg_Hero_Turn_Rate[udg_A] = 3.336054556
        set udg_Hero_Movement_Speed[udg_A] = 6.498249962
        set udg_Facing[udg_A] = 90.0000000
        set udg_A = udg_A + 1
    endloop
    call SetUnitInvulnerable( gg_unit_hcas_0017, true )
    call SetUnitInvulnerable( gg_unit_hcas_0014, true )
    call SetUnitInvulnerable( gg_unit_n00M_0145, true )
    call SetUnitInvulnerable( gg_unit_n00M_0146, true )
    call SetUnitInvulnerable( gg_unit_n00N_0143, true )
    call SetUnitInvulnerable( gg_unit_n00N_0144, true )
    call SetUnitInvulnerable( gg_unit_hvlt_0019, true )
    call SetUnitInvulnerable( gg_unit_hbar_0018, true )
    call SetUnitInvulnerable( gg_unit_hvlt_0016, true )
    call SetUnitInvulnerable( gg_unit_hbar_0015, true )
    call SetUnitInvulnerable( gg_unit_h01B_0037, true )
    call SetUnitInvulnerable( gg_unit_h01F_0039, true )
    call SetUnitInvulnerable( gg_unit_h01H_0041, true )
    call SetUnitInvulnerable( gg_unit_h01M_0042, true )
    call SetUnitInvulnerable( gg_unit_h01B_0020, true )
    call SetUnitInvulnerable( gg_unit_h01H_0048, true )
    call SetUnitInvulnerable( gg_unit_h01B_0038, true )
    call SetUnitInvulnerable( gg_unit_ngme_0147, true )
    call SetUnitInvulnerable( gg_unit_h01P_0040, true )
    call SetUnitInvulnerable( gg_unit_h01H_0049, true )
    call SetUnitInvulnerable( gg_unit_h01N_0050, true )
    call SetUnitInvulnerable( gg_unit_h01L_0086, true )
    call SetUnitInvulnerable( gg_unit_h01L_0085, true )
    call SetUnitInvulnerable( gg_unit_h01M_0078, true )
    call SetUnitInvulnerable( gg_unit_h01E_0076, true )
    call SetUnitInvulnerable( gg_unit_h01Q_0077, true )
    call SetUnitInvulnerable( gg_unit_h01M_0075, true )
    call SetUnitInvulnerable( gg_unit_h01M_0065, true )
    call SetUnitInvulnerable( gg_unit_h01B_0064, true )
    call SetUnitInvulnerable( gg_unit_h01M_0066, true )
    call SetUnitInvulnerable( gg_unit_h01F_0068, true )
    call SetUnitInvulnerable( gg_unit_h01K_0069, true )
    call SetUnitInvulnerable( gg_unit_h01H_0071, true )
    call SetUnitInvulnerable( gg_unit_h01I_0070, true )
    call SetUnitInvulnerable( gg_unit_h01R_0055, true )
    call SetUnitInvulnerable( gg_unit_h01C_0081, true )
    call SetUnitInvulnerable( gg_unit_h01J_0080, true )
    call SetUnitInvulnerable( gg_unit_h01N_0079, true )
endfunction

//===========================================================================
function InitTrig_Melee_Initialization takes nothing returns nothing
    set gg_trg_Melee_Initialization = CreateTrigger(  )
    call TriggerAddAction( gg_trg_Melee_Initialization, function Trig_Melee_Initialization_Actions )
endfunction

 
Untitled Trigger 006
  Events
    Map initialization
  Conditions
  Actions
    Set Game = (Playable map area)
Skip Chat
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 2 (Blue) skips a cinematic sequence
    Player - Player 3 (Teal) skips a cinematic sequence
    Player - Player 4 (Purple) skips a cinematic sequence
    Player - Player 5 (Yellow) skips a cinematic sequence
    Player - Player 6 (Orange) skips a cinematic sequence
    Player - Player 7 (Green) skips a cinematic sequence
    Player - Player 8 (Pink) skips a cinematic sequence
    Player - Player 9 (Gray) skips a cinematic sequence
    Player - Player 10 (Light Blue) skips a cinematic sequence
    Player - Player 11 (Dark Green) skips a cinematic sequence
    Player - Player 12 (Brown) skips a cinematic sequence
  Conditions
  Actions
    Custom script: call CinematicModeBJl(false, GetForceOfPlayer(GetTriggerPlayer() ) )
Arrow Key Variables
  Events
    Time - Elapsed game time is 0.25 seconds
  Conditions
  Actions
    Hashtable - Create a hashtable
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Disable Turn Game Chat On for Player[(Integer A)]
    Animation - Change Victim 0144 <gen> flying height to 1.00 at 1500.00
    Animation - Change Victim 0143 <gen> flying height to 1.00 at 1500.00
    Animation - Change Prisoner 0145 <gen> flying height to 1.00 at 1500.00
    Animation - Change Prisoner 0146 <gen> flying height to 1.00 at 1500.00
    Set Barley[1] = Barley
    Set Barley[2] = Cotton
    Set Barley[3] = Sunflower
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Set Pos = (Position of Spider Crab Shorecrawler 0120 <gen>)
    Set CreepP[1] = (Region centered at Pos with size (200.00, 200.00))
    Custom script: call RemoveLocation(udg_Pos)
    Set Pos = (Position of Knights Templar 0117 <gen>)
    Set CreepP[2] = (Region centered at Pos with size (200.00, 200.00))
    Custom script: call RemoveLocation(udg_Pos)
    Set Pos = (Position of Knights Templar 0116 <gen>)
    Set CreepP[3] = (Region centered at Pos with size (200.00, 200.00))
    Custom script: call RemoveLocation(udg_Pos)
    Destructible - Kill Iron Gate 1185 <gen>
    Destructible - Kill Iron Gate 1122 <gen>
    Destructible - Kill Gate 0472 <gen>
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Set Player[(Integer A)]'s camera Far Z to 3850.00 over 5.00 seconds
        Camera - Set Player[(Integer A)]'s camera Field of view to -175.00 over 5.00 seconds
    Set ArrowkeysUp[1] = (trigger)
    Set ArrowkeysUp[2] = (trigger)
    Set ArrowkeysUp[3] = (trigger)
    Set ArrowkeysUp[4] = (trigger)
    Set ArrowkeysUp[5] = (trigger)
    Set ArrowkeysUp[6] = (trigger)
    Set ArrowkeysUp[7] = (trigger)
    Set ArrowkeysUp[8] = (trigger)
    Set ArrowkeysUp[9] = (trigger)
    Set ArrowkeysUp[10] = (trigger)
    Set ArrowkeysUp[11] = (trigger)
    Set ArrowkeysUp[12] = (trigger)
    Set ArrowKeysRight[1] = (trigger)
    Set ArrowKeysRight[2] = (trigger)
    Set ArrowKeysRight[3] = (trigger)
    Set ArrowKeysRight[4] = (trigger)
    Set ArrowKeysRight[5] = (trigger)
    Set ArrowKeysRight[6] = (trigger)
    Set ArrowKeysRight[7] = (trigger)
    Set ArrowKeysRight[8] = (trigger)
    Set ArrowKeysRight[9] = (trigger)
    Set ArrowKeysRight[10] = (trigger)
    Set ArrowKeysRight[11] = (trigger)
    Set ArrowKeysRight[12] = (trigger)
    Set SlashTrig[1] = slash_1 <gen>
    Set SlashTrig[2] = slash_2 <gen>
    Set SlashTrig[3] = slash_3 <gen>
    Set SlashTrig[4] = slash_4 <gen>
    Set SlashTrig[5] = slash_5 <gen>
    Set SlashTrig[6] = slash_6 <gen>
    Set SlashTrig[7] = slash_7 <gen>
    Set SlashTrig[8] = slash_8 <gen>
    Set SlashTrig[9] = slash_9 <gen>
    Set SlashTrig[10] = slash_10 <gen>
    Set SlashTrig[11] = slash_11 <gen>
    Set SlashTrig[12] = slash_12 <gen>
    Set HammerBlow2T[1] = Hammer_Blow_2 <gen>
    Set HammerBlow2T[2] = Hammer_Blow_22 <gen>
    Set HammerBlow2T[3] = Hammer_Blow_23 <gen>
    Set HammerBlow2T[4] = Hammer_Blow_24 <gen>
    Set HammerBlow2T[5] = Hammer_Blow_25 <gen>
    Set HammerBlow2T[6] = Hammer_Blow_26 <gen>
    Set HammerBlow2T[7] = Hammer_Blow_27 <gen>
    Set HammerBlow2T[8] = Hammer_Blow_28 <gen>
    Set HammerBlow2T[9] = Hammer_Blow_29 <gen>
    Set HammerBlow2T[10] = Hammer_Blow_210 <gen>
    Set HammerBlow2T[11] = Hammer_Blow_211 <gen>
    Set HammerBlow2T[12] = Hammer_Blow_212 <gen>
    Set HammerBlow2T[13] = Hammer_Blow_3 <gen>
    Set HammerBlow2T[14] = Hammer_Blow_32 <gen>
    Set HammerBlow2T[15] = Hammer_Blow_33 <gen>
    Set HammerBlow2T[16] = Hammer_Blow_34 <gen>
    Set HammerBlow2T[17] = Hammer_Blow_35 <gen>
    Set HammerBlow2T[18] = Hammer_Blow_36 <gen>
    Set HammerBlow2T[19] = Hammer_Blow_37 <gen>
    Set HammerBlow2T[20] = Hammer_Blow_38 <gen>
    Set HammerBlow2T[21] = Hammer_Blow_39 <gen>
    Set HammerBlow2T[22] = Hammer_Blow_310 <gen>
    Set HammerBlow2T[23] = Hammer_Blow_311 <gen>
    Set HammerBlow2T[24] = Hammer_Blow_312 <gen>
    Set ArrowKeysLeft[1] = (trigger)
    Set ArrowKeysLeft[2] = (trigger)
    Set ArrowKeysLeft[3] = (trigger)
    Set ArrowKeysLeft[4] = (trigger)
    Set ArrowKeysLeft[5] = (trigger)
    Set ArrowKeysLeft[6] = (trigger)
    Set ArrowKeysLeft[7] = (trigger)
    Set ArrowKeysLeft[8] = (trigger)
    Set ArrowKeysLeft[9] = (trigger)
    Set ArrowKeysLeft[10] = (trigger)
    Set ArrowKeysLeft[11] = (trigger)
    Set ArrowKeysLeft[12] = (trigger)
    Set ArrowKeysDown[1] = (trigger)
    Set ArrowKeysDown[2] = (trigger)
    Set ArrowKeysDown[3] = (trigger)
    Set ArrowKeysDown[4] = (trigger)
    Set ArrowKeysDown[5] = (trigger)
    Set ArrowKeysDown[6] = (trigger)
    Set ArrowKeysDown[7] = (trigger)
    Set ArrowKeysDown[8] = (trigger)
    Set ArrowKeysDown[9] = (trigger)
    Set ArrowKeysDown[10] = (trigger)
    Set ArrowKeysDown[11] = (trigger)
    Set ArrowKeysDown[12] = (trigger)
    Set ScopeKeysPressUp[1] = UpScope <gen>
    Set ScopeKeysPressUp[2] = UpScope2 <gen>
    Set ScopeKeysPressUp[3] = UpScope3 <gen>
    Set ScopeKeysPressUp[4] = UpScope4 <gen>
    Set ScopeKeysPressUp[5] = (trigger)
    Set ScopeKeysPressUp[6] = (trigger)
    Set ScopeKeysPressUp[7] = (trigger)
    Set ScopeKeysPressUp[8] = (trigger)
    Set ScopeKeysPressUp[9] = (trigger)
    Set ScopeKeysPressUp[10] = (trigger)
    Set ScopeKeysPressUp[11] = (trigger)
    Set ScopeKeysPressUp[12] = (trigger)
    Set ScopeKeysPressDown[1] = (trigger)
    Set ScopeKeysPressDown[2] = (trigger)
    Set ScopeKeysPressDown[3] = (trigger)
    Set ScopeKeysPressDown[4] = (trigger)
    Set ScopeKeysPressDown[5] = (trigger)
    Set ScopeKeysPressDown[6] = (trigger)
    Set ScopeKeysPressDown[7] = (trigger)
    Set ScopeKeysPressDown[8] = (trigger)
    Set ScopeKeysPressDown[9] = (trigger)
    Set ScopeKeysPressDown[10] = (trigger)
    Set ScopeKeysPressDown[11] = (trigger)
    Set ScopeKeysPressDown[12] = (trigger)
    Set BoomerangT[1] = boomerang_1 <gen>
    Set BoomerangT[2] = boomerang_2 <gen>
    Set BoomerangT[3] = boomerang_3 <gen>
    Set BoomerangT[4] = boomerang_4 <gen>
    Set BoomerangT[5] = boomerang_5 <gen>
    Set BoomerangT[6] = boomerang_6 <gen>
    Set BoomerangT[7] = boomerang_7 <gen>
    Set BoomerangT[8] = boomerang_8 <gen>
    Set BoomerangT[9] = boomerang_9 <gen>
    Set BoomerangT[10] = boomerang_10 <gen>
    Set BoomerangT[11] = boomerang_11 <gen>
    Set BoomerangT[12] = boomerang_12 <gen>
    Set TransmissionReg = (Region(-2816.00, -2944.00, 2816.00, 2944.00))
    Environment - Set fog to style Linear, z-start 1000, z-end 8000, density 5.00 and color (0.00%, 0.00%, 100.00%)
    Wait 7.00 game-time seconds
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Set Player[(Integer A)]'s camera Field of view to -160.00 over 5.00 seconds
    Wait 5.00 game-time seconds
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Set Player[(Integer A)]'s camera Field of view to -145.00 over 5.00 seconds
    Wait 17.00 game-time seconds
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Set Player[(Integer A)]'s camera Field of view to -175.00 over 0.00 seconds
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
ArrowMoving Variables
  Events
    Time - Elapsed game time is 0.01 seconds
  Conditions
  Actions
    Unit - Make City Building 3 0001 <gen> Invulnerable
    Animation - Change Prisoner 0146 <gen>'s vertex coloring to (100%, 100%, 100%) with 30.00% transparency
    Animation - Change Prisoner 0145 <gen>'s vertex coloring to (100%, 100%, 100%) with 30.00% transparency
    Animation - Change Victim 0144 <gen>'s vertex coloring to (100%, 100%, 100%) with 30.00% transparency
    Animation - Change Victim 0143 <gen>'s vertex coloring to (100%, 100%, 100%) with 30.00% transparency
    Animation - Change Prisoner 0146 <gen> flying height to 1.00 at 2000.00
    Animation - Change Prisoner 0145 <gen> flying height to 1.00 at 2000.00
    Animation - Change Victim 0143 <gen> flying height to 1.00 at 2000.00
    Animation - Change Victim 0144 <gen> flying height to 1.00 at 2000.00
    Wait 0.40 game-time seconds
    Set Pos = (Position of Victim 0144 <gen>)
    Unit - Move Victim 0143 <gen> instantly to Pos, facing Default building facing degrees
    Unit - Move Victim 0144 <gen> instantly to Pos, facing Default building facing degrees
