1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still haven't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. Join the 6th Melee Mapping Contest for a chance to have your map featured in this year's Hive Cup!
    Dismiss Notice
  5. Shoot to thrill, play to kill. Sate your hunger with the 33rd Modeling Contest!
    Dismiss Notice
  6. Do you hear boss music? It's the 17th Mini Mapping Contest!
    Dismiss Notice
  7. Weave light to take you to your highest hopes - the 6th Special Effect Contest is here!
    Dismiss Notice
  8. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

[RPG] Scorpion's Tail 1.2.w3x
Variables
Initialization
Melee Initialization
StartingCam
Camera Control
DaDeath
Respawn
ChestyRecoil
LuckyCoincide
LearnLuckyCoincide1
DawnsHeat
GiganticSmash
GiganticSmashLevelUp
TharenBlood
SafeRegion1
CinematicsSkipz
SafeRegion2
Angelflare
Backpackmove
WeaponGain
WeaponLose
ArmorGain
ArmorLose
HAI
Thunderstruck
ReachOfAbyss
Godspeed
DemonWithin
Soul Eater
BackPackHealing
City
TurnToCaverns
TurnToCavernsSkipped
TurnToCavernsDone
DoneSkipped
LastQuest
LastSkipped
FirstBeachquest
FirstBeachSkipped
FirstBeachProgress
FirstBeachDone
SecondBeachQuest
SecondeachQSkipped
SecondBeachProgress
SecondBeachQuestDone
ThirdBeachQuest
ThirdSkipped
ThirdBeachProgress
ThirdBeachQuestDone
Caverns
Pedestal
RogPsst
ExplorerStart
ExplorerSkipped
ExplorerFind
ExplorerFindSkipped
ReturnToRog
ToCaverns
FromCaverns
CavernsDarkness1
CavernsDarkness2
CavernsDarkness3
CavernsDarkness3 Copy
CavernsNoDarkness1
CavernsNoDarkness2
CavernsNoDarkness3
CavernsNoDarkness3 Copy
CaverrnsLightsOn
NearVein
NearVein Copy
NearVein Copy 2
NearVein Copy 3
FlareFound
NagaRuins
LarsineFound
LarsineSkipped
HarvestPicked
LarsineReturn
TurnToForest
TurnToForest Skipped
Runebooks Picked
Runebooks Picked Copy
ReturnToElves
ToElvesSkipped
AngelflareStart
AngelSkipped
Forest
DeepForest
TessQ
TessSkipped
FlingerDead
TessDone
DeepForestExit
FrostbringerAttack
Volcano
MountainMusic
MountainMusicStop
Enter LastBoss
ExitLastBoss
StatueOfHonor
StatueOfHonor Death
LastEnter
STtripSkipped
StTrip
Adventurer
Adventurer2
AdventurerAttacked
TailFound
TailFound Copy
Murlox
DemonOrbFound
DemonSkipped
HeatinFound
HeatinFound Copy
Orbfound
Orbfound Copy
Orefound
Orefound Copy
Smithfound
Smithskipped
Allitems
Shieldz
LastBossTrip
EnteringLastBoss
ItsaTRAP
Yell
Yell2
Yell3
Yell4
RagnikDie
Yell5
Yell6
Yell7
Yell8
Victory
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
A_CavernReq questitem No
A_MainQuestCaverns quest No
A_Ragnik_NotDie_Copy defeatcondition No
A_Shelter questitem No
A_Tharen_NotDie defeatcondition No
AA_BeachQuestLine integer No
AB_Beachquest quest No
AB_BeachTurtles questitem No
AB_TurtleCounter integer No
AC_BeachLobsters questitem No
AC_Beachquest quest No
AC_LobsterCounter integer No
AD_Beachquest quest No
AD_GiantReQ questitem No
AE_GiantCounter integer No
B_RogQuest quest No
B_RogReq questitem No
BeachQuestExclam effect No
CA_Elves quest No
CA_ForestReq questitem No
CA_LarsineQuest quest No
CA_LarsineReq questitem No
CA_RuneTablet questitem No
CA_ToElves questitem No
CinematicsOnOff boolean No
DevilThunderExclaim effect No
F_DevilHeatingReq questitem No
F_DevilOrbReq questitem No
F_DevilOreReq questitem No
F_DevilSmithReq questitem No
F_DevilthunderQ quest No
FaridorExclaim effect No
GigaDamage integer No
GigaLevel integer No
IronVeinFound integer No
LarsineExclaim effect No
LastQuest quest No
Leak_Point location No
LuckyLevel integer No
LuckyRandom integer No
MainQuestExclam effect No
RagnikShield boolean No true
RagnikWeapon boolean No true
RogEffect effect No
TessExclaim effect No
TessQ quest No
tessQvar questitem No
X_LastQreq questitem No
X_lastQreq2 questitem No
X_lastQreq3 questitem No
Z_MurlocCounter real No
Z_MurlocKill questitem No
Z_STquest quest No
Z_stquestReq questitem No
Default melee game initialization for all players
Melee Initialization
  Events
    Map initialization
  Conditions
  Actions
    Environment - Set sky to Lordaeron Fall Sky
    Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Heavy)
    Unit - Change color of Tharen 0123 <gen> to Yellow
    Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Set (Picked unit) acquisition range to 150.00)
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units of type Survivor) and do (Make Player 1 (Red) Heroes gain 80.00% experience from future kills)
    Unit Group - Pick every unit in (Units of type Backpack) and do (Disable experience gain for (Picked unit).)
