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Trigger Viewer

Forgotten War COOP Mission 2.w3x
Variables
Main
My Triggers
Initialization
ForestBegin01
Victory
Day timer hint
Day timer cancel
Day timer start
Defeat01
Defeat02
Hero
HeroMaxLevel
Cinematics
OpenCin
CloseCin
CinSkipped
CinForest01
CinForest02
CinElves01
CinNests
CinVictory
AIs
GeneralDefense
Hyppogryph001
ForbiddenForestQuest
ForestApproach01
Ambush001
Ambush002
Ambush004
ForestEnd01
ElvenQuest
ElvenBegin01
AttackBegins
ElvenEnd01
ElvenCounter
HunterHallDestroyed
HuntersHallReady
HyppogryphQuest
NestsBegin01
NestsEnd01
NestsCounter
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.

		
Name Type Is Array Initial Value
CinModeOn boolean No
CinRunning boolean No
CinSkipped boolean No
ElvenQuestHint01 questitem No
ElvenQuestHint02 questitem No
ElvenUnderAttack boolean No
Hero unit No
HuntersHall boolean No
Keeper unit No
NestsCounter integer No
NextWinLevel integer No
QuestElves quest No
QuestForbiddenForest quest No
QuestHyppogryph quest No
RemainingElves integer No
RequiredQuest integer No
VentarScout unit No
My Triggers
  Events
    Time - Elapsed game time is 0.00 seconds
  Conditions
  Actions
    Player - Change color of Player 7 (Green) to Light Blue, Changing color of existing units
    Player - Set Player 7 (Green).Available free Heroes to 0
    Player - For Player 7 (Green), turn Shared units Off toward Player 1 (Red)
    Player - For Player 1 (Red), turn Shared units Off toward Player 7 (Green)
Default melee game initialization for all players
Initialization
  Events
    Map initialization
  Conditions
  Actions
    -------- VARIABLE SETTINGS --------
    -------- quests controllers and counters --------
    Set VariableSet Hero = Ancestral Sage 0295 <gen>
    Set VariableSet RequiredQuest = 0
    Set VariableSet NextWinLevel = 5
    Set VariableSet NestsCounter = 0
    Set VariableSet RemainingElves = 72
    Set VariableSet HuntersHall = True
    Set VariableSet ElvenUnderAttack = False
    -------- cinematic variables --------
    Set VariableSet CinModeOn = False
    Set VariableSet CinRunning = False
    Set VariableSet CinSkipped = False
    -------- - --------
    -------- GENERAL GAME SETTINGS --------
    Game - Set the time of day to 18.00
    Game - Set time of day speed to 11.00% of the default speed
    AI - Ignore the guard positions of all Player 2 (Blue) units
    AI - Ignore the guard positions of all Player 3 (Teal) units
    AI - Ignore the guard positions of all Player 4 (Purple) units
    AI - Ignore the guard positions of all Player 5 (Yellow) units
    -------- - --------
    -------- SET PLAYER NAMES --------
    Player - Set name of Player 1 (Red) to Ancestrals
    Player - Set name of Player 2 (Blue) to Hyppogryphons
    Player - Set name of Player 3 (Teal) to Elven Villagers
    Player - Set name of Player 4 (Purple) to Forest Creatures
    Player - Set name of Player 5 (Yellow) to Sanctuary Guardians
    Player - Set name of Player 6 (Orange) to Ventar Scout
    -------- - --------
    -------- SET PLAYER: ANCESTRAL --------
    Hero - Make Player 1 (Red) Heroes gain 10.00% experience from future kills
    Hero - Make Player 7 (Green) Heroes gain 10.00% experience from future kills
    -------- - --------
    -------- SET PLAYER : HYPPOGRYPHONS --------
    Player - Set Player 2 (Blue).Current gold to 6000
    Player - Set Player 2 (Blue).Current lumber to 3000
    AI - Start melee AI script for Player 2 (Blue): war3mapImported\HyppogryphMap02Edited.ai (aiscript)
    -------- - --------
    -------- SET PLAYER : HYPPOGRYPHONS --------
    Unit Group - Pick every unit in (Units owned by Player 4 (Purple) matching ((Unit-type of (Matching unit)) Equal to Wisp).) and do (Order (Picked unit) to Harvest Nearby Lumber.)
    -------- - --------
    -------- QUESTS CREATION --------
    -------- Forbidden Forest --------
    Quest - Create a Required, undiscovered quest titled The Mystic Forest with the description Before the Triax Army can go back to the surface, we have to accomplish another mission. First of all, we must reach the entrance to the mystic part of the forest., using icon path ReplaceableTextures\CommandButtons\BTNWisp.blp
    Set VariableSet QuestForbiddenForest = (Last created quest)
    Quest - Create a quest requirement for QuestForbiddenForest with the description The Ancestral Sage has to cross the gate.
    Quest - Create a quest requirement for QuestForbiddenForest with the description This quest must be finished before the dawn.
    Quest - Create a quest requirement for QuestForbiddenForest with the description The Ancestral Sage must survive.
    -------- ElvenVillage --------
    Quest - Create a Required, undiscovered quest titled Rain of Blood with the description Sacred War has been proclaimed against the Elves!We must kill all of them; otherwise, one day they will open an Inter-dimensional Portal and the Burning Legion will come to destroy our world., using icon path ReplaceableTextures\CommandButtons\BTNFanOfKnives.blp
    Set VariableSet QuestElves = (Last created quest)
    Quest - Create a quest requirement for QuestElves with the description Kill all the Elves.