    Custom script: call RemoveLocation(udg_Pos)
    Set Pos = (Position of Prisoner 0145 <gen>)
    Unit - Move Prisoner 0145 <gen> instantly to Pos, facing Default building facing degrees
    Unit - Move Prisoner 0146 <gen> instantly to Pos, facing Default building facing degrees
    Custom script: call RemoveLocation(udg_Pos)
    Set MoveUp[1] = (trigger)
    Set MoveUp[2] = (trigger)
    Set MoveUp[3] = (trigger)
    Set MoveUp[4] = (trigger)
    Set MoveUp[5] = (trigger)
    Set MoveUp[6] = (trigger)
    Set MoveUp[7] = (trigger)
    Set MoveUp[8] = (trigger)
    Set MoveUp[9] = (trigger)
    Set MoveUp[10] = (trigger)
    Set MoveUp[11] = (trigger)
    Set MoveUp[12] = (trigger)
    Set MoveRight[1] = (trigger)
    Set MoveRight[2] = (trigger)
    Set MoveRight[3] = (trigger)
    Set MoveRight[4] = (trigger)
    Set MoveRight[5] = (trigger)
    Set MoveRight[6] = (trigger)
    Set MoveRight[7] = (trigger)
    Set MoveRight[8] = (trigger)
    Set MoveRight[9] = (trigger)
    Set MoveRight[10] = (trigger)
    Set MoveRight[11] = (trigger)
    Set MoveRight[12] = (trigger)
    Set MoveLeft[1] = (trigger)
    Set MoveLeft[2] = (trigger)
    Set MoveLeft[3] = (trigger)
    Set MoveLeft[4] = (trigger)
    Set MoveLeft[5] = (trigger)
    Set MoveLeft[6] = (trigger)
    Set MoveLeft[7] = (trigger)
    Set MoveLeft[8] = (trigger)
    Set MoveLeft[9] = (trigger)
    Set MoveLeft[10] = (trigger)
    Set MoveLeft[11] = (trigger)
    Set MoveLeft[12] = (trigger)
    Set MoveDown[1] = (trigger)
    Set MoveDown[2] = (trigger)
    Set MoveDown[3] = (trigger)
    Set MoveDown[4] = (trigger)
    Set MoveDown[5] = (trigger)
    Set MoveDown[6] = (trigger)
    Set MoveDown[7] = (trigger)
    Set MoveDown[8] = (trigger)
    Set MoveDown[9] = (trigger)
    Set MoveDown[10] = (trigger)
    Set MoveDown[11] = (trigger)
    Set MoveDown[12] = (trigger)
    Set ScopeKeysUp[1] = (trigger)
    Set ScopeKeysUp[2] = (trigger)
    Set ScopeKeysUp[3] = (trigger)
    Set ScopeKeysUp[4] = (trigger)
    Set ScopeKeysUp[5] = (trigger)
    Set ScopeKeysUp[6] = (trigger)
    Set ScopeKeysUp[7] = (trigger)
    Set ScopeKeysUp[8] = (trigger)
    Set ScopeKeysUp[9] = (trigger)
    Set ScopeKeysUp[10] = (trigger)
    Set ScopeKeysUp[11] = (trigger)
    Set ScopeKeysUp[12] = (trigger)
    Set ScopeKeysDown[1] = (trigger)
    Set ScopeKeysDown[2] = (trigger)
    Set ScopeKeysDown[3] = (trigger)
    Set ScopeKeysDown[4] = (trigger)
    Set ScopeKeysDown[5] = (trigger)
    Set ScopeKeysDown[6] = (trigger)
    Set ScopeKeysDown[7] = (trigger)
    Set ScopeKeysDown[8] = (trigger)
    Set ScopeKeysDown[9] = (trigger)
    Set ScopeKeysDown[10] = (trigger)
    Set ScopeKeysDown[11] = (trigger)
    Set ScopeKeysDown[12] = (trigger)
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Trigger - Turn off ScopeKeysUp[(Integer A)]
        Trigger - Turn off ScopeKeysPressDown[(Integer A)]
        Trigger - Turn off ScopeKeysPressUp[(Integer A)]
        Trigger - Turn off ScopeKeysDown[(Integer A)]
Music
  Events
    Time - Elapsed game time is 0.35 seconds
  Conditions
  Actions
    Set Random = (Random integer number between 1 and 7)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Random Equal to 4
      Then - Actions
        Environment - Change terrain type at (Center of (Playable map area)) to Northrend - Snow using variation -1 in an area of size 6144 and shape Square
      Else - Actions
    Set Random = (Random integer number between 1 and 6)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Random Equal to 4
      Then - Actions
        Environment - Create at (Playable map area) the weather effect Lordaeron Rain (Heavy)
        Environment - Turn (Last created weather effect) On
      Else - Actions
    Set Random = (Random integer number between 1 and 6)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Random Equal to 4
      Then - Actions
        Environment - Create at (Playable map area) the weather effect Northrend Snow (Heavy)
        Environment - Turn (Last created weather effect) On
      Else - Actions
    Set Random = (Random integer number between 1 and 6)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Random Equal to 4
      Then - Actions
        Environment - Create at (Playable map area) the weather effect Rays Of Light
        Environment - Turn (Last created weather effect) On
      Else - Actions
    Set Random = (Random integer number between 1 and 8)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Random Equal to 4
      Then - Actions
        Environment - Create at (Playable map area) the weather effect Rays Of Moonlight
        Environment - Turn (Last created weather effect) On
      Else - Actions
    Set base[1] = (Position of Victim 0143 <gen>)
    Set base[2] = (Position of Prisoner 0145 <gen>)
    Set base[3] = (Position of Fort 0014 <gen>)
    Set base[4] = (Position of Fort 0017 <gen>)
    Sound - Play SecretFound <gen>
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Set Player[(Integer A)]'s camera Distance to target to 0.00 over 0.00 seconds
        Camera - Set Player[(Integer A)]'s camera Height Offset to 275.00 over 0.00 seconds
        Camera - Set Player[(Integer A)]'s camera Angle of attack to 351.00 over 10.25 seconds
        Camera - Set Player[(Integer A)]'s camera Height Offset to 965.00 over 5.00 seconds
    Wait 1.00 game-time seconds
    Cinematic - Fade out over 0.40 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Sound - Play ArcaneSanctumWhat1 <gen>
    Wait 0.50 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Cinematic - Send transmission to (All players) from a Player 1 (Red) High Elf (Male) named Victim at (Center of Region_045 <gen>): Play ShimmeringPortalBirth <gen> and display The King of our nation is no more. Before his death, his last words were "Let the most loyal heir take the throne. My gasps are weak." Peace remained as long as the villagers accepted the West Fiefdom's heir as the righteous ruler.. Modify duration: Add 9.75 seconds and Don't wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Wait 0.50 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Pan camera for Player[(Integer A)] to (Position of City Building 2 0036 <gen>) over 13.00 seconds
        Camera - Set Player[(Integer A)]'s camera Rotation to 110.00 over 12.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Wait 2.75 game-time seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Wait 10.00 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Sound - Play BlinkArrival1 <gen>
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Stop the camera for Player[(Integer A)]
        Camera - Reset camera for Player[(Integer A)] to standard game-view over 0 seconds
        Camera - Set Player[(Integer A)]'s camera Height Offset to 600.00 over 0.00 seconds
        Camera - Set Player[(Integer A)]'s camera Distance to target to 0.00 over 0.00 seconds
        Camera - Set Player[(Integer A)]'s camera Height Offset to 1250.00 over 12.00 seconds
    Cinematic - Fade out over 0.40 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Wait 2.00 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Send transmission to (All players) from a Player 1 (Red) High Elf (Male) named Villager at base[1]: Play BattlenetBirth1 <gen> and display One day, the heir of the East Fiefdom proclaimed himself as the king of our nation. Bitterness between the heirs ensued, and strife was rampant. The heir of the East Fiefdom claimed the passed away King was an illegimitate child, saying that his brother had the rights to the throne.. Modify duration: Add 11.00 seconds and Don't wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Wait 11.25 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Cinematic - Fade out over 0.10 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Wait 0.70 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Send transmission to (All players) from a Player 1 (Red) Acolyte named Unknown cult follower at base[2]: Play BattlenetBirth1 <gen> and display Anyhow, that is no matter. Peace can be restored to the village by uniting the two fiefdoms through Killing, planting crops to undo the famine that has spread since, or rescuing hostages held by the other fiefdom.. Modify duration: Add 14.00 seconds and Don't wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Wait 14.00 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Cinematic - Fade out over 0.40 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 0.50 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Wait 0.50 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Send transmission to (All players) from a Player 1 (Red) High Elf (Male) named Villager at base[3]: Play BattlenetBirth1 <gen> and display This is the West Fiefdom's base. To rescue a hostage from an enemy base, simply move up to them, and they will follow you!. Modify duration: Add 5.25 seconds and Don't wait
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Set Player[(Integer A)]'s camera Angle of attack to 275.00 over 7.50 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Wait 5.50 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Cinematic - Fade out over 0.40 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Wait 0.50 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Wait 1.90 game-time seconds
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Cinematic - Send transmission to (All players) from a Player 1 (Red) High Elf (Male) named Villager at base[4]: Play BattlenetBirth1 <gen> and display This is the East Fiefdom's base.. Modify duration: Add 5.25 seconds and Don't wait
    Wait 3.60 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Cinematic - Send transmission to (All players) from a Player 1 (Red) High Elf (Male) named Villager at base[4]: Play BattlenetBirth1 <gen> and display May the most loyal heir to our nation seize the throne! It is only then the villagers will feel secure within its borders.. Modify duration: Add 6.00 seconds and Don't wait
    Cinematic - Fade out over 0.40 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Wait 6.50 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Custom script: call RemoveLocation (udg_base[1])
    Custom script: call RemoveLocation (udg_base[2])
    Custom script: call RemoveLocation (udg_base[3])
    Custom script: call RemoveLocation (udg_base[4])
    Set Hero[1] = Item Carrier 0131 <gen>
    Set Hero[2] = Item Carrier 0132 <gen>
    Set Hero[3] = Item Carrier 0133 <gen>
    Set Hero[4] = Item Carrier 0141 <gen>
    Set Hero[5] = Item Carrier 0142 <gen>
    Set Hero[6] = Item Carrier 0134 <gen>
    Set Hero[7] = Item Carrier 0135 <gen>
    Set Hero[8] = Item Carrier 0136 <gen>
    Set Hero[9] = Item Carrier 0137 <gen>
    Set Hero[10] = Item Carrier 0138 <gen>
    Set Hero[11] = Item Carrier 0139 <gen>
    Set Hero[12] = Item Carrier 0140 <gen>
    Unit - Make Item Carrier 0131 <gen> Invulnerable
    Unit - Make Item Carrier 0132 <gen> Invulnerable
    Unit - Make Item Carrier 0133 <gen> Invulnerable
    Unit - Make Item Carrier 0134 <gen> Invulnerable
    Unit - Make Item Carrier 0135 <gen> Invulnerable
    Unit - Make Item Carrier 0136 <gen> Invulnerable
    Unit - Make Item Carrier 0137 <gen> Invulnerable
    Unit - Make Item Carrier 0138 <gen> Invulnerable
    Unit - Make Item Carrier 0139 <gen> Invulnerable
    Unit - Make Item Carrier 0140 <gen> Invulnerable
    Unit - Make Item Carrier 0141 <gen> Invulnerable
    Unit - Make Item Carrier 0142 <gen> Invulnerable
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Set Player[(Integer A)]'s camera Distance to target to 0.00 over 0.00 seconds
        Camera - Set Player[(Integer A)]'s camera Angle of attack to 351.00 over 0.00 seconds
    Camera - Change camera smoothing factor to 5.00