    Destructible - Make Elven Gate 2689 <gen> Invulnerable
    Destructible - Make Barricade 0693 <gen> Invulnerable
    Destructible - Make Ruined Gate 1784 <gen> Invulnerable
    Destructible - Kill Stone Ramp 1375 <gen>
    Destructible - Kill Stone Ramp 1775 <gen>
    Destructible - Kill Stone Ramp 1374 <gen>
    Destructible - Make Barricade 0692 <gen> Invulnerable
    Destructible - Make Barricade 0691 <gen> Invulnerable
    Destructible - Make Rock Chunks 1753 <gen> Invulnerable
    Destructible - Make Rock Chunks 1755 <gen> Invulnerable
    Destructible - Make Rock Chunks 1754 <gen> Invulnerable
    Melee Game - Use melee time of day (for all players)
    Melee Game - Run melee AI scripts (for computer players)
    Unit - Order Villager 0003 <gen> to Attack.Villager 0002 <gen>
    Unit - Order Villager 0002 <gen> to Attack.Villager 0003 <gen>
    Unit - Order Villager 0046 <gen> to Harvest.Ruins Tree Wall 0771 <gen>
    Unit - Order Villager 0045 <gen> to Harvest.Ruins Tree Wall 0770 <gen>
    Animation - Play Villager 0046 <gen>'s Stand Work (animationname) animation
    Animation - Play Villager 0045 <gen>'s Stand Work (animationname) animation
    Animation - Play Villager 0014 <gen>'s Stand Work (animationname) animation
    Animation - Play Villager 0013 <gen>'s Stand Work (animationname) animation
    Animation - Play Villager 0012 <gen>'s Stand Work (animationname) animation
    Animation - Play Villager 0016 <gen>'s Stand Work (animationname) animation
    Animation - Play Villager 0015 <gen>'s Stand Work (animationname) animation
    Environment - Create at CA_MoonLight <gen> the weather effect Rays Of Moonlight
    Destructible - Open Demonic Gate 3839 <gen>
    Destructible - Make Demonic Gate 3839 <gen> Invulnerable
    Destructible - Make Demonic Gate 3841 <gen> Invulnerable
    Unit - Pause Steel Statue 0090 <gen>
    Unit - Pause Survivor 0047 <gen>
    Unit - Pause Tharen 0123 <gen>
    Unit - Make Steel Statue 0090 <gen> Invulnerable
    Item - Hide gg_item_I00I_0204
StartingCam
  Events
    Time - Elapsed game time is 0.70 seconds
  Conditions
  Actions
    Sound - Play Comradeship <gen>
    Item - Hide gg_item_I00A_0214
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Cinematic - Fade in over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - .Apply. gg_cam_AA_StartingCam1 for Player 1 (Red) over 0 seconds
    Cinematic - Send transmission to (All players) from No unit named Storyteller: Play No sound and display Your ship got wrecked in a storm.... Modify duration: Add 6.50 seconds and Wait
    Camera - .Apply. gg_cam_AA_StartingCam2 for Player 1 (Red) over 8.00 seconds
    Cinematic - Send transmission to (All players) from No unit named Storyteller: Play No sound and display After swimming to the shore with only one other survivor, you are determined on surviving at any cost.. Modify duration: Add 8.00 seconds and Wait
    Wait 6.00 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Trigger - Turn on Camera_Control <gen>
    Unit - Unpause Survivor 0047 <gen>
    Unit - Unpause Tharen 0123 <gen>
    Quest - Create a Required quest titled Find a Shelter with the description Your friend got badly wounded in the shipwreck. You need to help him find a safe place to rest and heal his wounds., using icon path ReplaceableTextures\CommandButtons\BTNGoldMine.blp
    Quest - Create a quest requirement for (Last created quest) with the description Find a safe place for Tharen
    Set VariableSet A_Shelter = (Last created quest requirement)
    Quest - Create a defeat condition with the description Rangik must not die.
    Set VariableSet A_Ragnik_NotDie_Copy = (Last created defeat condition)
    Quest - Create a defeat condition with the description Tharen must not die.
    Set VariableSet A_Tharen_NotDie = (Last created defeat condition)
    Quest - Display to (All players) the Quest Discovered message: Quest Discovered: Find a Shelter
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Muran the Trapper 0125 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Set VariableSet BeachQuestExclam = (Last created special effect)
Camera Control
  Events
    Time - Every 0.30 seconds of game time
  Conditions
  Actions
    Camera - Lock camera target for Player 1 (Red) to Survivor 0047 <gen>, offset by (0, 0) using Default rotation
    Camera - Change camera smoothing factor to 0.50
    Unit - Set life of Backpack 0221 <gen> to 100.00
DaDeath
  Events
    Unit - A unit owned by Player 1 (Red).Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Survivor
        (Unit-type of (Triggering unit)) Equal to Survivor
        (Unit-type of (Triggering unit)) Equal to Tharen
  Actions
    Wait 3.00 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat!