    Quest - Create a quest requirement for QuestElves with the description This quest must be finished before the dawn.
    Quest - Create a quest requirement for QuestElves with the description Hint 1: Use Ventars for a fast surprise attack.
    Set VariableSet ElvenQuestHint01 = (Last created quest requirement)
    -------- The Hyppogryph Nests --------
    Quest - Create a Optional, undiscovered quest titled The Hippogryph Nests with the description The Hippogryph nests are just next to the cavern entrances, remove all the nests to allow the Ventars come out and aid us., using icon path ReplaceableTextures\CommandButtons\BTNHippogriff.blp
    Set VariableSet QuestHyppogryph = (Last created quest)
    Quest - Create a quest requirement for QuestHyppogryph with the description All the nests must be destroyed.
    Quest - Create a quest requirement for QuestHyppogryph with the description Hint: Also eliminate the Hippogryphs.
    -------- - --------
ForestBegin01
  Events
    Time - Elapsed game time is 0.50 seconds
  Conditions
  Actions
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Keeper001 <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Keeper001 <gen>
    -------- CINEMATIC START --------
    Trigger - Run OpenCin <gen> (checking conditions)
    Wait until (CinModeOn Equal to True), checking every 1 seconds
    Trigger - Run CinForest01 <gen> (checking conditions)
    Wait until (CinRunning Equal to False), checking every 2.00 seconds
    Trigger - Run CloseCin <gen> (checking conditions)
    Wait until (CinModeOn Equal to False), checking every 1 seconds
    -------- CINEMATIC END --------
    Unit - Kill Ancestral Achitect 0335 <gen>
    Quest - Mark QuestForbiddenForest as Discovered
    Quest - Display to Player Group - Player 1 (Red) the Quest Discovered message: |cffffcc00MAIN QUEST|rThe Mystic Forest - The Ancestral Sage has to cross the gate - This quest must be finished before the dawn - The Ancestral Sage must survive
    Wait 3.00 seconds
    Quest - Display to Player Group - Player 1 (Red) the Warning message: |cff32CD32WARNING|r - To avoid sunlight damage, Ancestral units must not be exposed to the sunlight ( between 6:00 and 18:00 hrs ).- Ancestral Architects can protect themselves burrowing.
Victory
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Change ownership of (Picked unit) to Neutral Passive and Retain color)
    Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Change ownership of (Picked unit) to Neutral Passive and Retain color)
    Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Change ownership of (Picked unit) to Neutral Passive and Retain color)
    -------- CINEMATIC START --------
    Trigger - Run OpenCin <gen> (checking conditions)
    Wait until (CinModeOn Equal to True), checking every 1 seconds
    Trigger - Run CinVictory <gen> (checking conditions)
    Wait until (CinRunning Equal to False), checking every 2.00 seconds
    Trigger - Run CloseCin <gen> (checking conditions)
    Wait until (CinModeOn Equal to False), checking every 1 seconds
    -------- CINEMATIC END --------
    Game - Set the next level to Map03.w3x
    Game - Show custom campaign button 6
    Game - Victory Player 1 (Red) (Show dialogs, Show scores)
    Game - Victory Player 7 (Green) (Show dialogs, Show scores)
Day timer hint
  Events
    Game - The in-game time of day becomes Equal to 5.00
  Conditions
  Actions
    Quest - Display to (All players) the Hint message: The day is coming, so be ready
Day timer cancel
  Events
    Game - The in-game time of day becomes Greater than or equal to 18.00
  Conditions
  Actions
    Trigger - Turn off Day_timer_hint <gen>
Day timer start
  Events
    Game - The in-game time of day becomes Greater than or equal to 3.00
  Conditions
  Actions
    Trigger - Turn on Day_timer_hint <gen>
Defeat01
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to Hero
  Actions
    Game - Defeat Player 1 (Red) with the message: Defeat!Your hero has been killed.
    Game - Defeat Player 7 (Green) with the message: Defeat! Your hero has been killed!
Defeat02
  Events
    Game - The in-game time of day becomes Equal to 6.10
  Conditions
  Actions
    Game - Defeat Player 1 (Red) with the message: Defeat!The Sun has arisen
    Game - Defeat Player 7 (Green) with the message: Defeat! The Sun has risen!
HeroMaxLevel
  Events
    Unit - A unit Gains a level
  Conditions
    (Triggering unit) Equal to Hero
  Actions
    Hero - Disable experience gain for (Triggering unit).
OpenCin
  Events
  Conditions
  Actions
    -------- SETTING ENVIROMENT --------
    Game - Turn the day/night cycle Off
    Environment - Set sky to Lordaeron Fall Sky
    -------- xxxxxxxxxxxxxxxxx --------
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Neutral
    Player - Make Player 7 (Green) treat Player 2 (Blue) as an Neutral
    Player - Make Player 1 (Red) treat Player 3 (Teal) as an Neutral
    Player - Make Player 7 (Green) treat Player 3 (Teal) as an Neutral
    Player - Make Player 1 (Red) treat Player 4 (Purple) as an Neutral
    Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Neutral
    Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Neutral
    Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Neutral
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Neutral
    Player - Make Player 2 (Blue) treat Player 7 (Green) as an Neutral
    Player - Make Player 3 (Teal) treat Player 1 (Red) as an Neutral
    Player - Make Player 3 (Teal) treat Player 7 (Green) as an Neutral
    Player - Make Player 4 (Purple) treat Player 1 (Red) as an Neutral
    Player - Make Player 4 (Purple) treat Player 7 (Green) as an Neutral
    Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Neutral
    Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Neutral
    -------- xxxxxxxxxxxxxxxxx --------
    -------- SETTING CINEMATIC MODE --------
    Unit Group - Order (Units owned by Player 1 (Red).) to Stop
    Unit Group - Remove all units from (Units currently selected by Player 1 (Red)).