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Trigger - Turn on
    Trigger - Turn on
    Trigger - Turn on
    Trigger - Turn on Slashscreen <gen>
    Trigger - Turn on Slashscreen_contd <gen>
    Trigger - Turn on Skip_Chat <gen>
    Trigger - Turn on Stop_Camera <gen>
    Camera - Change camera smoothing factor to 30.00
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Set Player[(Integer A)]'s camera Height Offset to 200.00 over 0 seconds
        Camera - Set Player[(Integer A)]'s camera Distance to target to 0.00 over 0 seconds
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Set Pos = (Position of Hero[(Integer A)])
        Special Effect - Create a special effect at Pos using Abilities\Spells\Other\Awaken\Awaken.mdl
        Set ReviveEffect[(Integer A)] = (Last created special effect)
    Sound - Play ResurrectTarget <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    Wait 3.00 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CineSkip Equal to 1
      Then - Actions
        Skip remaining actions
      Else - Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Special Effect - Destroy ReviveEffect[(Integer A)]
    Game - Display to (All players) the text: (PlayerColors[10] + Round 1 will begin in 40 seconds! If you do not pick your hero now, you will automatically be given one|r)
    Trigger - Remove Arrow_Key_Variables <gen> from the trigger queue
Music command
  Events
    Player - Player 1 (Red) types a chat message containing -music off as An exact match
    Player - Player 2 (Blue) types a chat message containing -music off as An exact match
    Player - Player 3 (Teal) types a chat message containing -music off as An exact match
    Player - Player 4 (Purple) types a chat message containing -music off as An exact match
    Player - Player 5 (Yellow) types a chat message containing -music off as An exact match
    Player - Player 6 (Orange) types a chat message containing -music off as An exact match
    Player - Player 7 (Green) types a chat message containing -music off as An exact match
    Player - Player 8 (Pink) types a chat message containing -music off as An exact match
    Player - Player 9 (Gray) types a chat message containing -music off as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -music off as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -music off as An exact match
    Player - Player 12 (Brown) types a chat message containing -music off as An exact match
  Conditions
  Actions
    Sound - Stop music Immediately
Cinematic Skip
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 2 (Blue) skips a cinematic sequence
    Player - Player 3 (Teal) skips a cinematic sequence
    Player - Player 4 (Purple) skips a cinematic sequence
    Player - Player 5 (Yellow) skips a cinematic sequence
    Player - Player 6 (Orange) skips a cinematic sequence
    Player - Player 7 (Green) skips a cinematic sequence
    Player - Player 8 (Pink) skips a cinematic sequence
    Player - Player 9 (Gray) skips a cinematic sequence
    Player - Player 10 (Light Blue) skips a cinematic sequence
    Player - Player 11 (Dark Green) skips a cinematic sequence
    Player - Player 12 (Brown) skips a cinematic sequence
  Conditions
    CineSkip Equal to 0
  Actions
    Set CineSkip = 1
    Trigger - Turn off (This trigger)
    Custom script: call RemoveLocation (udg_base[1])
    Custom script: call RemoveLocation (udg_base[2])
    Custom script: call RemoveLocation (udg_base[3])
    Custom script: call RemoveLocation (udg_base[4])
    Set Hero[1] = Item Carrier 0131 <gen>
    Set Hero[2] = Item Carrier 0132 <gen>
    Set Hero[3] = Item Carrier 0133 <gen>
    Set Hero[4] = Item Carrier 0141 <gen>
    Set Hero[5] = Item Carrier 0142 <gen>
    Set Hero[6] = Item Carrier 0134 <gen>
    Set Hero[7] = Item Carrier 0135 <gen>
    Set Hero[8] = Item Carrier 0136 <gen>
    Set Hero[9] = Item Carrier 0137 <gen>
    Set Hero[10] = Item Carrier 0138 <gen>
    Set Hero[11] = Item Carrier 0139 <gen>
    Set Hero[12] = Item Carrier 0140 <gen>
    Unit - Make Item Carrier 0131 <gen> Invulnerable
    Unit - Make Item Carrier 0132 <gen> Invulnerable
    Unit - Make Item Carrier 0133 <gen> Invulnerable
    Unit - Make Item Carrier 0134 <gen> Invulnerable
    Unit - Make Item Carrier 0135 <gen> Invulnerable
    Unit - Make Item Carrier 0136 <gen> Invulnerable
    Unit - Make Item Carrier 0137 <gen> Invulnerable
    Unit - Make Item Carrier 0138 <gen> Invulnerable
    Unit - Make Item Carrier 0139 <gen> Invulnerable
    Unit - Make Item Carrier 0140 <gen> Invulnerable
    Unit - Make Item Carrier 0141 <gen> Invulnerable
    Unit - Make Item Carrier 0142 <gen> Invulnerable
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Set Player[(Integer A)]'s camera Distance to target to 0.00 over 0.00 seconds
    Camera - Change camera smoothing factor to 5.00
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Trigger - Turn on
    Trigger - Turn on
    Trigger - Turn on
    Trigger - Turn on Slashscreen <gen>
    Trigger - Turn on Slashscreen_contd <gen>
    Trigger - Turn on Skip_Chat <gen>
    Trigger - Turn on Stop_Camera <gen>
    Camera - Change camera smoothing factor to 30.00
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Set Player[(Integer A)]'s camera Height Offset to 200.00 over 0 seconds
        Camera - Set Player[(Integer A)]'s camera Angle of attack to 351.00 over 0.00 seconds
        Camera - Set Player[(Integer A)]'s camera Distance to target to 0.00 over 0 seconds
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at (Position of Hero[(Integer A)]) using Abilities\Spells\Other\Awaken\Awaken.mdl
        Set ReviveEffect[12] = (Last created special effect)
    Sound - Play ResurrectTarget <gen>
    Game - Display to (All players) the text: (PlayerColors[10] + Crimson Blade|r)
    Wait 1.00 game-time seconds
    Cinematic - Fade in over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Wait 3.00 game-time seconds
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Special Effect - Destroy ReviveEffect[(Integer A)]
    Game - Display to (All players) the text: (PlayerColors[10] + Round 1 will begin in 40 seconds! If you do not pick your hero now, you will automatically be given one|r)
    Trigger - Run Dialog_buttons <gen> (ignoring conditions)
Untitled Trigger 001
  Events
    Time - Elapsed game time is 15.00 seconds
  Conditions
  Actions
    Sound - Play Rising_Shadows___Imagine_The_Place_Of_Nothingness <gen>
    Trigger - Turn off (This trigger)
Untitled Trigger 002
  Events
    Time - Elapsed game time is 30.00 seconds
  Conditions
    CineSkip Equal to 1
  Actions
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 0.00 seconds
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Trigger - Turn on MoveDown[(Integer A)]
        Trigger - Turn on MoveLeft[(Integer A)]
        Trigger - Turn on MoveRight[(Integer A)]
        Trigger - Turn on MoveUp[(Integer A)]
    Trigger - Turn off (This trigger)
    Custom script: call CinematicModeBJl(false, GetForceOfPlayer(udg_Player[1]) )
    Custom script: call EnableUserControl(true)
Cine Jump
  Events
    Player - Player 1 (Red) Presses the Down Arrow key
    Player - Player 2 (Blue) Presses the Down Arrow key
    Player - Player 3 (Teal) Presses the Down Arrow key
    Player - Player 4 (Purple) Presses the Down Arrow key
    Player - Player 5 (Yellow) Presses the Down Arrow key
    Player - Player 6 (Orange) Presses the Down Arrow key
    Player - Player 7 (Green) Presses the Down Arrow key
    Player - Player 8 (Pink) Presses the Down Arrow key
    Player - Player 9 (Gray) Presses the Down Arrow key
    Player - Player 10 (Light Blue) Presses the Down Arrow key
    Player - Player 11 (Dark Green) Presses the Down Arrow key
    Player - Player 12 (Brown) Presses the Down Arrow key
  Conditions
    Arrowsupon[(Player number of (Triggering player))] Equal to 1
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Arquebusier
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Cart
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Infernal
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Siege engine
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Sketetal warrior
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Warcraft III Thug
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Blade Assassin
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Ranger
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Caravel
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Blade Assassin
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Paladin
        (Hero[(Player number of (Triggering player))] has buff Stunned) Equal to False
        (Hero[(Player number of (Triggering player))] has buff Stunned (Pause)) Equal to False
        (Hero[(Player number of (Triggering player))] is alive) Equal to True
        (Hero[(Player number of (Triggering player))] has buff Silence) Equal to False
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Life of Hero[(Player number of (Triggering player))]) Greater than or equal to 11.00
          Then - Actions
            Unit - Cause Hero[(Player number of (Triggering player))] to damage Hero[(Player number of (Triggering player))], dealing 10.00 damage of attack type Chaos and damage type Divine
            Unit - Add Jump Animation to Hero[(Player number of (Triggering player))]
            Unit - Remove Jump Animation from Hero[(Player number of (Triggering player))]
            Set Pos = (Position of Hero[(Player number of (Triggering player))])
            Special Effect - Create a special effect at Pos using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
            Set Jump[(Player number of (Triggering player))] = (Last created special effect)
            Sound - Play BlinkArrival1 <gen> at 100% volume, located at Pos with Z offset 10.00
            Custom script: call RemoveLocation(udg_Pos)
            Unit - Make Hero[(Player number of (Triggering player))] Invulnerable
            Trigger - Turn on Stand[(Player number of (Triggering player))]
            Unit - Add Berserk - jump to Hero[(Player number of (Triggering player))]
            Unit - Order Hero[(Player number of (Triggering player))] to Orc Troll Berserker - Berserk
            Unit - Remove Berserk - jump from Hero[(Player number of (Triggering player))]
            Animation - Change Hero[(Player number of (Triggering player))] flying height to 250.00 at 250.00
            Set Cine_jump[(Player number of (Triggering player))] = 1
            Wait 0.90 game-time seconds
            Animation - Change Hero[(Player number of (Triggering player))] flying height to 0.00 at 450.00
            Wait 0.90 game-time seconds
            Trigger - Turn off Stand[(Player number of (Triggering player))]
            Set Cine_jump[(Player number of (Triggering player))] = 0
            Unit - Make Hero[(Player number of (Triggering player))] Vulnerable
            Special Effect - Destroy Jump[(Player number of (Triggering player))]
          Else - Actions
            Sound - Play Error <gen> at 100% volume, attached to Hero[(Player number of (Triggering player))]
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Acolyte
                (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Tower
            (Hero[(Player number of (Triggering player))] is alive) Equal to True
            (Hero[(Player number of (Triggering player))] has buff Stunned) Equal to False
            (Hero[(Player number of (Triggering player))] has buff Stunned (Pause)) Equal to False
            (Hero[(Player number of (Triggering player))] has buff Silence) Equal to False
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Life of Hero[(Player number of (Triggering player))]) Greater than 30.00
              Then - Actions