Respawn
  Events
    Unit - A unit Dies
  Conditions
    ((Triggering unit) is in (Units owned by Neutral Hostile.).) Equal to True
  Actions
    Wait 100.00 seconds
    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 Spider Crab Shorecrawler
            (Unit-type of (Triggering unit)) Equal to Spider Crab Limbripper
            (Unit-type of (Triggering unit)) Equal to Spider
            (Unit-type of (Triggering unit)) Equal to Timber Wolf
            (Unit-type of (Triggering unit)) Equal to Mud Golem
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 4) Equal to 1
          Then - Actions
            Set VariableSet Leak_Point = (Random point in Strandspawn2 <gen>)
            Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
            Custom script: call RemoveLocation (udg_Leak_Point)
          Else - Actions
            Set VariableSet Leak_Point = (Random point in Strandspawn1 <gen>)
            Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
            Custom script: call RemoveLocation (udg_Leak_Point)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Gnoll
            (Unit-type of (Triggering unit)) Equal to Gnoll Brute
            (Unit-type of (Triggering unit)) Equal to Gnoll Warden
      Then - Actions
        Set VariableSet Leak_Point = (Random point in GnollSpawn <gen>)
        Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
        Custom script: call RemoveLocation (udg_Leak_Point)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Dark Troll High Priest
            (Unit-type of (Triggering unit)) Equal to Dark Troll Berserker
      Then - Actions
        Set VariableSet Leak_Point = (Random point in DarkTrollSpawn <gen>)
        Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
        Custom script: call RemoveLocation (udg_Leak_Point)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Sea Turtle
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 2) Equal to 1
          Then - Actions
            Set VariableSet Leak_Point = (Random point in TurtleRespawn1 <gen>)
            Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
            Custom script: call RemoveLocation (udg_Leak_Point)
          Else - Actions
            Set VariableSet Leak_Point = (Random point in Turtlespawn <gen>)
            Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
            Custom script: call RemoveLocation (udg_Leak_Point)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Giant Wolf
            (Unit-type of (Triggering unit)) Equal to Jungle Stalker
            (Unit-type of (Triggering unit)) Equal to Forest Troll Berserker
            (Unit-type of (Triggering unit)) Equal to Forest Troll High Priest
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 2) Equal to 1
          Then - Actions
            Set VariableSet Leak_Point = (Random point in RespawnRegion <gen>)
            Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
            Custom script: call RemoveLocation (udg_Leak_Point)
          Else - Actions
            Set VariableSet Leak_Point = (Random point in Respawn2 <gen>)
            Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
            Custom script: call RemoveLocation (udg_Leak_Point)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Furbolg Shaman
            (Unit-type of (Triggering unit)) Equal to Furbolg Tracker
      Then - Actions
        Set VariableSet Leak_Point = (Random point in FurbolgSpawn <gen>)
        Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
        Custom script: call RemoveLocation (udg_Leak_Point)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Shadow of the Forest
      Then - Actions
        Set VariableSet Leak_Point = (Random point in ShadowSpawn <gen>)
        Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
        Custom script: call RemoveLocation (udg_Leak_Point)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Brood Mother
            (Unit-type of (Triggering unit)) Equal to Berserk Wildkin
      Then - Actions
        Set VariableSet Leak_Point = (Random point in WoodlandSpawn <gen>)
        Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
        Custom script: call RemoveLocation (udg_Leak_Point)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Dead Coldbringer Servant
            (Unit-type of (Triggering unit)) Equal to Dead Coldbringer Slave
      Then - Actions
        Set VariableSet Leak_Point = (Random point in MountainSpawn <gen>)
        Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
        Custom script: call RemoveLocation (udg_Leak_Point)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Lobster of the Seas
            (Unit-type of (Triggering unit)) Equal to Lobster of the Tides
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 2) Equal to 1
          Then - Actions
            Set VariableSet Leak_Point = (Random point in Lobster1 <gen>)
            Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
            Custom script: call RemoveLocation (udg_Leak_Point)
          Else - Actions
            Set VariableSet Leak_Point = (Random point in Lobster2 <gen>)
            Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
            Custom script: call RemoveLocation (udg_Leak_Point)
            Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Sea Giant Hunter
      Then - Actions
        Set VariableSet Leak_Point = (Random point in Giantspawn <gen>)
        Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
        Custom script: call RemoveLocation (udg_Leak_Point)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Triggering unit)) Equal to Gnoll Deathhunter
            (Unit-type of (Triggering unit)) Equal to Gnoll Fleshseeker
      Then - Actions
        Set VariableSet Leak_Point = (Random point in DeathGnollRegion <gen>)
        Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
        Custom script: call RemoveLocation (udg_Leak_Point)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Sea Giant Behemoth
        (Unit-type of (Triggering unit)) Equal to Lobster of the Depths
        (Unit-type of (Triggering unit)) Equal to Furbolg Tribe Leader
        (Unit-type of (Triggering unit)) Equal to Coldbringer Skeleton
        (Unit-type of (Triggering unit)) Equal to Furbolg
        (Unit-type of (Triggering unit)) Equal to Granite Golem
        (Unit-type of (Triggering unit)) Equal to Gnoll Overseer
      Then - Actions
        Set VariableSet Leak_Point = (Position of (Triggering unit))
        Unit - Create 1.(Unit-type of (Triggering unit)) for Neutral Hostile at Leak_Point facing Default building facing degrees
        Custom script: call RemoveLocation (udg_Leak_Point)
      Else - Actions
ChestyRecoil
  Events
    Unit - A unit Is attacked
  Conditions
    (Attacked unit) Equal to (Random unit from (Units of type Mysterious Chest))
  Actions
    Unit - Cause Survivor 0047 <gen> to damage (Attacking unit), dealing 10.00 damage of attack type Chaos and damage type Normal
    Wait 1.00 seconds
    Unit - Cause Survivor 0047 <gen> to damage (Attacking unit), dealing 10.00 damage of attack type Chaos and damage type Normal
    Wait 1.00 seconds
    Unit - Cause Survivor 0047 <gen> to damage (Attacking unit), dealing 10.00 damage of attack type Chaos and damage type Normal
    Wait 1.00 seconds
    Unit - Cause Survivor 0047 <gen> to damage (Attacking unit), dealing 10.00 damage of attack type Chaos and damage type Normal
    Wait 1.00 seconds
    Unit - Cause Survivor 0047 <gen> to damage (Attacking unit), dealing 10.00 damage of attack type Chaos and damage type Normal
LuckyCoincide
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacking unit)) Equal to Survivor
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LuckyLevel Equal to 1
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 20) Equal to 1
          Then - Actions
            Trigger - Turn off (This trigger)
            Set VariableSet Leak_Point = (Position of Survivor 0047 <gen>)
            Unit - Create 1.Turtle for Player 1 (Red) at Leak_Point facing Default building facing degrees
            Custom script: call RemoveLocation (udg_Leak_Point)
            Hero - Set (Last created unit) Hero-level to 3, Hide level-up graphics
            Hero - Disable experience gain for (Last created unit).
