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Trigger Viewer

Forgotten War COOP0- 2nd Part of Prologue.w3x
Variables
Initialization
Initialization
Init
Set
StartingShow
EndingShow
SkipCin
Cinematics
TheDragons
TheWarOfTheSunlight
TheSunlightCurse
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
CinSkip boolean No false
Galgdar unit No
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Cinematic - Disable user control for (All players).
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
Init
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Trigger - Run StartingShow <gen> (checking conditions)
StartingShow
  Events
  Conditions
  Actions
    Cinematic - Fade out over 8.00 seconds using texture Dream and color (70.00%, 10.00%, 10.00%) with 85.00% transparency
    Trigger - Run TheDragons <gen> (checking conditions)
EndingShow
  Events
  Conditions
  Actions
    Game - Set the next level to Cinematic01.w3x
    Game - Victory Player 1 (Red) (Show dialogs, Skip scores)
    Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
SkipCin
  Events
    Player - Player 4 (Purple) skips a cinematic sequence
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
  Actions
    Set VariableSet CinSkip = True
TheDragons
  Events
  Conditions
  Actions
    Game - Turn the day/night cycle Off
    Game - Set the time of day to 0.00
    Environment - Set sky to Lordaeron Winter Sky (Red)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    -------- THE CREATION OF THE DRAGONS --------
    -------- FIRST STAGE - Lack of Wisdom --------
    Sound - Stop music Immediately
    Sound - Play Illidan's Theme.
    Environment - Create at Ocean001 <gen> the weather effect Outland Wind (Light)
    Environment - Turn (Last created weather effect) On
    Camera - .Apply. gg_cam_Ocean001 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Ocean001 for Player 4 (Purple) over 0 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 An ocean of knowledge without a single drop of wisdom.... Modify duration: Set to 10.00 seconds and Wait
    -------- SECOND STAGE - The creation of the dragons --------
    Wait 4.00 seconds
    Environment - Remove (Last created weather effect)
    Cinematic - Fade out and back in over 5.00 seconds using texture White Mask and color (40.00%, 0%, 0%) with 5.00% transparency
    Wait 2 seconds
    Camera - .Apply. gg_cam_DragonsBirth001 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_DragonsBirth001 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_DragonsBirth002 for Player 1 (Red) over 8.00 seconds
    Camera - .Apply. gg_cam_DragonsBirth002 for Player 4 (Purple) over 8.00 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 They were our own brood.... Modify duration: Set to 4.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 the mages didn't care at all.... Modify duration: Set to 4.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 ...neither we stopped them.. Modify duration: Set to 4.00 seconds and Wait
    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 only thing we wanted was to find a way to put the Eternal Flame inside of the being itself.... Modify duration: Set to 9.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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, we wouldn't depend of the burners anymore.. Modify duration: Set to 5.00 seconds and Wait
    Camera - .Apply. gg_cam_DragonsBirth003 for Player 1 (Red) over 8.00 seconds
    Camera - .Apply. gg_cam_DragonsBirth003 for Player 4 (Purple) over 8.00 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 Then our immortality would be completely guaranteed!. Modify duration: Set to 5.00 seconds and Wait
    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 wasn't about them anyway, they were just part of the experiment. . Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 In case of success the Eternal Flame would be applied to us.. Modify duration: Set to 6.00 seconds and Wait
    Animation - Play Ancestral Mage 0075 <gen>'s spell (animationname) animation
    Wait 1.00 seconds
    Special Effect - Create a special effect at (Center of DragonsBirth <gen>) using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
    Wait 1.00 seconds
    Animation - Play Ancestral Mage 0075 <gen>'s stand (animationname) animation
    Special Effect - Create a special effect at (Center of DragonsBirth <gen>) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
    Wait 2 seconds
    Item - Pick every item in DragonsBirth <gen> and do (Remove (Picked item))
    Unit - Create 1.Bronze Dragon Whelp for Player 1 (Red) at (Random point in DragonsBirth <gen>) facing 315.00 degrees
    Unit - Create 1.Green Dragon Whelp for Player 1 (Red) at (Random point in DragonsBirth <gen>) facing 250.00 degrees
    Unit - Create 1.Red Dragon Whelp for Player 1 (Red) at (Random point in DragonsBirth <gen>) facing 60.00 degrees
    Unit - Create 1.Blue Dragon Whelp for Player 1 (Red) at (Random point in DragonsBirth <gen>) facing 200.00 degrees
    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 First, we thought that we had succeed…. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 the experiment never worked again.. Modify duration: Set to 6.00 seconds and Wait
    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 realized for the first time that we didn't know everything! There were forces working beyond our understanding.. Modify duration: Set to 12.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    -------- SECOND STAGE - The new gods and the Fury of Taor --------
    Cinematic - Fade out and back in over 5.00 seconds using texture White Mask and color (40.00%, 0%, 0%) with 5.00% transparency
    Wait 2 seconds
    Sound - Stop music Immediately
    Sound - Play Tension.