    -------- xxxxxxxxxxxxxxxxx --------
    Cinematic - Disable user control for (All players).
    Cinematic - Turn cinematic mode On for Player Group - Player 1 (Red)
    Cinematic - Turn cinematic mode On for Player Group - Player 7 (Green)
    Cinematic - Turn on letterbox mode (hide interface) for Player Group - Player 1 (Red): fade out over 2 seconds
    Cinematic - Turn on letterbox mode (hide interface) for Player Group - Player 7 (Green): fade out over 2 seconds
    -------- xxxxxxxxxxxxxxxxx --------
    Set VariableSet CinSkipped = False
    Set VariableSet CinModeOn = True
    -------- - --------
CloseCin
  Events
  Conditions
  Actions
    -------- CLEARING CINEMATIC MODE --------
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Enable user control for (All players).
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 7 (Green) to standard game-view over 0 seconds
    Environment - Set sky to None
    -------- xxxxxxxxxxxxxxxxx --------
    Game - Turn the day/night cycle On
    Game - Set time of day speed to 12.00% of the default speed
    -------- - --------
    -------- xxxxxxxxxxxxxxxxx --------
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
    Player - Make Player 7 (Green) treat Player 2 (Blue) as an Enemy
    Player - Make Player 1 (Red) treat Player 3 (Teal) as an Enemy
    Player - Make Player 7 (Green) treat Player 3 (Teal) as an Enemy
    Player - Make Player 1 (Red) treat Player 4 (Purple) as an Enemy
    Player - Make Player 7 (Green) treat Player 4 (Purple) as an Enemy
    Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Enemy
    Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Enemy
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
    Player - Make Player 2 (Blue) treat Player 7 (Green) as an Enemy
    Player - Make Player 3 (Teal) treat Player 1 (Red) as an Enemy
    Player - Make Player 3 (Teal) treat Player 7 (Green) as an Enemy
    Player - Make Player 4 (Purple) treat Player 1 (Red) as an Enemy
    Player - Make Player 4 (Purple) treat Player 7 (Green) as an Enemy
    Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Enemy
    Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Enemy
    -------- xxxxxxxxxxxxxxxxx --------
    -------- - --------
    Set VariableSet CinSkipped = False
    Set VariableSet CinModeOn = False
CinSkipped
  Events
    Player - Player 7 (Green) skips a cinematic sequence
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
  Actions
    Set VariableSet CinSkipped = True
CinForest01
  Events
  Conditions
  Actions
    -------- THE SHOW --------
    Sound - Play Naga Theme.
    -------- Part I - The Sunlight Curse --------
    Set VariableSet CinRunning = True
    Cinematic - Fade out and back in over 6.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Camera - .Apply. gg_cam_Waterfalls001 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Waterfalls001 for Player 7 (Green) over 0 seconds
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Achitect named Ancestral Architect at (Center of (Playable map area)): Play No sound and display Look Great Sage, the sky... is so beautiful!. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display You fool! Burrow immediately!. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Camera - .Apply. gg_cam_Waterfalls004 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Waterfalls004 for Player 7 (Green) over 0 seconds
    Unit - Kill Ancestral Achitect 0335 <gen>
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display May that be a lesson for all of you!. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display If you expose yourselves to the Sun, you will die in a matter of seconds!. Modify duration: Set to 8.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Camera - .Apply. gg_cam_Waterfalls003 for Player 1 (Red) over 4.00 seconds
    Camera - .Apply. gg_cam_Waterfalls003 for Player 7 (Green) over 4.00 seconds
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display To protect yourselves you have to burrow and wait until the night.. Modify duration: Set to 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Camera - .Apply. gg_cam_Waterfalls005 for Player 1 (Red) over 12.00 seconds
    Camera - .Apply. gg_cam_Waterfalls005 for Player 7 (Green) over 12.00 seconds
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display Among the Ancestrals only Sages and Hermits can resist the sunlight!. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display We never gave up our "Temporal Inner Flame".. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display So, because "our" particular weakness, we will have to finish tonight missions before the dawn! Good thing we have this moon stone at our disposal.. Modify duration: Set to 10.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    -------- Part II - Forbidden Forest --------
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Achitect named Ancestral Architect at (Center of (Playable map area)): Play No sound and display Great Sage, What are we doing here anyway? Shouldn't the Triax Army come to the surface now?. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display Not yet Architect, the High Priest has a plan to protect the whole army from the Sunlight Curse.... Modify duration: Set to 9.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display We have to accomplish a special mission before we can build any encampment for the Triax Army at the surface.. Modify duration: Set to 10.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Fade out and back in over 6.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Camera - .Apply. gg_cam_MysticForest001 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_MysticForest001 for Player 7 (Green) over 0.00 seconds
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display We are headed for a mystical region that belongs to this forest.. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display We must cross the gate and reach a certain kind of a sacred place.... Modify duration: Set to 7.00 seconds and Wait
    -------- Reset to the Current Location Camera --------
    Cinematic - Fade out and back in over 6.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Camera - .Apply. gg_cam_Waterfalls003 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Waterfalls003 for Player 7 (Green) over 0 seconds
    Wait 4.00 seconds
    Set VariableSet CinRunning = False
CinForest02
  Events
  Conditions
  Actions
    -------- THE SHOW --------
    Sound - Play Night Elf 1.