            Hero - Learn skill for (Last created unit): Taunt
            Floating Text - Create floating text that reads It seems that l'm lost, once again... above (Random unit from (Units of type Turtle)) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the fading age of (Last created floating text) to 6.00 seconds
            Floating Text - Change the lifespan of (Last created floating text) to 7.00 seconds
            Wait 20.00 seconds
            Floating Text - Create floating text that reads Torta, where are you? above (Random unit from (Units of type Turtle)) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
            Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
            Floating Text - Change (Last created floating text): Disable permanence
            Floating Text - Change the fading age of (Last created floating text) to 6.00 seconds
            Floating Text - Change the lifespan of (Last created floating text) to 7.00 seconds
            Unit - Remove (Random unit from (Units of type Turtle)) from the game
            Wait 20.00 seconds
            Trigger - Turn on (This trigger)
          Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LuckyLevel Equal to 2
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 20) Equal to 1
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Random integer number between 1 and 2) Equal to 1
              Then - Actions
                Trigger - Turn off (This trigger)
                Set VariableSet Leak_Point = (Position of Survivor 0047 <gen>)
                Unit - Create 1.Placeholder for Player 1 (Red) at Leak_Point facing Default building facing degrees
                Custom script: call RemoveLocation (udg_Leak_Point)
                Hero - Set (Last created unit) Hero-level to 7, Hide level-up graphics
                Hero - Disable experience gain for (Last created unit).
                Hero - Learn skill for (Last created unit): Fire Blast
                Hero - Learn skill for (Last created unit): Taunt
                Hero - Learn skill for (Last created unit): Human Blood Mage - Flame Strike
                Floating Text - Create floating text that reads I'm here for the main charac....Ohh... above (Random unit from (Units of type Placeholder)) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
                Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the fading age of (Last created floating text) to 8.00 seconds
                Floating Text - Change the lifespan of (Last created floating text) to 9.00 seconds
                Wait 40.00 seconds
                Floating Text - Create floating text that reads I wonder how it feels like, to be deleted? above (Random unit from (Units of type Placeholder)) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
                Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the fading age of (Last created floating text) to 8.00 seconds
                Floating Text - Change the lifespan of (Last created floating text) to 9.00 seconds
                Unit - Remove (Random unit from (Units of type Placeholder)) from the game
                Wait 20.00 seconds
                Trigger - Turn on (This trigger)
              Else - Actions
                Trigger - Turn off (This trigger)
                Set VariableSet Leak_Point = (Position of Survivor 0047 <gen>)
                Unit - Create 1.Mysterious Chest for Player 1 (Red) at Leak_Point facing Default building facing degrees
                Custom script: call RemoveLocation (udg_Leak_Point)
                Hero - Set (Last created unit) Hero-level to 7, Hide level-up graphics
                Hero - Disable experience gain for (Last created unit).
                Hero - Learn skill for (Last created unit): Taunt
                Hero - Learn skill for (Last created unit): Twisted Mind
                Hero - Learn skill for (Last created unit): Night Elf Warden - Blink
                Hero - Learn skill for (Last created unit): Reinforced Chest
                Floating Text - Create floating text that reads Will you be my new super-best friend? above (Random unit from (Units of type Mysterious Chest)) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
                Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the fading age of (Last created floating text) to 6.00 seconds
                Floating Text - Change the lifespan of (Last created floating text) to 7.00 seconds
                Wait 40.00 seconds
                Floating Text - Create floating text that reads ...You break my heart with actions like that... above (Random unit from (Units of type Mysterious Chest)) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
                Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the fading age of (Last created floating text) to 8.00 seconds
                Floating Text - Change the lifespan of (Last created floating text) to 9.00 seconds
                Unit - Remove (Random unit from (Units of type Mysterious Chest)) from the game
                Wait 20.00 seconds
                Trigger - Turn on (This trigger)
          Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LuckyLevel Equal to 3
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Random integer number between 1 and 10) Equal to 1
          Then - Actions
            Set VariableSet LuckyRandom = (Random integer number between 1 and 2)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                LuckyRandom Equal to 1
              Then - Actions
                Trigger - Turn off (This trigger)
                Set VariableSet Leak_Point = (Position of Survivor 0047 <gen>)
                Unit - Create 1.Henrik for Player 1 (Red) at Leak_Point facing Default building facing degrees
                Custom script: call RemoveLocation (udg_Leak_Point)
                Hero - Set (Last created unit) Hero-level to 9, Hide level-up graphics
                Hero - Disable experience gain for (Last created unit).