    Camera - .Apply. gg_cam_Temple002 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Temple002 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_Temple001 for Player 1 (Red) over 8.00 seconds
    Camera - .Apply. gg_cam_SunAux001 for Player 4 (Purple) over 8.00 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 They were even more foolish than us.... Modify duration: Set to 5.00 seconds and Wait
    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 called themselves gods!. Modify duration: Set to 4.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 Since they aroused from the Sacred Fire, we believed it!. Modify duration: Set to 5.00 seconds and Wait
    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 Taor wasn't happy about that.... Modify duration: Set to 5.00 seconds and Don't wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Special Effect - Create a special effect at (Random point in (Playable map area)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in (Playable map area)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in (Playable map area)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Wait 1.00 seconds
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Wait 1.00 seconds
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Center of CenterFire001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Wait 1.00 seconds
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in CenterFire001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Wait 1.00 seconds
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in CenterFire001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Wait 2.00 seconds
    Unit Group - Pick every unit in (Units in Temple001 <gen>) and do (Explode (Picked unit).)
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Wait 1.00 seconds
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor2.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Special Effect - Create a special effect at (Random point in Temple001 <gen>) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
    Wait 1.00 seconds
    Unit - Create 1.Serpent Ward (Level 4) for Player 1 (Red) at (Center of Temple001 <gen>) facing 270.00 degrees
    Camera - .Apply. gg_cam_Temple003 for Player 1 (Red) over 3.00 seconds
    Camera - .Apply. gg_cam_Temple003 for Player 4 (Purple) over 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 …and he requested to be worshipped again!. Modify duration: Set to 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    -------- THIRD STAGE - The Blame --------
    Cinematic - Fade out and back in over 5.00 seconds using texture White Mask and color (40.00%, 0%, 0%) with 5.00% transparency
    Wait 2 seconds
    Sound - Stop music Immediately
    Sound - Play Blood Elf Theme.
    Camera - .Apply. gg_cam_DragonsGathering001 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_DragonsGathering001 for Player 4 (Purple) over 0 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 Galgdar, their leader and the most powerful dragon was completely furious.... Modify duration: Set to 9.00 seconds and Wait
    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 ...he was not going to allow anything or anyone to take away his "divine rights"!. Modify duration: Set to 9.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 He accused the High Priest for using dark sorcery against the new gods.... Modify duration: Set to 8.00 seconds and Wait
    Camera - .Apply. gg_cam_DragonsGathering002 for Player 1 (Red) over 4.00 seconds
    Camera - .Apply. gg_cam_DragonsGathering002 for Player 4 (Purple) 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 ...and declared the cult of Taor as forbidden!. Modify duration: Set to 6.00 seconds and Don't wait
    Camera - .Apply. gg_cam_DragonsGathering003 for Player 1 (Red) over 4.00 seconds
    Camera - .Apply. gg_cam_DragonsGathering003 for Player 4 (Purple) over 4.00 seconds
    Wait 7.00 seconds
    Camera - .Apply. gg_cam_Deathwing001 for Player 1 (Red) over 3.00 seconds