    Set VariableSet CinRunning = True
    -------- The Approach --------
    Cinematic - Fade out and back in over 6.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Camera - .Apply. gg_cam_MysticForest002 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_MysticForest002 for Player 7 (Green) over 0 seconds
    Wait 7.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Unit Group - Pick every unit in (Units owned by Neutral Passive of type Stag) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
        Unit - Replace (Picked unit) with a Dryad using The new unit's max life and mana
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Dryad named Dryad at (Center of (Playable map area)): Play No sound and display You cannot pass, go back.. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Dryad named Dryad at (Center of (Playable map area)): Play No sound and display This part of the forest is not for mortal beings.. Modify duration: Set to 5.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Dryad named Dryad at (Center of (Playable map area)): Play No sound and display It's only for gods.. Modify duration: Set to 5.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display Don't be silly, forest creature!. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display If it is about immortality, we are immortals as well.. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display And... there is no god but Taor, He is beyond all immortal beings. It's foolish for anyone else who dares call himself a god.. Modify duration: Set to 11.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display We don't have time for this, could you let us through?. Modify duration: Set to 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Dryad named Dryad at (Center of (Playable map area)): Play No sound and display No, this place is sacred.. Modify duration: Set to 4.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display Well, let's find out how immortal is your immortality.. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    -------- Reset to the Current Location Camera --------
    Camera - .Apply. gg_cam_MysticForest003 for Player 1 (Red) over 3.00 seconds
    Camera - .Apply. gg_cam_MysticForest003 for Player 7 (Green) over 3.00 seconds
    Wait 1.00 seconds
    Set VariableSet CinRunning = False
CinElves01
  Events
  Conditions
  Actions
    -------- THE SHOW --------
    Sound - Play Night Elf Defeat.
    -------- Part I - The Sunlight Curse --------
    Set VariableSet CinRunning = True
    Cinematic - Fade out and back in over 6.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Camera - .Apply. gg_cam_VentarsFlight001 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_VentarsFlight001 for Player 7 (Green) over 0 seconds
    Camera - Lock camera orientation for Player 1 (Red) to (Last created unit), offset by (0, 0)
    Camera - Lock camera orientation for Player 7 (Green) to (Last created unit), offset by (0, 0)
    Camera - Lock camera target for Player 7 (Green) to (Last created unit), offset by (0, 0) using Default rotation
    Camera - Lock camera target for Player 1 (Red) to (Last created unit), offset by (0, 0) using Default rotation
    Unit - Order (Last created unit) to Move To.(Center of ScoutVentar02 <gen>)
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display I see.... Modify duration: Set to 4.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display One of our ventar scouts has found an elven village.. Modify duration: Set to 8.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display But it won't last long!. Modify duration: Set to 5.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display We are at war with those corrupted beings.... Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display We will do what we have to do.. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Achitect named Ancestral Architect at (Center of (Playable map area)): Play No sound and display It seems that it might be easy, Master Sage.. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display Do not be over confident, that looks to me like a hunter's village, for sure they will know how to fight.. Modify duration: Set to 8.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    -------- Reset to the Current Location Camera --------
    Camera - .Apply. gg_cam_Waterfalls003 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_Waterfalls003 for Player 7 (Green) over 0 seconds
    Wait 3.00 seconds
    Set VariableSet CinRunning = False
CinNests
  Events
  Conditions
  Actions
    -------- THE SHOW --------
    Sound - Play Orc Defeat.
    -------- Part I - The Sunlight Curse --------
    Set VariableSet CinRunning = True
    Wait 2 seconds
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display Where did this creature come from?. Modify duration: Set to 5.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display Let me expand my mind.... Modify duration: Set to 5.00 seconds and Wait
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Hero using Abilities\Spells\Other\Charm\CharmTarget.mdl
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Fade out and back in over 6.00 seconds using texture White Mask and color (0%, 100.00%, 50.00%) with 30.00% transparency
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display These creatures are preventing ventars to come out; they seem to be ventars natural enemies.. Modify duration: Set to 8.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display The ventars are trapped, if we remove all those nests our loyal servants will come out!. Modify duration: Set to 9.00 seconds and Wait
    -------- Reset to the Current Location Camera --------
    Cinematic - Fade out and back in over 6.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Wait 1.00 seconds
    Set VariableSet CinRunning = False
CinVictory
  Events
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Unit - Make (Triggering unit) Invulnerable
    -------- THE SHOW --------
    Sound - Play Night Elf Victory.