                Unit - Add Jump Animation to Hero[(Player number of (Triggering player))]
                Unit - Remove Jump Animation from Hero[(Player number of (Triggering player))]
                Set Pos = (Position of Hero[(Player number of (Triggering player))])
                Special Effect - Create a special effect at Pos using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
                Set Jump[(Player number of (Triggering player))] = (Last created special effect)
                Sound - Play BlinkArrival1 <gen> at 100% volume, located at Pos with Z offset 10.00
                Custom script: call RemoveLocation(udg_Pos)
                Unit - Cause Hero[(Player number of (Triggering player))] to damage Hero[(Player number of (Triggering player))], dealing 30.00 damage of attack type Chaos and damage type Divine
                Wait 0.03 game-time seconds
                Unit - Turn collision for Hero[(Player number of (Triggering player))] Off
                Trigger - Turn on Stand[(Player number of (Triggering player))]
                Animation - Change Hero[(Player number of (Triggering player))] flying height to 275.00 at 200.00
                Wait 1.10 game-time seconds
                Animation - Change Hero[(Player number of (Triggering player))] flying height to 0.00 at 400.00
                Wait 1.10 game-time seconds
                Trigger - Turn off Stand[(Player number of (Triggering player))]
                Unit - Turn collision for Hero[(Player number of (Triggering player))] On
                Special Effect - Destroy Jump[(Player number of (Triggering player))]
              Else - Actions
                Sound - Play Error <gen> at 100% volume, attached to Hero[(Player number of (Triggering player))]
          Else - Actions
Cine Jump 2
  Events
    Player - Player 1 (Red) Presses the Up Arrow key
    Player - Player 2 (Blue) Presses the Up Arrow key
    Player - Player 3 (Teal) Presses the Up Arrow key
    Player - Player 4 (Purple) Presses the Up Arrow key
    Player - Player 5 (Yellow) Presses the Up Arrow key
    Player - Player 6 (Orange) Presses the Up Arrow key
    Player - Player 7 (Green) Presses the Up Arrow key
    Player - Player 8 (Pink) Presses the Up Arrow key
    Player - Player 9 (Gray) Presses the Up Arrow key
    Player - Player 10 (Light Blue) Presses the Up Arrow key
    Player - Player 11 (Dark Green) Presses the Up Arrow key
    Player - Player 12 (Brown) Presses the Up Arrow key
  Conditions
    Arrowsdownon[(Player number of (Triggering player))] Equal to 1
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Arquebusier
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Cart
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Infernal
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Siege engine
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Sketetal warrior
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Warcraft III Thug
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Blade Assassin
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Ranger
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Caravel
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Blade Assassin
            (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Paladin
        (Hero[(Player number of (Triggering player))] has buff Stunned) Equal to False
        (Hero[(Player number of (Triggering player))] has buff Stunned (Pause)) Equal to False
        (Hero[(Player number of (Triggering player))] is alive) Equal to True
        (Hero[(Player number of (Triggering player))] has buff Silence) Equal to False
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Life of Hero[(Player number of (Triggering player))]) Greater than or equal to 11.00
          Then - Actions
            Unit - Cause Hero[(Player number of (Triggering player))] to damage Hero[(Player number of (Triggering player))], dealing 10.00 damage of attack type Chaos and damage type Divine
            Unit - Add Jump Animation to Hero[(Player number of (Triggering player))]
            Unit - Remove Jump Animation from Hero[(Player number of (Triggering player))]
            Set Pos = (Position of Hero[(Player number of (Triggering player))])
            Special Effect - Create a special effect at Pos using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
            Set Jump[(Player number of (Triggering player))] = (Last created special effect)
            Sound - Play BlinkArrival1 <gen> at 100% volume, located at Pos with Z offset 10.00
            Custom script: call RemoveLocation(udg_Pos)
            Unit - Make Hero[(Player number of (Triggering player))] Invulnerable
            Trigger - Turn on Stand[(Player number of (Triggering player))]
            Unit - Add Berserk - jump to Hero[(Player number of (Triggering player))]
            Unit - Order Hero[(Player number of (Triggering player))] to Orc Troll Berserker - Berserk
            Unit - Remove Berserk - jump from Hero[(Player number of (Triggering player))]
            Animation - Change Hero[(Player number of (Triggering player))] flying height to 250.00 at 250.00
            Set Cine_jump[(Player number of (Triggering player))] = 1
            Wait 0.90 game-time seconds
            Animation - Change Hero[(Player number of (Triggering player))] flying height to 0.00 at 450.00
            Wait 0.90 game-time seconds
            Trigger - Turn off Stand[(Player number of (Triggering player))]
            Set Cine_jump[(Player number of (Triggering player))] = 0
            Unit - Make Hero[(Player number of (Triggering player))] Vulnerable
            Special Effect - Destroy Jump[(Player number of (Triggering player))]
          Else - Actions
            Sound - Play Error <gen> at 100% volume, attached to Hero[(Player number of (Triggering player))]
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Acolyte
                (Unit-type of Hero[(Player number of (Triggering player))]) Equal to Tower
            (Hero[(Player number of (Triggering player))] is alive) Equal to True
            (Hero[(Player number of (Triggering player))] has buff Stunned) Equal to False
            (Hero[(Player number of (Triggering player))] has buff Stunned (Pause)) Equal to False
            (Hero[(Player number of (Triggering player))] has buff Silence) Equal to False
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Life of Hero[(Player number of (Triggering player))]) Greater than 30.00
              Then - Actions
                Unit - Add Jump Animation to Hero[(Player number of (Triggering player))]
                Unit - Remove Jump Animation from Hero[(Player number of (Triggering player))]
                Set Pos = (Position of Hero[(Player number of (Triggering player))])
                Special Effect - Create a special effect at Pos using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
                Set Jump[(Player number of (Triggering player))] = (Last created special effect)
                Sound - Play BlinkArrival1 <gen> at 100% volume, located at Pos with Z offset 10.00
                Custom script: call RemoveLocation(udg_Pos)
                Unit - Cause Hero[(Player number of (Triggering player))] to damage Hero[(Player number of (Triggering player))], dealing 30.00 damage of attack type Chaos and damage type Divine
                Unit - Remove Step Left from Hero[(Player number of (Triggering player))]
                Unit - Remove Step Right from Hero[(Player number of (Triggering player))]
                Unit - Remove Black magic from Hero[(Player number of (Triggering player))]
                Player - Disable Soul Steal for (Triggering player)
                Player - Disable Way Gate 1 for (Triggering player)
                Player - Disable Way Gate 2 for (Triggering player)
                Player - Disable Advanced Spells (Acolyte) for (Triggering player)
                Wait 0.03 game-time seconds
                Unit - Turn collision for Hero[(Player number of (Triggering player))] Off
                Trigger - Turn on Stand[(Player number of (Triggering player))]
                Animation - Change Hero[(Player number of (Triggering player))] flying height to 275.00 at 200.00
                Wait 1.10 game-time seconds
                Animation - Change Hero[(Player number of (Triggering player))] flying height to 0.00 at 400.00
                Wait 1.10 game-time seconds
                Trigger - Turn off Stand[(Player number of (Triggering player))]
                Unit - Turn collision for Hero[(Player number of (Triggering player))] On
                Unit - Add Step Left to Hero[(Player number of (Triggering player))]
                Unit - Add Step Right to Hero[(Player number of (Triggering player))]
                Unit - Add Black magic to Hero[(Player number of (Triggering player))]
                Player - Enable Advanced Spells (Acolyte) for (Triggering player)
                Player - Enable Soul Steal for (Triggering player)
                Player - Enable Way Gate 1 for (Triggering player)
                Player - Enable Way Gate 2 for (Triggering player)
                Special Effect - Destroy Jump[(Player number of (Triggering player))]
              Else - Actions
                Sound - Play Error <gen> at 100% volume, attached to Hero[(Player number of (Triggering player))]
          Else - Actions
Stop Camera
  Events
    Time - Every 15.00 seconds of game time
  Conditions
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Camera - Stop the camera for Player[(Integer A)]
Sky white
  Events
    Player - Player 1 (Red) types a chat message containing -sky white as An exact match
    Player - Player 2 (Blue) types a chat message containing -sky white as An exact match
    Player - Player 3 (Teal) types a chat message containing -sky white as An exact match
    Player - Player 4 (Purple) types a chat message containing -sky white as An exact match
    Player - Player 5 (Yellow) types a chat message containing -sky white as An exact match
    Player - Player 6 (Orange) types a chat message containing -sky white as An exact match
    Player - Player 7 (Green) types a chat message containing -sky white as An exact match
    Player - Player 8 (Pink) types a chat message containing -sky white as An exact match
    Player - Player 9 (Gray) types a chat message containing -sky white as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -sky white as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -sky white as An exact match
    Player - Player 12 (Brown) types a chat message containing -sky white as An exact match
  Conditions
  Actions
    Unit - Remove Customsky from the game
    Environment - Set sky to Lordaeron Summer Sky
Sky dalaran
  Events
    Player - Player 1 (Red) types a chat message containing -sky dalaran as An exact match
    Player - Player 2 (Blue) types a chat message containing -sky dalaran as An exact match
    Player - Player 3 (Teal) types a chat message containing -sky dalaran as An exact match
    Player - Player 4 (Purple) types a chat message containing -sky dalaran as An exact match
    Player - Player 5 (Yellow) types a chat message containing -sky dalaran as An exact match
    Player - Player 6 (Orange) types a chat message containing -sky dalaran as An exact match
    Player - Player 7 (Green) types a chat message containing -sky dalaran as An exact match
    Player - Player 8 (Pink) types a chat message containing -sky dalaran as An exact match
    Player - Player 9 (Gray) types a chat message containing -sky dalaran as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -sky dalaran as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -sky dalaran as An exact match
    Player - Player 12 (Brown) types a chat message containing -sky dalaran as An exact match