    Camera - .Apply. gg_cam_Deathwing001 for Player 4 (Purple) over 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 Only a young black dragon called Deathwing made a stand against his brothers and accepted the new revelation.. Modify duration: Set to 10.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 After venerating the fire with deep devotion.... Modify duration: Set to 6.00 seconds and Wait
    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 ...he realized and declared that he was no god at all and that was the seal for all the events that happened later.. Modify duration: Set to 9.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
    Unit Group - Pick every unit in (Units in TempleCrowd001 <gen>) and do (Move (Picked unit) instantly to (Random point in Temple003 <gen>), facing (Center of Temple002 <gen>))
    Unit - Move Ancestral High Priest 0031 <gen> instantly to (Center of Temple002 <gen>), facing 270.00 degrees
    Camera - .Apply. gg_cam_Temple004 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Temple004 for Player 4 (Purple) over 0 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 With such a confession, the matter was out of question and we wouldn't continue worshipping the dragons at all.. Modify duration: Set to 9.00 seconds and Wait
    -------- FOURTH STAGE - The First Attack! --------
    Game - Set the time of day to 7.00
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
    Unit - Create 1.Red Dragon for Player 2 (Blue) at (Random point in DragonsAttack001bis01 <gen>) facing 270.00 degrees
    Unit - Create 1.Red Dragon for Player 2 (Blue) at (Random point in DragonsAttack001 <gen>) facing 270.00 degrees
    Unit - Create 1.Red Dragon for Player 2 (Blue) at (Random point in DragonsAttack001bis01 <gen>) facing 270.00 degrees
    Unit - Create 1.Red Dragon for Player 2 (Blue) at (Random point in DragonsAttack001 <gen>) facing 270.00 degrees
    Unit - Create 1.Blue Dragon for Player 2 (Blue) at (Random point in DragonsAttack001 <gen>) facing 270.00 degrees
    Unit - Create 1.Green Dragon for Player 2 (Blue) at (Random point in DragonsAttack001 <gen>) facing 270.00 degrees
    Unit - Create 1.Green Dragon for Player 2 (Blue) at (Random point in DragonsAttack001 <gen>) facing 270.00 degrees
    Unit - Create 1.Green Dragon for Player 2 (Blue) at (Random point in DragonsAttack001 <gen>) facing 270.00 degrees
    Unit - Create 1.Green Dragon for Player 2 (Blue) at (Random point in DragonsAttack001 <gen>) facing 270.00 degrees
    Unit - Create 1.Bronze Dragon for Player 2 (Blue) at (Random point in DragonsAttack001bis01 <gen>) facing 270.00 degrees
    Unit - Create 1.Blue Dragon for Player 2 (Blue) at (Random point in DragonsAttack001bis01 <gen>) facing 270.00 degrees
    Unit - Create 1.Bronze Dragon for Player 2 (Blue) at (Random point in DragonsAttack001bis01 <gen>) facing 270.00 degrees
    Unit - Create 1.Blue Dragon for Player 2 (Blue) at (Random point in DragonsAttack001bis02 <gen>) facing 270.00 degrees
    Unit - Create 1.Blue Dragon for Player 2 (Blue) at (Random point in DragonsAttack001 <gen>) facing 270.00 degrees
    Unit - Create 1.Green Dragon for Player 2 (Blue) at (Random point in DragonsAttack001 <gen>) facing 270.00 degrees
    Unit - Create 1.Blue Dragon for Player 2 (Blue) at (Random point in DragonsAttack001 <gen>) facing 270.00 degrees
    Unit - Create 1.Blue Dragon for Player 2 (Blue) at (Random point in DragonsAttack001bis02 <gen>) facing 270.00 degrees
    Unit - Create 1.Bronze Dragon for Player 2 (Blue) at (Random point in DragonsAttack001bis01 <gen>) facing 270.00 degrees
    Unit - Create 1.Bronze Dragon for Player 2 (Blue) at (Random point in DragonsAttack001bis01 <gen>) facing 270.00 degrees
    Unit - Create 1.Bronze Dragon for Player 2 (Blue) at (Random point in DragonsAttack003 <gen>) facing 270.00 degrees
    Set VariableSet Galgdar = (Last created unit)
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Order (Picked unit) to Move To.(Random point in DragonsAttack002 <gen>))
    Cinematic - Fade out and back in over 5.00 seconds using texture White Mask and color (40.00%, 0%, 0%) with 5.00% transparency
    Wait 2 seconds
    Sound - Stop music Immediately
    Sound - Play Doom.