    -------- Part I - The Sunlight Curse --------
    Set VariableSet CinRunning = True
    Unit - Create 1.Keeper of the Grove for Neutral Passive at (Center of Keeper001 <gen>) facing 270.00 degrees
    Set VariableSet Keeper = (Last created unit)
    Camera - .Apply. gg_cam_MysticForest004 for Player 1 (Red) over 4.00 seconds
    Camera - .Apply. gg_cam_MysticForest004 for Player 7 (Green) over 4.00 seconds
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Keeper of the Grove named Larodar at (Center of (Playable map area)): Play No sound and display How dare you come this far?. Modify duration: Set to 8.00 seconds and Don't wait
    Animation - Play Keeper's attack (animationname) animation
    Wait 2 seconds
    Animation - Play Keeper's stand (animationname) animation
    Wait 4.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display You're laughable,.. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display It's not about daring, it's about actually doing it.. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display Now it's up to you, we need a shard of the stone that you have in your sanctuary.. Modify duration: Set to 9.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display Give it to me and we will leave you in peace.. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Keeper of the Grove named Larodar at (Center of (Playable map area)): Play No sound and display Are you crazy, you puny lizard?. Modify duration: Set to 6.00 seconds and Don't wait
    Animation - Play Keeper's attack (animationname) animation
    Wait 2 seconds
    Animation - Play Keeper's stand (animationname) animation
    Wait 3.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Keeper of the Grove named Larodar at (Center of (Playable map area)): Play No sound and display We cannot allow a being like you to handle an item of such power.. Modify duration: Set to 6.00 seconds and Don't wait
    Animation - Play Keeper's attack (animationname) animation
    Wait 2 seconds
    Animation - Play Keeper's stand (animationname) animation
    Wait 3.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display Not even if we need it to stop a legion of demons that will come to destroy this land?. Modify duration: Set to 10.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Keeper of the Grove named Larodar at (Center of (Playable map area)): Play No sound and display If you want to save this land, save it from yourself!. Modify duration: Set to 7.00 seconds and Wait
    Animation - Play Keeper's spell (animationname) animation
    Wait 2 seconds
    Animation - Play Keeper's stand (animationname) animation
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display And you call yourself a god, don't you? You don't even imagine what is going to happen!. Modify duration: Set to 10.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Keeper of the Grove named Larodar at (Center of (Playable map area)): Play No sound and display Go back and there will be no quarrel.. Modify duration: Set to 7.00 seconds and Wait
    Animation - Play Keeper's stand victory (animationname) animation
    Wait 2 seconds
    Animation - Play Keeper's stand (animationname) animation
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Ancestral Sage named Ancestral Sage at (Center of (Playable map area)): Play No sound and display I am afraid we won't go back.. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from a Player 1 (Red).Keeper of the Grove named Larodar at (Center of (Playable map area)): Play No sound and display Then we'll meet again.... Modify duration: Set to 5.00 seconds and Wait
    Unit - Order (Last created unit) to Move To.(Center of Region_020 <gen>)
    Wait 3.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkipped Equal to True
      Then - Actions
        Set VariableSet CinRunning = False
        Set VariableSet CinSkipped = False
        Skip remaining actions
      Else - Actions
    -------- Reset to the Current Location Camera --------
    Wait 1.00 seconds
    Set VariableSet CinRunning = False
A unit is attacked - Computer Answer (Many Ifs)
1 - If an Hyppogryph Building is attacked, a group is going to the place to defend

GeneralDefense
  Events
    Unit - A unit Is attacked
  Conditions
  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 (Triggering unit)) Equal to Hippogryph Nest
            (Unit-type of (Triggering unit)) Equal to Altar of the Hippogryh
      Then - Actions
        Unit Group - Pick every unit in (Units in HyppogryphManantial01 <gen> owned by Player 2 (Blue)) and do (Actions)
          Loop - Actions
            Unit - Order (Picked unit) to Attack-Move To.(Position of (Triggering unit))
      Else - Actions
Hyppogryph Allocation
Hyppogryph001
  Events
    Unit - A unit Finishes training a unit
  Conditions
    (Triggering unit) Equal to Altar of the Hippogryh 0017 <gen>
  Actions
    Unit - Order (Last created unit) to Move To.(Random point in HyppogryphManantial01 <gen>)
ForestApproach01
  Events
    Unit - A unit enters ForbiddenForestGate02 <gen>
  Conditions
    ((Unit-type of (Triggering unit)) Not equal to Black Ventar) or ((Unit-type of (Triggering unit)) Not equal to Red Ventar)
    ((Owner of (Triggering unit)) Equal to Player 1 (Red)) or ((Owner of (Triggering unit)) Equal to Player 7 (Green))
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order (Triggering unit) to Stop.