                Floating Text - Create floating text that reads I think l got a quest around here... above (Random unit from (Units of type Henrik)) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
                Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the fading age of (Last created floating text) to 8.00 seconds
                Floating Text - Change the lifespan of (Last created floating text) to 9.00 seconds
                Wait 60.00 seconds
                Floating Text - Create floating text that reads Quest complete, bye! above (Random unit from (Units of type Henrik)) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
                Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the fading age of (Last created floating text) to 8.00 seconds
                Floating Text - Change the lifespan of (Last created floating text) to 9.00 seconds
                Unit - Remove (Random unit from (Units of type Henrik)) from the game
                Wait 20.00 seconds
                Trigger - Turn on (This trigger)
              Else - Actions
                Trigger - Turn off (This trigger)
                Set VariableSet Leak_Point = (Position of Survivor 0047 <gen>)
                Unit - Create 1.Feran Flakfire for Player 1 (Red) at Leak_Point facing Default building facing degrees
                Custom script: call RemoveLocation (udg_Leak_Point)
                Hero - Set (Last created unit) Hero-level to 9, Hide level-up graphics
                Hero - Disable experience gain for (Last created unit).
                Floating Text - Create floating text that reads Ach, l hope we'll finish this! above (Random unit from (Units of type Feran Flakfire)) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
                Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the fading age of (Last created floating text) to 8.00 seconds
                Floating Text - Change the lifespan of (Last created floating text) to 9.00 seconds
                Wait 60.00 seconds
                Floating Text - Create floating text that reads We did it, m'fella, we did it! above (Random unit from (Units of type Feran Flakfire)) with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
                Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
                Floating Text - Change (Last created floating text): Disable permanence
                Floating Text - Change the fading age of (Last created floating text) to 8.00 seconds
                Floating Text - Change the lifespan of (Last created floating text) to 9.00 seconds
                Unit - Remove (Random unit from (Units of type Feran Flakfire)) from the game
                Wait 20.00 seconds
                Trigger - Turn on (This trigger)
          Else - Actions
      Else - Actions
LearnLuckyCoincide1
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Lucky Coincidence
  Actions
    Set VariableSet LuckyLevel = (LuckyLevel + 1)
DawnsHeat
  Events
    Unit - A unit Is attacked
  Conditions
    (((Attacking unit) is A Hero) Equal to True) and ((Survivor 0047 <gen> has an item of type Dawn's Heat) Equal to True)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 1 and 8) Equal to 1
      Then - Actions
        Unit - Make Survivor 0047 <gen> Invulnerable
        Set VariableSet Leak_Point = (Position of Survivor 0047 <gen>)
        Unit - Cause Survivor 0047 <gen> to damage circular area after 0 seconds of radius 250.00 at Leak_Point, dealing 100 damage of attack type Hero and damage type Fire
        Unit - Make Survivor 0047 <gen> Vulnerable
        Special Effect - Create a special effect at Leak_Point using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation (udg_Leak_Point)
        Floating Text - Create floating text that reads Firebloom above Survivor 0047 <gen> with Z offset 0, using font size 10, color (100%, 15.00%, 15.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
        Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
        Trigger - Turn off (This trigger)
        Wait 8.00 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
GiganticSmash
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Gigantic Smash
  Actions
    Set VariableSet Leak_Point = (Target point of ability being cast)
    Environment - Create a 1.00 second Normal ripple deformation at Leak_Point with starting radius 1024, ending radius 1024, and depth 64, using 1 second ripples spaced 512 apart
    Custom script: call RemoveLocation (udg_Leak_Point)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GigaLevel Equal to 1
      Then - Actions
        Set VariableSet GigaDamage = ((Strength of Survivor 0047 <gen> (Exclude bonuses)) x 4)
        Unit - Cause Survivor 0047 <gen> to damage (Target unit of ability being cast), dealing (Real(GigaDamage)) damage of attack type Hero and damage type Normal
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GigaLevel Equal to 2
      Then - Actions
        Set VariableSet GigaDamage = ((Strength of Survivor 0047 <gen> (Exclude bonuses)) x 5)
        Unit - Cause Survivor 0047 <gen> to damage (Target unit of ability being cast), dealing (Real(GigaDamage)) damage of attack type Hero and damage type Normal
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GigaLevel Equal to 3
      Then - Actions
        Set VariableSet GigaDamage = ((Strength of Survivor 0047 <gen> (Exclude bonuses)) x 6)
        Unit - Cause Survivor 0047 <gen> to damage (Target unit of ability being cast), dealing (Real(GigaDamage)) damage of attack type Hero and damage type Normal
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GigaLevel Equal to 4
      Then - Actions
        Set VariableSet GigaDamage = ((Strength of Survivor 0047 <gen> (Exclude bonuses)) x 7)