  Conditions
  Actions
    Unit - Remove Customsky from the game
    Environment - Set sky to Dalaran Sky
Sky red
  Events
    Player - Player 1 (Red) types a chat message containing -sky red as An exact match
    Player - Player 2 (Blue) types a chat message containing -sky red as An exact match
    Player - Player 3 (Teal) types a chat message containing -sky red as An exact match
    Player - Player 4 (Purple) types a chat message containing -sky red as An exact match
    Player - Player 5 (Yellow) types a chat message containing -sky red as An exact match
    Player - Player 6 (Orange) types a chat message containing -sky red as An exact match
    Player - Player 7 (Green) types a chat message containing -sky red as An exact match
    Player - Player 8 (Pink) types a chat message containing -sky red as An exact match
    Player - Player 9 (Gray) types a chat message containing -sky red as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -sky red as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -sky red as An exact match
    Player - Player 12 (Brown) types a chat message containing -sky red as An exact match
  Conditions
  Actions
    Unit - Remove Customsky from the game
    Environment - Set sky to Outland Sky
Sky blue
  Events
    Player - Player 1 (Red) types a chat message containing -sky blue as An exact match
    Player - Player 2 (Blue) types a chat message containing -sky blue as An exact match
    Player - Player 3 (Teal) types a chat message containing -sky blue as An exact match
    Player - Player 4 (Purple) types a chat message containing -sky blue as An exact match
    Player - Player 5 (Yellow) types a chat message containing -sky blue as An exact match
    Player - Player 6 (Orange) types a chat message containing -sky blue as An exact match
    Player - Player 7 (Green) types a chat message containing -sky blue as An exact match
    Player - Player 8 (Pink) types a chat message containing -sky blue as An exact match
    Player - Player 9 (Gray) types a chat message containing -sky blue as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -sky blue as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -sky blue as An exact match
    Player - Player 12 (Brown) types a chat message containing -sky blue as An exact match
  Conditions
  Actions
    Unit - Remove Customsky from the game
    Environment - Set sky to Lordaeron Winter Sky
Sky yellow
  Events
    Player - Player 1 (Red) types a chat message containing -sky yellow as An exact match
    Player - Player 2 (Blue) types a chat message containing -sky yellow as An exact match
    Player - Player 3 (Teal) types a chat message containing -sky yellow as An exact match
    Player - Player 4 (Purple) types a chat message containing -sky yellow as An exact match
    Player - Player 5 (Yellow) types a chat message containing -sky yellow as An exact match
    Player - Player 6 (Orange) types a chat message containing -sky yellow as An exact match
    Player - Player 7 (Green) types a chat message containing -sky yellow as An exact match
    Player - Player 8 (Pink) types a chat message containing -sky yellow as An exact match
    Player - Player 9 (Gray) types a chat message containing -sky yellow as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -sky yellow as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -sky yellow as An exact match
    Player - Player 12 (Brown) types a chat message containing -sky yellow as An exact match
  Conditions
  Actions
    Unit - Remove Customsky from the game
    Environment - Set sky to Lordaeron Winter Sky (Yellow)
Sky green
  Events
    Player - Player 1 (Red) types a chat message containing -sky green as An exact match
    Player - Player 2 (Blue) types a chat message containing -sky green as An exact match
    Player - Player 3 (Teal) types a chat message containing -sky green as An exact match
    Player - Player 4 (Purple) types a chat message containing -sky green as An exact match
    Player - Player 5 (Yellow) types a chat message containing -sky green as An exact match
    Player - Player 6 (Orange) types a chat message containing -sky green as An exact match
    Player - Player 7 (Green) types a chat message containing -sky green as An exact match
    Player - Player 8 (Pink) types a chat message containing -sky green as An exact match
    Player - Player 9 (Gray) types a chat message containing -sky green as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -sky green as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -sky green as An exact match
    Player - Player 12 (Brown) types a chat message containing -sky green as An exact match
  Conditions
  Actions
    Unit - Remove Customsky from the game
    Environment - Set sky to Felwood Sky
Sky blizzard
  Events
    Player - Player 1 (Red) types a chat message containing -sky blizzard as An exact match
    Player - Player 2 (Blue) types a chat message containing -sky blizzard as An exact match
    Player - Player 3 (Teal) types a chat message containing -sky blizzard as An exact match
    Player - Player 4 (Purple) types a chat message containing -sky blizzard as An exact match
    Player - Player 5 (Yellow) types a chat message containing -sky blizzard as An exact match
    Player - Player 6 (Orange) types a chat message containing -sky blizzard as An exact match
    Player - Player 7 (Green) types a chat message containing -sky blizzard as An exact match
    Player - Player 8 (Pink) types a chat message containing -sky blizzard as An exact match
    Player - Player 9 (Gray) types a chat message containing -sky blizzard as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -sky blizzard as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -sky blizzard as An exact match
    Player - Player 12 (Brown) types a chat message containing -sky blizzard as An exact match
  Conditions
  Actions
    Unit - Remove Customsky from the game
    Environment - Set sky to Blizzard Sky
Sky night
  Events
    Player - Player 1 (Red) types a chat message containing -sky night as An exact match
    Player - Player 2 (Blue) types a chat message containing -sky night as An exact match
    Player - Player 3 (Teal) types a chat message containing -sky night as An exact match
    Player - Player 4 (Purple) types a chat message containing -sky night as An exact match
    Player - Player 5 (Yellow) types a chat message containing -sky night as An exact match
    Player - Player 6 (Orange) types a chat message containing -sky night as An exact match
    Player - Player 7 (Green) types a chat message containing -sky night as An exact match
    Player - Player 8 (Pink) types a chat message containing -sky night as An exact match
    Player - Player 9 (Gray) types a chat message containing -sky night as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -sky night as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -sky night as An exact match
    Player - Player 12 (Brown) types a chat message containing -sky night as An exact match
  Conditions
  Actions
    Unit - Remove Customsky from the game
    Environment - Set sky to Generic Sky
    Game - Set the time of day to 24.00
Weather fog
  Events
    Player - Player 1 (Red) types a chat message containing -weather fog as An exact match
    Player - Player 2 (Blue) types a chat message containing -weather fog as An exact match
    Player - Player 3 (Teal) types a chat message containing -weather fog as An exact match
    Player - Player 4 (Purple) types a chat message containing -weather fog as An exact match
    Player - Player 5 (Yellow) types a chat message containing -weather fog as An exact match
    Player - Player 6 (Orange) types a chat message containing -weather fog as An exact match
    Player - Player 7 (Green) types a chat message containing -weather fog as An exact match
    Player - Player 8 (Pink) types a chat message containing -weather fog as An exact match
    Player - Player 9 (Gray) types a chat message containing -weather fog as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -weather fog as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -weather fog as An exact match
    Player - Player 12 (Brown) types a chat message containing -weather fog as An exact match
  Conditions
  Actions
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 1000, z-end 8000, density 15.00 and color (100%, 100.00%, 100.00%)
Weather fog2
  Events
    Player - Player 1 (Red) types a chat message containing -weather fog2 as An exact match
    Player - Player 2 (Blue) types a chat message containing -weather fog2 as An exact match
    Player - Player 3 (Teal) types a chat message containing -weather fog2 as An exact match
    Player - Player 4 (Purple) types a chat message containing -weather fog2 as An exact match
    Player - Player 5 (Yellow) types a chat message containing -weather fog2 as An exact match
    Player - Player 6 (Orange) types a chat message containing -weather fog2 as An exact match
    Player - Player 7 (Green) types a chat message containing -weather fog2 as An exact match
    Player - Player 8 (Pink) types a chat message containing -weather fog2 as An exact match
    Player - Player 9 (Gray) types a chat message containing -weather fog2 as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -weather fog2 as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -weather fog2 as An exact match
    Player - Player 12 (Brown) types a chat message containing -weather fog2 as An exact match
  Conditions
  Actions
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 1000, z-end 8000, density 15.00 and color (0.00%, 100.00%, 100.00%)
Weather fog3
  Events
    Player - Player 1 (Red) types a chat message containing -weather fog3 as An exact match
    Player - Player 2 (Blue) types a chat message containing -weather fog3 as An exact match
    Player - Player 3 (Teal) types a chat message containing -weather fog3 as An exact match
    Player - Player 4 (Purple) types a chat message containing -weather fog3 as An exact match
    Player - Player 5 (Yellow) types a chat message containing -weather fog3 as An exact match
    Player - Player 6 (Orange) types a chat message containing -weather fog3 as An exact match
    Player - Player 7 (Green) types a chat message containing -weather fog3 as An exact match
    Player - Player 8 (Pink) types a chat message containing -weather fog3 as An exact match
    Player - Player 9 (Gray) types a chat message containing -weather fog3 as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -weather fog3 as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -weather fog3 as An exact match
    Player - Player 12 (Brown) types a chat message containing -weather fog3 as An exact match
  Conditions
  Actions
    Environment - Reset fog to default values
    Environment - Set fog to style Linear, z-start 1000, z-end 8000, density 15.00 and color (75.00%, 75.00%, 100.00%)
Weather moonlight
  Events
    Player - Player 1 (Red) types a chat message containing -weather moonlight as An exact match
    Player - Player 2 (Blue) types a chat message containing -weather moonlight as An exact match
    Player - Player 3 (Teal) types a chat message containing -weather moonlight as An exact match
    Player - Player 4 (Purple) types a chat message containing -weather moonlight as An exact match
    Player - Player 5 (Yellow) types a chat message containing -weather moonlight as An exact match
    Player - Player 6 (Orange) types a chat message containing -weather moonlight as An exact match
    Player - Player 7 (Green) types a chat message containing -weather moonlight as An exact match
    Player - Player 8 (Pink) types a chat message containing -weather moonlight as An exact match