    For each (Integer A) from 1 to 5, do (Actions)
      Loop - Actions
        Unit - Create 1 Stag for Neutral Passive at (Random point in ForbiddenForestGate01 <gen>) facing (Center of DryadLookAt001 <gen>)
    -------- CINEMATIC START --------
    Trigger - Run OpenCin <gen> (checking conditions)
    Wait until (CinModeOn Equal to True), checking every 1 seconds
    Trigger - Run CinForest02 <gen> (checking conditions)
    Wait until (CinRunning Equal to False), checking every 1.00 seconds
    Trigger - Run CloseCin <gen> (checking conditions)
    Wait until (CinModeOn Equal to False), checking every 1 seconds
    -------- CINEMATIC END --------
    Unit Group - Pick every unit in (Units owned by Neutral Passive of type Stag) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
        Unit - Replace (Picked unit) with a Dryad using The new unit's max life and mana
    Wait 2 seconds
    Unit Group - Pick every unit in (Units owned by Neutral Passive of type Dryad) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Player 4 (Purple) and Change color
Ambush001
  Events
    Unit - A unit enters Ambush001 <gen>
  Conditions
    ((Unit-type of (Triggering unit)) Not equal to Black Ventar) or ((Unit-type of (Triggering unit)) Not equal to Red Ventar)
    ((Owner of (Triggering unit)) Equal to Player 1 (Red)) or ((Owner of (Triggering unit)) Equal to Player 7 (Green))
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Dryad named Dryad at (Center of Ambush001 <gen>): Play DryadYesAttack2 <gen> and display Let's ambush them, girls! The puny lizards must not reach Larodar!. Modify duration: Set to 4.00 seconds and Don't wait
    For each (Integer A) from 1 to 6, do (Actions)
      Loop - Actions
        Unit - Create 1 Dryad for Player 4 (Purple) at (Random point in Ambush001 <gen>) facing (Center of Ambush001 <gen>)
    For each (Integer A) from 1 to 3, do (Actions)
      Loop - Actions
        Unit - Create 1 Satyr Moondancer for Player 4 (Purple) at (Random point in Ambush001 <gen>) facing (Center of Ambush001 <gen>)
Ambush002
  Events
    Unit - A unit enters Ambush002 <gen>
  Conditions
    ((Unit-type of (Triggering unit)) Not equal to Black Ventar) or ((Unit-type of (Triggering unit)) Not equal to Red Ventar)
    ((Owner of (Triggering unit)) Equal to Player 1 (Red)) or ((Owner of (Triggering unit)) Equal to Player 7 (Green))
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Dryad named Dryad at (Center of Ambush002 <gen>): Play DryadYesAttack3 <gen> and display The hunt is on! . Modify duration: Set to 4.00 seconds and Don't wait
    For each (Integer A) from 1 to 6, do (Actions)
      Loop - Actions
        Unit - Create 1 Dryad for Player 4 (Purple) at (Random point in Ambush002 <gen>) facing (Center of Ambush002 <gen>)
    For each (Integer A) from 1 to 4, do (Actions)
      Loop - Actions
        Unit - Create 1 Satyr Moondancer for Player 4 (Purple) at (Random point in Ambush002 <gen>) facing (Center of Ambush002 <gen>)
    For each (Integer A) from 1 to 3, do (Actions)
      Loop - Actions
        Unit - Create 1 Dryad for Player 4 (Purple) at (Random point in Ambush001 <gen>) facing (Center of Ambush001 <gen>)
        Unit - Order (Last created unit) to Attack-Move To.(Center of Ambush002 <gen>)
Ambush004
  Events
    Unit - A unit enters Ambush004 <gen>
  Conditions
    ((Unit-type of (Triggering unit)) Not equal to Black Ventar) or ((Unit-type of (Triggering unit)) Not equal to Red Ventar)
    ((Owner of (Triggering unit)) Equal to Player 1 (Red)) or ((Owner of (Triggering unit)) Equal to Player 7 (Green))
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from a Player 4 (Purple).Dryad named Dryad at (Center of Ambush004 <gen>): Play DryadYesAttack2 <gen> and display They are getting close! Stop them! Don't let Ancestral Sage use his invisibility!. Modify duration: Set to 4.00 seconds and Don't wait
    For each (Integer A) from 1 to 6, do (Actions)
      Loop - Actions
        Unit - Create 1 Dryad for Player 4 (Purple) at (Random point in Ambush004 <gen>) facing (Center of Ambush004 <gen>)
    For each (Integer A) from 1 to 4, do (Actions)
      Loop - Actions
        Unit - Create 1 Satyr Moondancer for Player 4 (Purple) at (Random point in Ambush004 <gen>) facing (Center of Ambush004 <gen>)
    For each (Integer A) from 1 to 3, do (Actions)
      Loop - Actions
        Unit - Create 1 Dryad for Player 4 (Purple) at (Random point in Ambush003 <gen>) facing (Center of Ambush001 <gen>)
        Unit - Order (Last created unit) to Attack-Move To.(Center of Ambush004 <gen>)
ForestEnd01
  Events
    Unit - A unit enters Victory <gen>
  Conditions
    (Triggering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Hero to Stop.
    Unit - Make Hero face (Center of Keeper001 <gen>) over 0 seconds
    Quest - Mark QuestForbiddenForest as Completed
    Quest - Display to Player Group - Player 1 (Red) the Quest Completed message: |cffffcc00MAIN QUEST COMPLETED|rThe Mystic Forest
    Wait 3.00 seconds
    Set VariableSet RequiredQuest = (RequiredQuest + 1)
    If (RequiredQuest Equal to 2) then do (Run Victory <gen> (checking conditions)) else do (Do nothing)
ElvenBegin01
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 7 (Green) Selects a unit
  Conditions
  Actions
    Selection - Clear selection for Player 1 (Red).
    Selection - Clear selection for Player 7 (Green).
    Trigger - Turn off (This trigger)
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of HuntersGarrison <gen>) to a radius of 2000.00.
    Visibility - Disable (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of HuntersGarrison <gen>) to a radius of 2000.00.