    Camera - .Apply. gg_cam_FirstAttackDragons001 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_FirstAttackDragons001 for Player 4 (Purple) over 0 seconds
    Camera - Lock camera target for Player 1 (Red) to (Last created unit), offset by (0, 0) using The unit's rotation
    Camera - Lock camera target for Player 4 (Purple) to (Last created unit), offset by (0, 0) using The unit's rotation
    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 Their wrath became uncontrolled and without previous warning they attacked our main city.. Modify duration: Set to 8.00 seconds and Wait
    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 were supposed to receive an unforgettable lesson, to fear them more than we ever feared Taor!. Modify duration: Set to 8.00 seconds and Wait
    Camera - .Apply. gg_cam_City006 for Player 1 (Red) over 8.00 seconds
    Camera - .Apply. gg_cam_City006 for Player 4 (Purple) over 8.00 seconds
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Wait 8.00 seconds
    Unit - Order Galgdar to Attack.Ancestral Priest 0187 <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 Actually, we will never forget that day.. Modify duration: Set to 8.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Camera - .Apply. gg_cam_City007 for Player 1 (Red) over 8.00 seconds
    Camera - .Apply. gg_cam_City007 for Player 4 (Purple) over 8.00 seconds
    Wait 11.00 seconds
    Camera - .Apply. gg_cam_City006 for Player 1 (Red) over 3.00 seconds
    Camera - .Apply. gg_cam_City006 for Player 4 (Purple) over 3.00 seconds
    Wait 3.00 seconds
    Camera - .Apply. gg_cam_City005 for Player 1 (Red) over 6.00 seconds
    Camera - .Apply. gg_cam_City005 for Player 4 (Purple) over 6.00 seconds
    Wait 8.00 seconds
    -------- FOURTH STAGE - Fighting Back Part I - The Ventars --------
    Cinematic - Fade out and back in over 5.00 seconds using texture White Mask and color (40.00%, 0%, 0%) with 5.00% transparency
    Wait 2 seconds
    Environment - Create at ZotarTemple001 <gen> the weather effect Outland Wind (Light)
    Game - Set the time of day to 0.00
    Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Enemy
    Sound - Stop music Immediately
    Sound - Play Orc 2.
    Camera - .Apply. gg_cam_ZotarTemple001 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_ZotarTemple001 for Player 4 (Purple) over 0 seconds
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
    Camera - .Apply. gg_cam_ZotarTemple002 for Player 1 (Red) over 12.00 seconds
    Camera - .Apply. gg_cam_ZotarTemple002 for Player 4 (Purple) 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 Although we had to run away and hide, we began to prepare our strike back.. Modify duration: Set to 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 found the primitive Ventars; apparently weak, these creatures were able to reproduce themselves at a faster rate than any other creature that we had seen before.. Modify duration: Set to 14.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 gave them civilization and more advanced weapons.. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Camera - .Apply. gg_cam_ZotarTemple003 for Player 1 (Red) over 8.00 seconds
    Camera - .Apply. gg_cam_ZotarTemple003 for Player 4 (Purple) over 8.00 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 And finally, we invented a god for them.... Modify duration: Set to 6.00 seconds and Wait
    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 Zotar, the son of Taor and the god of the smoke.. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Wait 2.00 seconds
    Environment - Remove (Last created weather effect)
    -------- END OF -THE DRAGONS- --------
    Trigger - Run TheWarOfTheSunlight <gen> (checking conditions)
TheWarOfTheSunlight
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
    -------- THE WAR OF THE SUNLIGHT --------
    Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Enemy
    Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Enemy
    Game - Set the time of day to 12
    Game - Set time of day speed to 10.00% of the default speed
    Environment - Set sky to Lordaeron Winter Sky (Red)
    Cinematic - Fade out and back in over 5.00 seconds using texture White Mask and color (40.00%, 0%, 0%) with 5.00% transparency
    Wait 2 seconds
    Sound - Stop music Immediately
    Sound - Play Arthas' Theme.