    Player - Player 9 (Gray) types a chat message containing -weather moonlight as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -weather moonlight as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -weather moonlight as An exact match
    Player - Player 12 (Brown) types a chat message containing -weather moonlight as An exact match
  Conditions
    Weatheroff[6] Equal to 0
  Actions
    Environment - Create at (Playable map area) the weather effect Rays Of Moonlight
    Environment - Turn (Last created weather effect) On
    Set Weather[6] = (Last created weather effect)
    Set Weatheroff[6] = 1
Weather mist
  Events
    Player - Player 1 (Red) types a chat message containing -weather mist as An exact match
    Player - Player 2 (Blue) types a chat message containing -weather mist as An exact match
    Player - Player 3 (Teal) types a chat message containing -weather mist as An exact match
    Player - Player 4 (Purple) types a chat message containing -weather mist as An exact match
    Player - Player 5 (Yellow) types a chat message containing -weather mist as An exact match
    Player - Player 6 (Orange) types a chat message containing -weather mist as An exact match
    Player - Player 7 (Green) types a chat message containing -weather mist as An exact match
    Player - Player 8 (Pink) types a chat message containing -weather mist as An exact match
    Player - Player 9 (Gray) types a chat message containing -weather mist as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -weather mist as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -weather mist as An exact match
    Player - Player 12 (Brown) types a chat message containing -weather mist as An exact match
  Conditions
    Weatheroff[7] Equal to 0
  Actions
    Environment - Create at (Playable map area) the weather effect Dungeon Green Fog (Light)
    Environment - Turn (Last created weather effect) On
    Set Weather[7] = (Last created weather effect)
    Set Weatheroff[7] = 1
Weather rain
  Events
    Player - Player 1 (Red) types a chat message containing -weather rain as An exact match
    Player - Player 2 (Blue) types a chat message containing -weather rain as An exact match
    Player - Player 3 (Teal) types a chat message containing -weather rain as An exact match
    Player - Player 4 (Purple) types a chat message containing -weather rain as An exact match
    Player - Player 5 (Yellow) types a chat message containing -weather rain as An exact match
    Player - Player 6 (Orange) types a chat message containing -weather rain as An exact match
    Player - Player 7 (Green) types a chat message containing -weather rain as An exact match
    Player - Player 8 (Pink) types a chat message containing -weather rain as An exact match
    Player - Player 9 (Gray) types a chat message containing -weather rain as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -weather rain as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -weather rain as An exact match
    Player - Player 12 (Brown) types a chat message containing -weather rain as An exact match
  Conditions
    Weatheroff[1] Equal to 0
  Actions
    Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Light)
    Environment - Turn (Last created weather effect) On
    Set Weather[1] = (Last created weather effect)
    Set Weatheroff[1] = 1
    Sound - Play RainAmbience <gen>
Weather light
  Events
    Player - Player 1 (Red) types a chat message containing -weather light as An exact match
    Player - Player 2 (Blue) types a chat message containing -weather light as An exact match
    Player - Player 3 (Teal) types a chat message containing -weather light as An exact match
    Player - Player 4 (Purple) types a chat message containing -weather light as An exact match
    Player - Player 5 (Yellow) types a chat message containing -weather light as An exact match
    Player - Player 6 (Orange) types a chat message containing -weather light as An exact match
    Player - Player 7 (Green) types a chat message containing -weather light as An exact match
    Player - Player 8 (Pink) types a chat message containing -weather light as An exact match
    Player - Player 9 (Gray) types a chat message containing -weather light as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -weather light as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -weather light as An exact match
    Player - Player 12 (Brown) types a chat message containing -weather light as An exact match
  Conditions
    Weatheroff[2] Equal to 0
  Actions
    Environment - Create at (Playable map area) the weather effect Rays Of Light
    Environment - Turn (Last created weather effect) On
    Set Weather[2] = (Last created weather effect)
    Set Weatheroff[2] = 1
Weather snow
  Events
    Player - Player 1 (Red) types a chat message containing -weather snow as An exact match
    Player - Player 2 (Blue) types a chat message containing -weather snow as An exact match
    Player - Player 3 (Teal) types a chat message containing -weather snow as An exact match
    Player - Player 4 (Purple) types a chat message containing -weather snow as An exact match
    Player - Player 5 (Yellow) types a chat message containing -weather snow as An exact match
    Player - Player 6 (Orange) types a chat message containing -weather snow as An exact match
    Player - Player 7 (Green) types a chat message containing -weather snow as An exact match
    Player - Player 8 (Pink) types a chat message containing -weather snow as An exact match
    Player - Player 9 (Gray) types a chat message containing -weather snow as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -weather snow as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -weather snow as An exact match
    Player - Player 12 (Brown) types a chat message containing -weather snow as An exact match
  Conditions
    Weatheroff[5] Equal to 0
  Actions
    Environment - Create at (Playable map area) the weather effect Northrend Snow (Heavy)
    Environment - Turn (Last created weather effect) On
    Set Weather[5] = (Last created weather effect)
    Set Weatheroff[5] = 1
Weather off
  Events
    Player - Player 1 (Red) types a chat message containing -weather off as An exact match
    Player - Player 2 (Blue) types a chat message containing -weather off as An exact match
    Player - Player 3 (Teal) types a chat message containing -weather off as An exact match
    Player - Player 4 (Purple) types a chat message containing -weather off as An exact match
    Player - Player 5 (Yellow) types a chat message containing -weather off as An exact match
    Player - Player 6 (Orange) types a chat message containing -weather off as An exact match
    Player - Player 7 (Green) types a chat message containing -weather off as An exact match
    Player - Player 8 (Pink) types a chat message containing -weather off as An exact match
    Player - Player 9 (Gray) types a chat message containing -weather off as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -weather off as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -weather off as An exact match
    Player - Player 12 (Brown) types a chat message containing -weather off as An exact match
  Conditions
  Actions
    Environment - Reset fog to default values
    For each (Integer A) from 1 to 11, do (Actions)
      Loop - Actions
        Environment - Remove Weather[(Integer A)]
        Set Weatheroff[(Integer A)] = 0
    Sound - Stop WindLoopStereo <gen> After fading
    Sound - Stop RainAmbience <gen> After fading
Terrain grass
  Events
    Player - Player 1 (Red) types a chat message containing -terrain grass as An exact match
    Player - Player 2 (Blue) types a chat message containing -terrain grass as An exact match
    Player - Player 3 (Teal) types a chat message containing -terrain grass as An exact match
    Player - Player 4 (Purple) types a chat message containing -terrain grass as An exact match
    Player - Player 5 (Yellow) types a chat message containing -terrain grass as An exact match
    Player - Player 6 (Orange) types a chat message containing -terrain grass as An exact match
    Player - Player 7 (Green) types a chat message containing -terrain grass as An exact match
    Player - Player 8 (Pink) types a chat message containing -terrain grass as An exact match
    Player - Player 9 (Gray) types a chat message containing -terrain grass as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -terrain grass as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -terrain grass as An exact match
    Player - Player 12 (Brown) types a chat message containing -terrain grass as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of (Playable map area)) to Lordaeron Summer - Grass using variation -1 in an area of size 6144 and shape Square
Terrain snow
  Events
    Player - Player 1 (Red) types a chat message containing -terrain snow as An exact match
    Player - Player 2 (Blue) types a chat message containing -terrain snow as An exact match
    Player - Player 3 (Teal) types a chat message containing -terrain snow as An exact match
    Player - Player 4 (Purple) types a chat message containing -terrain snow as An exact match
    Player - Player 5 (Yellow) types a chat message containing -terrain snow as An exact match
    Player - Player 6 (Orange) types a chat message containing -terrain snow as An exact match
    Player - Player 7 (Green) types a chat message containing -terrain snow as An exact match
    Player - Player 8 (Pink) types a chat message containing -terrain snow as An exact match
    Player - Player 9 (Gray) types a chat message containing -terrain snow as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -terrain snow as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -terrain snow as An exact match
    Player - Player 12 (Brown) types a chat message containing -terrain snow as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of (Playable map area)) to Northrend - Ice using variation -1 in an area of size 6144 and shape Square
Terrain ice
  Events
    Player - Player 1 (Red) types a chat message containing -terrain ice as An exact match
    Player - Player 2 (Blue) types a chat message containing -terrain ice as An exact match
    Player - Player 3 (Teal) types a chat message containing -terrain ice as An exact match
    Player - Player 4 (Purple) types a chat message containing -terrain ice as An exact match
    Player - Player 5 (Yellow) types a chat message containing -terrain ice as An exact match
    Player - Player 6 (Orange) types a chat message containing -terrain ice as An exact match
    Player - Player 7 (Green) types a chat message containing -terrain ice as An exact match
    Player - Player 8 (Pink) types a chat message containing -terrain ice as An exact match
    Player - Player 9 (Gray) types a chat message containing -terrain ice as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -terrain ice as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -terrain ice as An exact match
    Player - Player 12 (Brown) types a chat message containing -terrain ice as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of (Playable map area)) to Northrend - Ice using variation -1 in an area of size 6144 and shape Square
    Environment - Change terrain type at (Center of (Playable map area)) to Lordaeron Winter - Snow using variation -1 in an area of size 6144 and shape Square
Terrain felwood
  Events
    Player - Player 1 (Red) types a chat message containing -terrain felwood as An exact match
    Player - Player 2 (Blue) types a chat message containing -terrain felwood as An exact match
    Player - Player 3 (Teal) types a chat message containing -terrain felwood as An exact match
    Player - Player 4 (Purple) types a chat message containing -terrain felwood as An exact match
    Player - Player 5 (Yellow) types a chat message containing -terrain felwood as An exact match