    Visibility - Disable (Last created visibility modifier)
    Unit - Create 1.Black Ventar for Player 1 (Red) at (Center of ScoutVentar <gen>) facing 345.00 degrees
    Set VariableSet VentarScout = (Last created unit)
    -------- CINEMATIC START --------
    Trigger - Run OpenCin <gen> (checking conditions)
    Wait until (CinModeOn Equal to True), checking every 1 seconds
    Trigger - Run CinElves01 <gen> (checking conditions)
    Wait until (CinRunning Equal to False), checking every 2.00 seconds
    Trigger - Run CloseCin <gen> (checking conditions)
    Wait until (CinModeOn Equal to False), checking every 1 seconds
    -------- CINEMATIC END --------
    Unit - Change ownership of VentarScout to Player 1 (Red) and Change color
    Quest - Mark QuestElves as Discovered
    Quest - Display to (All players) the Quest Discovered message: |c00FFFF00MAIN QUEST DISCOVERED:|r Kill the elves in the village, but watch out! Once you approach them, they will start arming themselves to fight you.
    Wait 3.00 seconds
    Quest - Display to (All players) the Hint message: |c0000FF00HINT:|r Make sure to burrow your ancestrals when the sun rises! Else they will start to die soon. However, you have some moonstones at your disposal, so make good use of it.
An Ancestral Unit enters to the Village Region...
Some units run toHyppogryph Sanctuary
The rest arm theirselves and get ready to fight
-The Hyppogryph go to help!-

LEADERBOARD SETTINGS!!!
AttackBegins
  Events
    Unit - A unit enters ElvenVillage <gen>
  Conditions
    (Unit-type of (Triggering unit)) Not equal to Black Ventar
    ((Owner of (Triggering unit)) Equal to Player 1 (Red)) or ((Owner of (Triggering unit)) Equal to Player 7 (Green))
  Actions
    Trigger - Turn off (This trigger)
    -------- LEADERBOARD ACTION --------
    Leaderboard - Create a leaderboard for Player Group - Player 1 (Red) titled Elf Villagers
    Leaderboard - Show (Last created leaderboard)
    Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label Remaining and value RemainingElves
    -------- UNITS ACTION --------
    Sound - Play HumanCallToArmsWhat1 <gen>
    Unit Group - Pick every unit in (Units in ElvenVillage <gen> owned by Player 3 (Teal)) and do (Actions)
      Loop - Actions
        -------- Female Elves Action - Arm theirselves --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Picked unit)) Equal to High Elf (Female)
          Then - Actions
            Unit - Order (Picked unit) to Move To.(Random point in HuntersHall <gen>)
          Else - Actions
        -------- Male Elves Action - Run away --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Picked unit)) Equal to High Elf (Male)
          Then - Actions
            Unit - Order (Picked unit) to Move To.(Random point in ElvenVillage <gen>)
          Else - Actions
        -------- Child Elves Action - Run away --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Picked unit)) Equal to Child
          Then - Actions
            Unit - Order (Picked unit) to Move To.(Random point in ElvenVillage <gen>)
          Else - Actions
        -------- Archer Elves Action - Ready to fight --------
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Picked unit)) Equal to Archer
          Then - Actions
            Unit - Order (Picked unit) to Move To.(Random point in HuntersGarrison <gen>)
          Else - Actions
        -------- Priest, and Sorceress Action - ready to Fight --------
        Unit - Order Priest 0167 <gen> to Move To.(Center of HuntersGarrison <gen>)
        Unit - Order Sorceress 0168 <gen> to Move To.(Center of HuntersGarrison <gen>)
    Unit Group - Pick every unit in (Units in HyppogryphManantial01 <gen> owned by Player 2 (Blue)) and do (Actions)
      Loop - Actions
        Unit - Order (Picked unit) to Move To.(Random point in HuntersGarrison <gen>)
    Player - Enable Shadow Meld for Player 3 (Teal)
    Wait 3.00 seconds
    Quest - Display to (All players) the Simple Hint message: The elf females are arming themselves at the Hunter's Hall! Destroy that building!
    Quest - Create a quest requirement for QuestElves with the description Hint 2: The Primary Target is the Hunter's Hall!
    Set VariableSet ElvenQuestHint02 = (Last created quest requirement)
    Wait 3.00 seconds
    Quest - Display to (All players) the Simple Hint message: The villagers are running and hiding at the Hippogryph Sanctuary!You will require the Ventars Sonar ability to find them!
    Quest - Change the description of ElvenQuestHint01 to Hint 1: Use the Ventars to track the hidden Elves.
ElvenEnd01
  Events
  Conditions
  Actions
    Quest - Mark QuestElves as Completed
    Quest - Display to (All players) the Quest Completed message: |c00FFFF00MAIN QUEST COMPLETED:|r You have completed the main quest.