        Unit - Cause Survivor 0047 <gen> to damage (Target unit of ability being cast), dealing (Real(GigaDamage)) damage of attack type Hero and damage type Normal
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GigaLevel Equal to 5
      Then - Actions
        Set VariableSet GigaDamage = ((Strength of Survivor 0047 <gen> (Exclude bonuses)) x 8)
        Unit - Cause Survivor 0047 <gen> to damage (Target unit of ability being cast), dealing (Real(GigaDamage)) damage of attack type Hero and damage type Normal
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GigaLevel Equal to 6
      Then - Actions
        Set VariableSet GigaDamage = ((Strength of Survivor 0047 <gen> (Exclude bonuses)) x 10)
        Unit - Cause Survivor 0047 <gen> to damage (Target unit of ability being cast), dealing (Real(GigaDamage)) damage of attack type Hero and damage type Normal
      Else - Actions
GiganticSmashLevelUp
  Events
    Unit - A unit Learns a skill
  Conditions
    (Learned Hero Skill) Equal to Gigantic Smash
  Actions
    Set VariableSet GigaLevel = (GigaLevel + 1)
TharenBlood
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of Tharen 0123 <gen> using Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl
    Special Effect - Destroy (Last created special effect)
SafeRegion1
  Events
    Unit - A unit enters AASafeRegion3 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Neutral Hostile
  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 Sea Turtle
            (Unit-type of (Triggering unit)) Equal to Giant Sea Turtle
      Then - Actions
        Set VariableSet Leak_Point = (Random point in Turtlespawn <gen>)
        Unit - Move (Triggering unit) instantly to Leak_Point
        Custom script: call RemoveLocation (udg_Leak_Point)
        Unit - Kill (Triggering unit)
      Else - Actions
        Set VariableSet Leak_Point = (Random point in AA_RespawnRegion <gen>)
        Unit - Move (Triggering unit) instantly to Leak_Point
        Custom script: call RemoveLocation (udg_Leak_Point)
        Unit - Kill (Triggering unit)
CinematicsSkipz
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
  Actions
    Set VariableSet CinematicsOnOff = False
SafeRegion2
  Events
    Unit - A unit enters AASafeRegion3 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Neutral Hostile
  Actions
    Set VariableSet Leak_Point = (Random point in RespawnRegion <gen>)
    Unit - Move (Triggering unit) instantly to Leak_Point
    Custom script: call RemoveLocation (udg_Leak_Point)
    Unit - Kill (Triggering unit)
Angelflare
  Events
    Unit - A unit Is attacked
  Conditions
    (Survivor 0047 <gen> has an item of type Angelflare) Equal to True
    (Attacking unit) Equal to Survivor 0047 <gen>
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 1 and 20) Equal to 1
      Then - Actions
        Set VariableSet Leak_Point = (Position of (Triggering unit))
        Special Effect - Create a special effect at Leak_Point using Abilities\Spells\Other\Awaken\Awaken.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Set life of (Attacking unit) to ((Life of (Attacking unit)) + 300.00)
        Custom script: call RemoveLocation (udg_Leak_Point)
        Floating Text - Create floating text that reads Grace of the Gods above Survivor 0047 <gen> with Z offset 0, using font size 13.00, color (15.00%, 100.00%, 100.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
        Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      Else - Actions
Backpackmove
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    Set VariableSet Leak_Point = (Position of Survivor 0047 <gen>)
    Unit - Move Backpack 0221 <gen> instantly to Leak_Point
    Custom script: call RemoveLocation (udg_Leak_Point)
WeaponGain
  Events
    Unit - Survivor 0047 <gen> Acquires an item
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Item-type of (Item being manipulated)) Equal to Iron Longsword
        (Item-type of (Item being manipulated)) Equal to Iron Sabre
        (Item-type of (Item being manipulated)) Equal to Iron Rapier
        (Item-type of (Item being manipulated)) Equal to Steel Rapier
        (Item-type of (Item being manipulated)) Equal to Steel Sabre
        (Item-type of (Item being manipulated)) Equal to Steel Longsword
        (Item-type of (Item being manipulated)) Equal to Angelflare
        (Item-type of (Item being manipulated)) Equal to Poison Blade
        (Item-type of (Item being manipulated)) Equal to Dawn's Heat
        (Item-type of (Item being manipulated)) Equal to Devil's Thunder
        (Item-type of (Item being manipulated)) Equal to Iceheart
        (Item-type of (Item being manipulated)) Equal to Scorpion's Tail
        (Item-type of (Item being manipulated)) Equal to The Streamrunner
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RagnikWeapon Equal to True
      Then - Actions
        Set VariableSet Leak_Point = (Position of Survivor 0047 <gen>)
        Item - Move (Item being manipulated) to Leak_Point
        Floating Text - Create floating text that reads I am already wearing a weapon. above Survivor 0047 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 13.00 towards (Random real number between 0 and 360.00) degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 6.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 5.00 seconds
      Else - Actions
    Set VariableSet RagnikWeapon = True
WeaponLose
  Events
    Unit - Survivor 0047 <gen> Loses an item
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Item-type of (Item being manipulated)) Equal to Iron Longsword
        (Item-type of (Item being manipulated)) Equal to Iron Sabre
        (Item-type of (Item being manipulated)) Equal to Iron Rapier