    Player - Player 6 (Orange) types a chat message containing -terrain felwood as An exact match
    Player - Player 7 (Green) types a chat message containing -terrain felwood as An exact match
    Player - Player 8 (Pink) types a chat message containing -terrain felwood as An exact match
    Player - Player 9 (Gray) types a chat message containing -terrain felwood as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -terrain felwood as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -terrain felwood as An exact match
    Player - Player 12 (Brown) types a chat message containing -terrain felwood as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of (Playable map area)) to Felwood - Dirt using variation -1 in an area of size 6144 and shape Square
Terrain ashenvale
  Events
    Player - Player 1 (Red) types a chat message containing -terrain ashenvale as An exact match
    Player - Player 2 (Blue) types a chat message containing -terrain ashenvale as An exact match
    Player - Player 3 (Teal) types a chat message containing -terrain ashenvale as An exact match
    Player - Player 4 (Purple) types a chat message containing -terrain ashenvale as An exact match
    Player - Player 5 (Yellow) types a chat message containing -terrain ashenvale as An exact match
    Player - Player 6 (Orange) types a chat message containing -terrain ashenvale as An exact match
    Player - Player 7 (Green) types a chat message containing -terrain ashenvale as An exact match
    Player - Player 8 (Pink) types a chat message containing -terrain ashenvale as An exact match
    Player - Player 9 (Gray) types a chat message containing -terrain ashenvale as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -terrain ashenvale as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -terrain ashenvale as An exact match
    Player - Player 12 (Brown) types a chat message containing -terrain ashenvale as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of (Playable map area)) to Ashenvale - Grass using variation -1 in an area of size 6144 and shape Square
Terrain barrens
  Events
    Player - Player 1 (Red) types a chat message containing -terrain barrens as An exact match
    Player - Player 2 (Blue) types a chat message containing -terrain barrens as An exact match
    Player - Player 3 (Teal) types a chat message containing -terrain barrens as An exact match
    Player - Player 4 (Purple) types a chat message containing -terrain barrens as An exact match
    Player - Player 5 (Yellow) types a chat message containing -terrain barrens as An exact match
    Player - Player 6 (Orange) types a chat message containing -terrain barrens as An exact match
    Player - Player 7 (Green) types a chat message containing -terrain barrens as An exact match
    Player - Player 8 (Pink) types a chat message containing -terrain barrens as An exact match
    Player - Player 9 (Gray) types a chat message containing -terrain barrens as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -terrain barrens as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -terrain barrens as An exact match
    Player - Player 12 (Brown) types a chat message containing -terrain barrens as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of (Playable map area)) to Barrens - Dirt using variation -1 in an area of size 6144 and shape Square
Terrain cement
  Events
    Player - Player 1 (Red) types a chat message containing -terrain cement as An exact match
    Player - Player 2 (Blue) types a chat message containing -terrain cement as An exact match
    Player - Player 3 (Teal) types a chat message containing -terrain cement as An exact match
    Player - Player 4 (Purple) types a chat message containing -terrain cement as An exact match
    Player - Player 5 (Yellow) types a chat message containing -terrain cement as An exact match
    Player - Player 6 (Orange) types a chat message containing -terrain cement as An exact match
    Player - Player 7 (Green) types a chat message containing -terrain cement as An exact match
    Player - Player 8 (Pink) types a chat message containing -terrain cement as An exact match
    Player - Player 9 (Gray) types a chat message containing -terrain cement as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -terrain cement as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -terrain cement as An exact match
    Player - Player 12 (Brown) types a chat message containing -terrain cement as An exact match
  Conditions
  Actions
    Environment - Change terrain type at (Center of (Playable map area)) to Cityscape - Black Marble using variation -1 in an area of size 6144 and shape Square
Terrain off
  Events
    Player - Player 1 (Red) types a chat message containing -terrain off as An exact match
    Player - Player 2 (Blue) types a chat message containing -terrain off as An exact match
    Player - Player 3 (Teal) types a chat message containing -terrain off as An exact match
    Player - Player 4 (Purple) types a chat message containing -terrain off as An exact match
    Player - Player 5 (Yellow) types a chat message containing -terrain off as An exact match
    Player - Player 6 (Orange) types a chat message containing -terrain off as An exact match
    Player - Player 7 (Green) types a chat message containing -terrain off as An exact match
    Player - Player 8 (Pink) types a chat message containing -terrain off as An exact match
    Player - Player 9 (Gray) types a chat message containing -terrain off as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -terrain off as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -terrain off as An exact match
    Player - Player 12 (Brown) types a chat message containing -terrain off as An exact match
  Conditions
  Actions
    Trigger - Turn off Terrain_grass <gen>
    Trigger - Turn off Terrain_ice <gen>
    Trigger - Turn off Terrain_snow <gen>
    Trigger - Turn off Terrain_felwood <gen>
    Trigger - Turn off Terrain_ashenvale <gen>
AWP Scout
  Events
    Unit - A unit Begins casting an ability
  Conditions
    ((Owner of (Casting unit)) Current lumber) Greater than or equal to 1
    (Ability being cast) Equal to 10FCM Scout
  Actions
    Set Facing[(Player number of (Triggering player))] = (Facing of Hero[(Player number of (Triggering player))])
    Player - Set (Owner of (Casting unit)) Current lumber to (((Owner of (Casting unit)) Current lumber) - 1)
    Countdown Timer - Start Timerattack[(Player number of (Owner of (Casting unit)))] as a One-shot timer that will expire in 0.02 seconds
    Special Effect - Destroy AwesomeSpecial[(Player number of (Owner of (Casting unit)))]
    Special Effect - Create a special effect attached to the hand,right of (Casting unit) using Abilities\Spells\Orc\Bloodlust\BloodlustTarget.mdl
    Set AwesomeSpecial[(Player number of (Owner of (Casting unit)))] = (Last created special effect)
    Set Pos2 = (Position of (Casting unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Casting unit)) Equal to Arquebusier
      Then - Actions
        Set Pos = (Pos2 offset by 100.00 towards Facing[(Player number of (Owner of (Casting unit)))] degrees)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Game contains Pos) Equal to True
          Then - Actions
            Special Effect - Create a special effect at Pos using Abilities\Weapons\Rifle\RifleImpact.mdl
            Special Effect - Destroy (Last created special effect)
          Else - Actions
        Custom script: call RemoveLocation (udg_Pos)
        Set Pos = (Pos2 offset by 600.00 towards Facing[(Player number of (Owner of (Casting unit)))] degrees)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Game contains Pos) Equal to True
          Then - Actions
            Special Effect - Create a special effect at Pos using Abilities\Weapons\Rifle\RifleImpact.mdl
            Special Effect - Destroy (Last created special effect)
          Else - Actions
        Custom script: call RemoveLocation (udg_Pos)
        Set Pos = (Pos2 offset by 1200.00 towards Facing[(Player number of (Owner of (Casting unit)))] degrees)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Game contains Pos) Equal to True
          Then - Actions
            Special Effect - Create a special effect at Pos using Abilities\Weapons\Rifle\RifleImpact.mdl
            Special Effect - Destroy (Last created special effect)
          Else - Actions
        Custom script: call RemoveLocation (udg_Pos)
        Sound - Play RiflemanAttack1 <gen> at 100% volume, located at Pos2 with Z offset 10.00
        Sound - Play MetalHeavyBashMetal3 <gen> at 100% volume, located at Pos2 with Z offset 10.00
      Else - Actions
        Set Pos = (Pos2 offset by 100.00 towards Facing[(Player number of (Owner of (Casting unit)))] degrees)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Game contains Pos) Equal to True
          Then - Actions
            Special Effect - Create a special effect at Pos using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
            Special Effect - Destroy (Last created special effect)
          Else - Actions
        Custom script: call RemoveLocation (udg_Pos)
        Set Pos = (Pos2 offset by 600.00 towards Facing[(Player number of (Owner of (Casting unit)))] degrees)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Game contains Pos) Equal to True
          Then - Actions
            Special Effect - Create a special effect at Pos using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
            Special Effect - Destroy (Last created special effect)
          Else - Actions
        Custom script: call RemoveLocation (udg_Pos)
        Set Pos = (Pos2 offset by 1200.00 towards Facing[(Player number of (Owner of (Casting unit)))] degrees)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Game contains Pos) Equal to True
          Then - Actions
            Special Effect - Create a special effect at Pos using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
            Special Effect - Destroy (Last created special effect)
          Else - Actions
        Custom script: call RemoveLocation (udg_Pos)
        Sound - Play BoatAttack1 <gen> at 100% volume, located at Pos2 with Z offset 10.00
        Sound - Play MetalHeavyBashMetal3 <gen> at 100% volume, located at Pos2 with Z offset 10.00
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player number of (Owner of (Casting unit))) Less than or equal to 6
      Then - Actions
        For each (Integer C) from 7 to 12, do (Actions)
          Loop - Actions
            For each (Integer D) from 0 to 3, do (Actions)
              Loop - Actions
                Set Pos = (Pos2 offset by (100.00 + ((Real(D)) x 200.00)) towards Facing[(Player number of (Owner of (Casting unit)))] degrees)
                Set TempRect = (Region centered at Pos with size (250.00, 200.00))
                If ((TempRect contains Hero[C]) Equal to True) then do (Cause (Casting unit) to damage Hero[C], dealing 10.00 damage of attack type Normal and damage type Normal) else do (Do nothing)
                If ((TempRect contains Hero[C]) Equal to True) then do (Create a special effect attached to the head of Hero[C] using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl) else do (Do nothing)
                Special Effect - Destroy (Last created special effect)
                Custom script: call RemoveLocation (udg_Pos)
                Custom script: call RemoveRect (udg_TempRect)
            For each (Integer D) from 0 to 4, do (Actions)
              Loop - Actions
                Set Pos = (Pos2 offset by (900.00 + ((Real(D)) x 200.00)) towards Facing[(Player number of (Owner of (Casting unit)))] degrees)
                Set TempRect = (Region centered at Pos with size (19.00, 200.00))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (TempRect contains Hero[C]) Equal to True