    Camera - .Apply. gg_cam_Triax002 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Triax002 for Player 4 (Purple) over 0 seconds
    Unit Group - Pick every unit in (Units in ZotarTemple001 <gen>) and do (Remove (Picked unit) from the game)
    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 assembled a powerful army for the most terrible war we ever fought.. Modify duration: Set to 9.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Camera - .Apply. gg_cam_Triax001 for Player 1 (Red) over 4.00 seconds
    Camera - .Apply. gg_cam_Triax001 for Player 4 (Purple) 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 Commanded by the Triax our forces were almost implacable.. Modify duration: Set to 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s attack (animationname) animation
    Wait 1.00 seconds
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s stand (animationname) animation
    -------- FIRST STAGE - Clouds of Smoke --------
    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 strategy was working perfectly; the apparently insignificant Ventars were outnumbering the dragons.. Modify duration: Set to 10.00 seconds and Don't wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Unit - Create 1 Black Ventar for Player 3 (Teal) at (Random point in VentarsSource001 <gen>) facing (Position of (Triggering unit))
        Unit - Order (Last created unit) to Attack-Move To.(Random point in BattleField001 <gen>)
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Unit - Create 1 Red Ventar for Player 3 (Teal) at (Random point in VentarsSource001 <gen>) facing (Position of (Triggering unit))
        Unit - Order (Last created unit) to Attack-Move To.(Random point in BattleField001 <gen>)
    Camera - .Apply. gg_cam_BattleField001 for Player 1 (Red) over 6.00 seconds
    Camera - .Apply. (Current camera) for Player 4 (Purple) over 6.00 seconds
    Unit - Create 1.Green Drake for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Bronze Drake for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Red Drake for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Green Drake for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Bronze Drake for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Bronze Drake for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Red Drake for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Red Drake for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Order (Picked unit) to Attack-Move To.(Center of BattleField001 <gen>))
    Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Order (Picked unit) to Attack-Move To.(Random point in BattleField001 <gen>))
    Wait 12.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Unit - Create 1.Green Drake for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Bronze Dragon Whelp for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Red Drake for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Green Drake for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Bronze Dragon Whelp for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Bronze Drake for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Red Dragon Whelp for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Red Dragon Whelp for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Red Dragon Whelp for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit - Create 1.Red Drake for Player 2 (Blue) at (Random point in DragonSource001 <gen>) facing Default building facing degrees
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Order (Picked unit) to Attack-Move To.(Center of BattleField001 <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 Our "Clouds of Smoke" became their nightmare.. Modify duration: Set to 6.00 seconds and Wait
    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 the dragons had to retreat!. Modify duration: Set to 10.00 seconds and Wait
    -------- SECOND STAGE - The Triax Army March --------
    Camera - .Apply. gg_cam_Triax002 for Player 1 (Red) over 4.00 seconds
    Camera - .Apply. gg_cam_Triax002 for Player 4 (Purple) 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 With the battle of the sky under control, the next step was to destroy all the dragon roosts.. Modify duration: Set to 10.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s attack (animationname) animation
    Wait 1.00 seconds
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s stand (animationname) animation
    Unit Group - Pick every unit in (Units in Division001 <gen> owned by Player 1 (Red)) and do (Order (Picked unit) to Move To.(Random point in Division001_Copy <gen>))
    Wait 4.00 seconds
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s attack (animationname) animation
    Wait 1.00 seconds
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s stand (animationname) animation
    Unit Group - Pick every unit in (Units in Division002 <gen> owned by Player 1 (Red)) and do (Order (Picked unit) to Move To.(Random point in Division002_Copy <gen>))
    Wait 4.00 seconds
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s attack (animationname) animation
    Wait 1.00 seconds
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s stand (animationname) animation
    Unit Group - Pick every unit in (Units in Division004 <gen> owned by Player 1 (Red)) and do (Order (Picked unit) to Move To.(Random point in Division004_Copy <gen>))
    Wait 7.00 seconds
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s attack (animationname) animation
    Wait 1.00 seconds
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s stand (animationname) animation
    Unit Group - Pick every unit in (Units in Division003 <gen> owned by Player 1 (Red)) and do (Order (Picked unit) to Move To.(Random point in Division003_Copy <gen>))