    Set VariableSet RequiredQuest = (RequiredQuest + 1)
    If (RequiredQuest Equal to 2) then do (Run Victory <gen> (checking conditions)) else do (Do nothing)
ElvenCounter
  Events
    Unit - A unit owned by Player 3 (Teal).Dies
    Unit - A unit owned by Player 3 (Teal).Changes owner
  Conditions
  Actions
    Set VariableSet RemainingElves = (RemainingElves - 1)
    Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to RemainingElves
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RemainingElves Equal to 0
      Then - Actions
        Leaderboard - Hide (Last created leaderboard)
        Leaderboard - Destroy (Last created leaderboard)
        Trigger - Run ElvenEnd01 <gen> (checking conditions)
      Else - Actions
HunterHallDestroyed
  Events
    Unit - Hunter's Hall 0147 <gen> Dies
  Conditions
  Actions
    Sound - Play HumanCallToArmsWhat1 <gen>
    Set VariableSet HuntersHall = False
    Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type High Elf (Female)) and do (Actions)
      Loop - Actions
        Unit - Order (Picked unit) to Move To.(Random point in HyppogryphSanctuary01 <gen>)
    Quest - Mark ElvenQuestHint02 as Completed
HuntersHallReady
  Events
    Unit - A unit enters HuntersHall <gen>
  Conditions
    And - All (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to High Elf (Female)
        HuntersHall Equal to True
  Actions
    Unit - Replace (Triggering unit) with a Archer using The new unit's max life and mana
    Unit - Order (Last replaced unit) to Move To.(Random point in HuntersGarrison <gen>)
    Unit - Order (Last replaced unit) to Attack.(Random unit from (Units in ElvenVillage <gen> owned by Player 1 (Red)))
NestsBegin01
  Events
    Unit - Hippogryph 0253 <gen> Dies
    Unit - Hippogryph 0253 <gen> Changes owner
    Unit - A unit enters SanctuaryGate01 <gen>
    Unit - A unit enters WrongWay001 <gen>
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Nest001 <gen>
    Visibility - Disable (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Nest001 <gen>
    Visibility - Disable (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Nest002 <gen>
    Visibility - Disable (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Nest002 <gen>
    Visibility - Disable (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Nest003 <gen>
    Visibility - Disable (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Nest003 <gen>
    Visibility - Disable (Last created visibility modifier)
    -------- CINEMATIC START --------
    Trigger - Run OpenCin <gen> (checking conditions)
    Wait until (CinModeOn Equal to True), checking every 1 seconds
    Trigger - Run CinNests <gen> (checking conditions)
    Wait until (CinRunning Equal to False), checking every 2.00 seconds
    Trigger - Run CloseCin <gen> (checking conditions)
    Wait until (CinModeOn Equal to False), checking every 1 seconds
    -------- CINEMATIC END --------
    Quest - Mark QuestHyppogryph as Discovered
    Quest - Display to (All players) the Quest Discovered message: |c00FFFF00OPTIONAL QUEST DISCOVERED:Destroy the Hyppogryph nests|r, as well as units guarding them.
    Wait 2.00 seconds
    Quest - Display to Player Group - Player 1 (Red) the Hint message: |cff32CD32HINT|r - Kill also the hippogryphs to protect the Ventars.
NestsEnd01
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Quest Completed message: |c00FFFF00OPTIONAL QUEST COMPLETED: Destroy the Hyppogryph nests|r You have completed an optional quest!
    Quest - Mark QuestHyppogryph as Completed
    Quest - Display to (All players) the New Unit Acquired message: |c00FFFF00NEW UNIT: Red Ventar|r This unit is good at fighting, can attack ground units later with an upgrade. Very useful at hunting down fleeing units.
    Wait 2 seconds
    Quest - Display to Player Group - Player 1 (Red) the New Unit Acquired message: |cffffcc00NEW ABILITIES AND UPGRADES ACQUIRED|rAll Ventar units now have the Sonar AbilityBlack Ventar units have the Iron Shard upgrade researched! Red Ventar units have the Liquid Fire upgrade researched!
    Unit Group - Pick every unit in (Units in Nest001 <gen> matching ((Unit-type of (Matching unit)) Equal to Hippogryph)) and do (Order (Picked unit) to Attack-Move To.(Center of VentarsBonus01 <gen>))
    Unit Group - Pick every unit in (Units in Nest002 <gen> matching ((Unit-type of (Matching unit)) Equal to Hippogryph)) and do (Order (Picked unit) to Attack-Move To.(Center of VentarsBonus01 <gen>))
    Unit Group - Pick every unit in (Units in Nest003 <gen> matching ((Unit-type of (Matching unit)) Equal to Hippogryph)) and do (Order (Picked unit) to Attack-Move To.(Center of VentarsBonus01 <gen>))
Nest Counter and End of the Quest / Create Ventars!
NestsCounter
  Events
    Unit - A unit owned by Player 2 (Blue).Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Hippogryph Nest
  Actions
    Set VariableSet NestsCounter = (NestsCounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        NestsCounter Equal to 10
      Then - Actions
        Player - Set the current research level of R00D (techcode) to 1 for Player 7 (Green)
        Player - Set the current research level of R00D (techcode) to 1 for Player 7 (Green)
        Player - Set the max research level of R00D (techcode) to 1 for Player 7 (Green)
        Player - Set the max research level of R00D (techcode) to 1 for Player 7 (Green)
        Player - Set the max research level of R002 (techcode) to 1 for Player 7 (Green)
        Player - Set the current research level of R008 (techcode) to 1 for Player 7 (Green)
        Player - Set the current research level of R002 (techcode) to 1 for Player 7 (Green)
        Unit - Create 6.Red Ventar for Player 1 (Red) at (Random point in VentarsBonus01 <gen>) facing 225.00 degrees
        Unit - Create 6.Black Ventar for Player 1 (Red) at (Random point in VentarsBonus01 <gen>) facing 225.00 degrees
        Unit - Create 6.Red Ventar for Player 7 (Green) at (Random point in VentarsBonus01 <gen>) facing 225.00 degrees
        Unit - Create 6.Black Ventar for Player 7 (Green) at (Random point in VentarsBonus01 <gen>) facing 225.00 degrees
        Trigger - Run NestsEnd01 <gen> (checking conditions)
      Else - Actions