        (Item-type of (Item being manipulated)) Equal to Steel Rapier
        (Item-type of (Item being manipulated)) Equal to Steel Sabre
        (Item-type of (Item being manipulated)) Equal to Steel Longsword
        (Item-type of (Item being manipulated)) Equal to Angelflare
        (Item-type of (Item being manipulated)) Equal to Poison Blade
        (Item-type of (Item being manipulated)) Equal to Dawn's Heat
        (Item-type of (Item being manipulated)) Equal to Devil's Thunder
        (Item-type of (Item being manipulated)) Equal to Iceheart
        (Item-type of (Item being manipulated)) Equal to Scorpion's Tail
        (Item-type of (Item being manipulated)) Equal to The Streamrunner
  Actions
    Set VariableSet RagnikWeapon = False
ArmorGain
  Events
    Unit - Survivor 0047 <gen> Acquires an item
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Item-type of (Item being manipulated)) Equal to Corrupted Shield
        (Item-type of (Item being manipulated)) Equal to Iron Buckler
        (Item-type of (Item being manipulated)) Equal to Iron Shield
        (Item-type of (Item being manipulated)) Equal to Iron Bulwark
        (Item-type of (Item being manipulated)) Equal to Steel Buckler
        (Item-type of (Item being manipulated)) Equal to Steel Bulwark
        (Item-type of (Item being manipulated)) Equal to Steel Shield
        (Item-type of (Item being manipulated)) Equal to Enchanted Shield
        (Item-type of (Item being manipulated)) Equal to Murans Spiked Shield
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RagnikShield Equal to True
      Then - Actions
        Set VariableSet Leak_Point = (Position of Survivor 0047 <gen>)
        Item - Move (Item being manipulated) to Leak_Point
        Floating Text - Create floating text that reads I am already wearing a shield. above Survivor 0047 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 13.00 towards (Random real number between 0 and 360.00) degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 6.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 5.00 seconds
      Else - Actions
    Set VariableSet RagnikShield = True
ArmorLose
  Events
    Unit - Survivor 0047 <gen> Loses an item
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Item-type of (Item being manipulated)) Equal to Corrupted Shield
        (Item-type of (Item being manipulated)) Equal to Iron Buckler
        (Item-type of (Item being manipulated)) Equal to Iron Shield
        (Item-type of (Item being manipulated)) Equal to Iron Bulwark
        (Item-type of (Item being manipulated)) Equal to Steel Buckler
        (Item-type of (Item being manipulated)) Equal to Steel Bulwark
        (Item-type of (Item being manipulated)) Equal to Steel Shield
        (Item-type of (Item being manipulated)) Equal to Enchanted Shield
        (Item-type of (Item being manipulated)) Equal to Murans Spiked Shield
  Actions
    Set VariableSet RagnikShield = False
HAI
  Events
    Unit - A unit Is attacked
  Conditions
    ((Attacking unit) is in (Units of type Henrik).) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 1 and 10) Equal to 1
      Then - Actions
        Floating Text - Create floating text that reads HAI above (Random unit from (Units of type Henrik)) with Z offset 0, using font size 20.00, color (100%, 100%, 100%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the fading age of (Last created floating text) to 8.00 seconds
        Floating Text - Change the lifespan of (Last created floating text) to 9.00 seconds
        Unit - Cause Survivor 0047 <gen> to damage (Triggering unit), dealing 300.00 damage of attack type Normal and damage type Normal
      Else - Actions
Thunderstruck
  Events
    Unit - A unit Is attacked
  Conditions
    (Survivor 0047 <gen> has an item of type Devil's Thunder) Equal to True
    (Attacking unit) Equal to Survivor 0047 <gen>
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 1 and 30) Equal to 1
      Then - Actions
        Set VariableSet Leak_Point = (Position of (Triggering unit))
        Special Effect - Create a special effect at Leak_Point using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at Leak_Point using Doodads\Cinematic\Lightningbolt\Lightningbolt.mdl
        Unit - Cause Survivor 0047 <gen> to damage (Triggering unit), dealing 250.00 damage of attack type Spells and damage type Lightning
        Wait 0.29 seconds
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation (udg_Leak_Point)
        Floating Text - Create floating text that reads Thunderstruck above Survivor 0047 <gen> with Z offset 0, using font size 13.00, color (15.00%, 15.00%, 100.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
        Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      Else - Actions
ReachOfAbyss
  Events
    Unit - A unit Is attacked
  Conditions
    (Survivor 0047 <gen> has an item of type Devil's Thunder) Equal to True
    (Attacking unit) Equal to Survivor 0047 <gen>
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 1 and 30) Equal to 1
      Then - Actions
        Set VariableSet Leak_Point = (Position of (Triggering unit))
        Special Effect - Create a special effect at Leak_Point using Abilities\Spells\Items\AIso\AIsoTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation (udg_Leak_Point)
        Floating Text - Create floating text that reads Reach of Abyss above Survivor 0047 <gen> with Z offset 0, using font size 13.00, color (5.00%, 5.00%, 5.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
        Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
        Unit - Cause Survivor 0047 <gen> to damage (Triggering unit), dealing 30.00 damage of attack type Spells and damage type Normal
        Unit - Set (Triggering unit) movement speed to 100.00