    Wait 4.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s attack (animationname) animation
    Wait 1.00 seconds
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s stand (animationname) animation
    Camera - .Apply. gg_cam_BattleField002 for Player 1 (Red) over 48.00 seconds
    Camera - .Apply. gg_cam_BattleField002 for Player 4 (Purple) over 48.00 seconds
    Unit Group - Pick every unit in (Units in Division006 <gen> owned by Player 1 (Red)) and do (Order (Picked unit) to Move To.(Random point in Division006_Copy <gen>))
    Wait 4.00 seconds
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s attack (animationname) animation
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s stand (animationname) animation
    Unit Group - Pick every unit in (Units in Division005 <gen> owned by Player 1 (Red)) and do (Order (Picked unit) to Move To.(Random point in Division005_Copy <gen>))
    Wait 4.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s attack (animationname) animation
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Animation - Play NonHero Triax Commander Sunlight 0245 <gen>'s stand (animationname) animation
    Unit Group - Pick every unit in (Units in Division007 <gen> owned by Player 1 (Red)) and do (Order (Picked unit) to Move To.(Random point in Division007_Copy <gen>))
    Unit - Order NonHero Triax Commander Sunlight 0245 <gen> to Move To.(Center of TriaxBattleField002 <gen>)
    Wait 25.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    -------- Feints for Ground Battle --------
    For each (Integer A) from 1 to 20, do (Actions)
      Loop - Actions
        Unit - Create 1.Crypt Fiend for Player 2 (Blue) at (Random point in Roost001 <gen>) facing 270.00 degrees
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Order (Picked unit) to Attack-Move To.(Center of BattleField002 <gen>))
    -------- More dragons during the march --------
    Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Order (Picked unit) to Attack-Move To.(Random point in BattleField002 <gen>))
    Unit - Create 1.Green Drake for Player 2 (Blue) at (Random point in Roost001 <gen>) facing Default building facing degrees
    Unit - Create 1.Bronze Drake for Player 2 (Blue) at (Random point in Roost001 <gen>) facing Default building facing degrees
    Unit - Create 1.Bronze Drake for Player 2 (Blue) at (Random point in Roost001 <gen>) facing Default building facing degrees
    Unit - Create 1.Red Drake for Player 2 (Blue) at (Random point in Roost001 <gen>) facing Default building facing degrees
    Unit - Create 1.Green Drake for Player 2 (Blue) at (Random point in Roost001 <gen>) facing Default building facing degrees
    Unit - Create 1.Bronze Dragon Whelp for Player 2 (Blue) at (Random point in Roost001 <gen>) facing Default building facing degrees
    Unit - Create 1.Red Drake for Player 2 (Blue) at (Random point in Roost001 <gen>) facing Default building facing degrees
    Unit - Create 1.Green Drake for Player 2 (Blue) at (Random point in Roost001 <gen>) facing Default building facing degrees
    Unit - Create 1.Bronze Dragon Whelp for Player 2 (Blue) at (Random point in Roost001 <gen>) facing Default building facing degrees
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Order (Picked unit) to Attack-Move To.(Center of BattleField002 <gen>))
    -------- end of more dragons --------
    -------- THIRD STAGE: The Dragon Roost --------
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
    Unit Group - Pick every unit in (Units in Roost001 <gen> owned by Neutral Passive) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Player 2 (Blue) and Change color
    Wait 8.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Unit Group - Pick every unit in (Units in Division001_Copy <gen> owned by Player 1 (Red)) and do (Order (Picked unit) to Move To.(Random point in Roost001 <gen>))
    Wait 8.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 Our victory over the dragons seemed to be outstanding!. Modify duration: Set to 10.00 seconds and Don't wait
    Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Nerubian Scarab) and do (Order (Picked unit) to Attack-Move To.(Center of Roost001 <gen>))
    Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Nerubian Mega Destructor) and do (Order (Picked unit) to Attack-Move To.(Center of Roost001 <gen>))
    Wait 12.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Camera - .Apply. gg_cam_Roosts001 for Player 1 (Red) over 4.00 seconds
    Camera - .Apply. gg_cam_Roosts001 for Player 4 (Purple) over 4.00 seconds
    Wait 6.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Camera - .Apply. gg_cam_Roosts002 for Player 1 (Red) over 8.00 seconds
    Camera - .Apply. gg_cam_Roosts002 for Player 4 (Purple) over 8.00 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 How could we ever imagine what those desperate creatures were just about to do!. Modify duration: Set to 14.00 seconds and Don't wait
    Wait 12.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Order (Picked unit) to Attack-Move To.(Random point in Roost001 <gen>))
    Wait 9.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    -------- END OF SHOW --------
    Trigger - Run TheSunlightCurse <gen> (checking conditions)
TheSunlightCurse
  Events
  Conditions
  Actions
    Game - Turn the day/night cycle Off
    Game - Set the time of day to 12.00
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    -------- THE SUNLIGHT CURSE --------
    -------- FIRST STAGE - Flight to the sky --------
    Cinematic - Fade out and back in over 5.00 seconds using texture White Mask and color (40.00%, 0%, 0%) with 5.00% transparency
    Wait 2 seconds
    Sound - Stop music Immediately
    Sound - Play Human Defeat.