                  Then - Actions
                    Sound - Play headshot <gen> at 100% volume, attached to (Casting unit)
                    Unit - Cause (Casting unit) to damage Hero[C], dealing 9999.00 damage of attack type Normal and damage type Normal
                    Special Effect - Create a special effect attached to the head of Hero[C] using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
                    Special Effect - Destroy (Last created special effect)
                    Floating Text - Create floating text that reads (Headshot + !) above (Casting unit) with Z offset 10.00, using font size 20.00, color (100%, 0.00%, 0.00%), and 0% transparency
                    Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
                    Floating Text - Change (Last created floating text): Disable permanence
                    Floating Text - Change the lifespan of (Last created floating text) to 5 seconds
                    Floating Text - Change the fading age of (Last created floating text) to 3.00 seconds
                  Else - Actions
                Custom script: call RemoveRect (udg_TempRect)
                Set TempRect = (Region centered at Pos with size (250.00, 200.00))
                If ((TempRect contains Hero[C]) Equal to True) then do (Cause (Casting unit) to damage Hero[C], dealing 10.00 damage of attack type Normal and damage type Normal) else do (Do nothing)
                If ((TempRect contains Hero[C]) Equal to True) then do (Create a special effect attached to the head of Hero[C] using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl) else do (Do nothing)
                Special Effect - Destroy (Last created special effect)
                Custom script: call RemoveLocation (udg_Pos)
                Custom script: call RemoveRect (udg_TempRect)
      Else - Actions
        For each (Integer C) from 1 to 6, do (Actions)
          Loop - Actions
            For each (Integer D) from 0 to 3, do (Actions)
              Loop - Actions
                Set Pos = (Pos2 offset by (100.00 + ((Real(D)) x 200.00)) towards Facing[(Player number of (Owner of (Casting unit)))] degrees)
                Set TempRect = (Region centered at Pos with size (250.00, 200.00))
                If ((TempRect contains Hero[C]) Equal to True) then do (Cause (Casting unit) to damage Hero[C], dealing 10.00 damage of attack type Normal and damage type Normal) else do (Do nothing)
                If ((TempRect contains Hero[C]) Equal to True) then do (Create a special effect attached to the head of Hero[C] using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl) else do (Do nothing)
                Special Effect - Destroy (Last created special effect)
                Custom script: call RemoveLocation (udg_Pos)
                Custom script: call RemoveRect (udg_TempRect)
            For each (Integer D) from 0 to 4, do (Actions)
              Loop - Actions
                Set Pos = (Pos2 offset by (900.00 + ((Real(D)) x 200.00)) towards Facing[(Player number of (Owner of (Casting unit)))] degrees)
                Set TempRect = (Region centered at Pos with size (19.00, 200.00))
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (TempRect contains Hero[C]) Equal to True
                  Then - Actions
                    Sound - Play headshot <gen> at 100% volume, attached to (Casting unit)
                    Unit - Cause (Casting unit) to damage Hero[C], dealing 9999.00 damage of attack type Normal and damage type Normal
                    Special Effect - Create a special effect attached to the head of Hero[C] using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
                    Special Effect - Destroy (Last created special effect)
                    Floating Text - Create floating text that reads (Headshot + !) above (Casting unit) with Z offset 10.00, using font size 20.00, color (100%, 0.00%, 0.00%), and 0% transparency
                    Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
                    Floating Text - Change (Last created floating text): Disable permanence
                    Floating Text - Change the lifespan of (Last created floating text) to 5 seconds
                    Floating Text - Change the fading age of (Last created floating text) to 3.00 seconds
                  Else - Actions
                Custom script: call RemoveRect (udg_TempRect)
                Set TempRect = (Region centered at Pos with size (250.00, 200.00))
                If ((TempRect contains Hero[C]) Equal to True) then do (Cause (Casting unit) to damage Hero[C], dealing 10.00 damage of attack type Normal and damage type Normal) else do (Do nothing)
                If ((TempRect contains Hero[C]) Equal to True) then do (Create a special effect attached to the head of Hero[C] using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl) else do (Do nothing)
                Special Effect - Destroy (Last created special effect)
                Custom script: call RemoveLocation (udg_Pos)
                Custom script: call RemoveRect (udg_TempRect)
    Set Temp_group = (Units owned by Neutral Hostile)
    Unit Group - Pick every unit in Temp_group and do (Actions)
      Loop - Actions
        For each (Integer D) from 0 to 3, do (Actions)
          Loop - Actions
            Set Pos = (Pos2 offset by (100.00 + ((Real(D)) x 200.00)) towards Facing[(Player number of (Owner of (Casting unit)))] degrees)
            Set TempRect = (Region centered at Pos with size (250.00, 200.00))
            If ((TempRect contains (Picked unit)) Equal to True) then do (Cause (Casting unit) to damage (Picked unit), dealing 10.00 damage of attack type Normal and damage type Normal) else do (Do nothing)
            If ((TempRect contains (Picked unit)) Equal to True) then do (Create a special effect attached to the head of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl) else do (Do nothing)
            Special Effect - Destroy (Last created special effect)
            Custom script: call RemoveLocation (udg_Pos)
            Custom script: call RemoveRect (udg_TempRect)
        For each (Integer D) from 0 to 4, do (Actions)
          Loop - Actions
            Set Pos = (Pos2 offset by (900.00 + ((Real(D)) x 200.00)) towards Facing[(Player number of (Owner of (Casting unit)))] degrees)
            Set TempRect = (Region centered at Pos with size (19.00, 200.00))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (TempRect contains (Picked unit)) Equal to True
              Then - Actions
                Sound - Play headshot <gen> at 100% volume, attached to (Casting unit)
                Unit - Cause (Casting unit) to damage (Picked unit), dealing 9999.00 damage of attack type Normal and damage type Normal
                Special Effect - Create a special effect attached to the head of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
                Special Effect - Destroy (Last created special effect)
                Floating Text - Create floating text that reads (Headshot + !) above (Casting unit) with Z offset 10.00, using font size 20.00, color (100%, 0.00%, 0.00%), and 0% transparency
                Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the lifespan of (Last created floating text) to 5 seconds
                Floating Text - Change the fading age of (Last created floating text) to 3.00 seconds
              Else - Actions
            Custom script: call RemoveRect (udg_TempRect)
            Set TempRect = (Region centered at Pos with size (250.00, 200.00))
            If ((TempRect contains (Picked unit)) Equal to True) then do (Cause (Casting unit) to damage (Picked unit), dealing 10.00 damage of attack type Normal and damage type Normal) else do (Do nothing)
            If ((TempRect contains (Picked unit)) Equal to True) then do (Create a special effect attached to the head of (Picked unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl) else do (Do nothing)
            Special Effect - Destroy (Last created special effect)
            Custom script: call RemoveLocation (udg_Pos)
            Custom script: call RemoveRect (udg_TempRect)
    Custom script: call DestroyGroup (udg_Temp_group)
    Custom script: call RemoveLocation (udg_Pos2)
    Wait 0.25 game-time seconds
    Special Effect - Destroy AwesomeSpecial[(Player number of (Owner of (Casting unit)))]
Pick up
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Pick up
  Actions
    Set TempRect = (Region centered at (Position of (Casting unit)) with size (500.00, 500.00))
    Item - Pick every item in TempRect and do (Actions)
      Loop - Actions
        Hero - Give (Picked item) to (Casting unit)
    Custom script: call RemoveRect(udg_TempRect)
MetamorphAll
  Events
    Unit - A unit Begins casting an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Ability being cast) Equal to Metamorphosis (Cart)
        (Ability being cast) Equal to Metamorphosis (Infernal)
        (Ability being cast) Equal to Metamorphosis (Krystal)
        (Ability being cast) Equal to Metamorphosis (Naga Sea Witch)
        (Ability being cast) Equal to Metamorphosis (Siege engine)
        (Ability being cast) Equal to Metamorphosis (Tower)
        (Ability being cast) Equal to Metamorphosis (Undead)
  Actions
    Wait 0.50 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Arquebusier
      Then - Actions
        Set Walk[(Player number of (Owner of (Triggering unit)))] = 5
        Unit - Remove Advanced Spells (arquebusier) from (Triggering unit)
        Unit - Add Advanced Spells (arquebusier) to (Triggering unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Acolyte
      Then - Actions
        Set Walk[(Player number of (Triggering player))] = 10
        Unit - Remove Advanced Spells (Acolyte) from (Triggering unit)
        Unit - Add Advanced Spells 2 to (Triggering unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Musketeer
      Then - Actions
        Set Walk[(Player number of (Triggering player))] = 2
        Unit - Remove Advanced Spells (marine) from (Triggering unit)
        Unit - Add Advanced Spells (marine) to (Triggering unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Warcraft III Thug
      Then - Actions
        Set Walk[(Player number of (Triggering player))] = 6
        Unit - Remove Advanced Spells (thug) from (Triggering unit)
        Unit - Add Advanced Spells (thug) to (Triggering unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Undead Archer
      Then - Actions
        Set Walk[(Player number of (Triggering player))] = 1
        Unit - Remove Advanced Spells (artemis) from (Triggering unit)
        Unit - Add Advanced Spells (artemis) to (Triggering unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Ranger
      Then - Actions
        Set Walk[(Player number of (Triggering player))] = 1
        Unit - Remove Advanced Spells (ranger) from (Triggering unit)
        Unit - Add Advanced Spells (ranger) to (Triggering unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Blade Assassin
      Then - Actions
        Set Walk[(Player number of (Triggering player))] = 1
        Unit - Remove Advanced Spells (assassin) from (Triggering unit)
        Unit - Add Advanced Spells (assassin) to (Triggering unit)
      Else - Actions
    Wait 31.50 game-time seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Arquebusier
      Then - Actions
        Set Walk[(Player number of (Owner of (Triggering unit)))] = 6
        Unit - Remove Advanced Spells (arquebusier) from (Triggering unit)
        Unit - Add Advanced Spells (arquebusier) to (Triggering unit)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Acolyte
      Then - Actions
        Set Walk[(Player number of (Triggering player))] = 8
        Unit - Remove Ad