    Camera - .Apply. gg_cam_Sun002 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Sun002 for Player 4 (Purple) over 0 seconds
    -------- FIRST WAVE --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_038 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_039 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_040 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_041 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_042 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_043 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_044 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_045 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_046 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_047 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_048 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_049 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_050 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- ---- --------
    Wait 5.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    -------- SECOND WAVE --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_038 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_039 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_040 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_041 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_042 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_043 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_044 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_045 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_046 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_047 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_048 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_049 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_050 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- ---- --------
    Wait 5.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    -------- ---- --------
    -------- THIRD WAVE --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_038 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_039 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_040 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_041 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_042 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_043 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_044 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_045 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_046 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_047 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_048 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_049 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    -------- Dragon Go --------
    Unit - Create 1.Tiny Red Drake for Player 2 (Blue) at (Center of Region_050 <gen>) facing 180.00 degrees
    Animation - Change (Last created unit)'s size to (10.00%, 10.00%, 10.00%) of its original size
    Unit - Order (Last created unit) to Move To.(Position of Wisp 0275 <gen>)
    -------- End of Dragon Go --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    -------- END OF WAVES --------
    -------- ---------------------------------- --------
    -------- THE ECLIPSE --------
    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 In a tremendous act of hate.... Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 ...dozens of dragons gave up their Inner Eternal Flame and concentrated their powers at the Sun!. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Wait 27.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Unit Group - Pick every unit in (Units in SunBig001 <gen> owned by Player 2 (Blue)) and do (Explode (Picked unit).)
    Unit - Change color of Wisp 0275 <gen> to Purple
    Wait 1.00 seconds
    Unit - Change color of Wisp 0275 <gen> to Yellow
    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 power of the Eternal Flame of Life was reverted and used against us!. Modify duration: Set to 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    -------- THE CURSE --------
    Cinematic - Fade out and back in over 5.00 seconds using texture White Mask and color (40.00%, 0%, 0%) with 5.00% transparency
    Wait 2 seconds
    Environment - Set sky to Lordaeron Winter Sky (Yellow)
    Environment - Create at (Current camera bounds) the weather effect Rays Of Light
    Environment - Turn (Last created weather effect) On
    Camera - .Apply. gg_cam_BattleField003 for Player 1 (Red) over 0 seconds
    Camera - .Apply. gg_cam_BattleField003 for Player 4 (Purple) over 0 seconds
    Camera - .Apply. gg_cam_BattleFieldl004 for Player 1 (Red) over 6.00 seconds
    Camera - .Apply. gg_cam_BattleFieldl004 for Player 4 (Purple) over 6.00 seconds
    Wait 5.00 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 All those beings without an Inner Flame now would be cursed!. Modify duration: Set to 16.00 seconds and Don't wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Wait 5.00 seconds
    Unit Group - Pick every unit in (Units of type Ancestral Warrior Sunlight) and do (Kill (Picked unit))
    Wait 1.00 seconds
    Unit Group - Pick every unit in (Units of type Ancestral Mage Sunlight) and do (Kill (Picked unit))
    Wait 1.00 seconds
    Unit Group - Pick every unit in (Units of type Ancestral Priest Sunlight) and do (Kill (Picked unit))
    Wait 1.00 seconds
    Unit Group - Pick every unit in (Units of type NonHero Triax Commander Sunlight Sunlight) and do (Kill (Picked unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Wait 12.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    -------- FINAL STAGE - The last message --------
    Cinematic - Fade out and back in over 5.00 seconds using texture White Mask and color (40.00%, 0%, 0%) with 5.00% transparency
    Wait 2 seconds
    Sound - Stop music Immediately
    Sound - Play Sad Mystery.
    Unit - Remove Black Drake 0063 <gen> from the game
    Camera - .Apply. gg_cam_End001 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_End001 for Player 4 (Purple) over 0 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 Some of us survived and were able to runaway to the underground.. Modify duration: Set to 8.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 defeat against the dragons was our punishment because our sins of pride against Taor.. Modify duration: Set to 9.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 we were forced to live in exile…. Modify duration: Set to 5.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 Until the day that Taor himself will remove the Sunlight Curse and we'll return…. Modify duration: Set to 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinSkip Equal to True
      Then - Actions
        Trigger - Run EndingShow <gen> (checking conditions)
        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 …to rule the land.. Modify duration: Set to 7.00 seconds and Wait
    -------- END OF -THE DRAGONS- --------
    Trigger - Run EndingShow <gen> (checking conditions)