        Wait 1.00 seconds
        Unit - Cause Survivor 0047 <gen> to damage (Triggering unit), dealing 30.00 damage of attack type Spells and damage type Normal
        Wait 1.00 seconds
        Unit - Cause Survivor 0047 <gen> to damage (Triggering unit), dealing 30.00 damage of attack type Spells and damage type Normal
        Wait 1.00 seconds
        Unit - Cause Survivor 0047 <gen> to damage (Triggering unit), dealing 30.00 damage of attack type Spells and damage type Normal
        Wait 1.00 seconds
        Unit - Cause Survivor 0047 <gen> to damage (Triggering unit), dealing 30.00 damage of attack type Spells and damage type Normal
        Wait 1.00 seconds
        Unit - Cause Survivor 0047 <gen> to damage (Triggering unit), dealing 30.00 damage of attack type Spells and damage type Normal
        Wait 1.00 seconds
        Unit - Cause Survivor 0047 <gen> to damage (Triggering unit), dealing 30.00 damage of attack type Spells and damage type Normal
        Wait 1.00 seconds
        Unit - Cause Survivor 0047 <gen> to damage (Triggering unit), dealing 30.00 damage of attack type Spells and damage type Normal
        Wait 1.00 seconds
        Unit - Cause Survivor 0047 <gen> to damage (Triggering unit), dealing 30.00 damage of attack type Spells and damage type Normal
        Wait 1.00 seconds
        Unit - Cause Survivor 0047 <gen> to damage (Triggering unit), dealing 30.00 damage of attack type Spells and damage type Normal
        Unit - Set (Triggering unit) movement speed to (Default movement speed of (Triggering unit))
      Else - Actions
Godspeed
  Events
    Time - Every 4.00 seconds of game time
  Conditions
    (Survivor 0047 <gen> has an item of type Devil's Thunder) Equal to True
    (Attacking unit) Equal to Survivor 0047 <gen>
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 1 and 15) Equal to 1
      Then - Actions
        Set VariableSet Leak_Point = (Position of (Triggering unit))
        Special Effect - Create a special effect at Leak_Point using Abilities\Spells\Items\SpellShieldAmulet\SpellShieldCaster.mdl
        Custom script: call RemoveLocation (udg_Leak_Point)
        Special Effect - Destroy (Last created special effect)
        Unit - Set Survivor 0047 <gen> movement speed to 560.00
        Floating Text - Create floating text that reads Godspeed above Survivor 0047 <gen> with Z offset 0, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
        Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
        Wait 10.00 seconds
      Else - Actions
DemonWithin
  Events
    Unit - A unit Is attacked
  Conditions
    (Survivor 0047 <gen> has an item of type Devil's Thunder) Equal to True
    (Attacking unit) Equal to Survivor 0047 <gen>
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 1 and 80) Equal to 1
      Then - Actions
        Custom script: call SetDayNightModels( "Darkness\\DNCDungeonTerrain.mdl", "Darkness\\DNCDungeonTerrain.mdl" )
        Set VariableSet Leak_Point = (Position of Survivor 0047 <gen>)
        Unit - Create 1.The Demon Within (Male) for Neutral Passive at Leak_Point facing 270.00 degrees
        Custom script: call RemoveLocation (udg_Leak_Point)
        Animation - Play (Last created unit)'s stand (animationname) animation, using only Rare animations
        Floating Text - Create floating text that reads The Demon Within above Survivor 0047 <gen> with Z offset 0, using font size 13.00, color (5.00%, 5.00%, 5.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
        Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
        Set VariableSet Leak_Point = (Position of (Triggering unit))
        Unit - Make Survivor 0047 <gen> Invulnerable
        Unit - Cause Survivor 0047 <gen> to damage circular area after 0 seconds of radius 500 at Leak_Point, dealing 500.00 damage of attack type Spells and damage type Normal
        Unit - Make Survivor 0047 <gen> Vulnerable
        Unit - Set (Triggering unit) movement speed to 100.00
        Custom script: call RemoveLocation (udg_Leak_Point)
        Wait 5.00 seconds
        Unit - Remove (Random unit from (Units of type The Demon Within (Male))) from the game
        Custom script: call SetDayNightModels( "Environment\\DNC\\DNCFelwood\\DNCFelwoodTerrain\\DNCFelwoodTerrain.mdl", "Environment\\DNC\\DNCFelwood\\DNCFelwoodUnit\\DNCFelwoodUnit.mdl" )
      Else - Actions
Soul Eater
  Events
    Unit - A unit Dies
  Conditions
    (Survivor 0047 <gen> has an item of type Devil's Thunder) Equal to True
    (Killing unit) Equal to Survivor 0047 <gen>
  Actions
    Set VariableSet Leak_Point = (Position of Survivor 0047 <gen>)
    Special Effect - Create a special effect at Leak_Point using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation (udg_Leak_Point)
    Unit - Set life of Survivor 0047 <gen> to ((Life of Survivor 0047 <gen>) + 200.00)
    Floating Text - Create floating text that reads Soul Eater above Survivor 0047 <gen> with Z offset 0, using font size 13.00, color (5.00%, 5.00%, 100.00%), and 0% transparency
    Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
BackPackHealing
  Events
    Unit - Backpack 0221 <gen> Uses an item
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item being manipulated) Equal to (Item carried by Backpack 0221 <gen> of type Potion of Greater Healing)
      Then - Actions
        Unit - Set life of Survivor 0047 <gen> to ((Life of Survivor 0047 <gen>) + 500.00)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item being manipulated) Equal to (Item carried by Backpack 0221 <gen> of type Potion of Healing)
      Then - Actions
        Unit - Set life of Survivor 0047 <gen> to ((Life of Survivor 0047 <gen>) + 250.00)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item being manipulated) Equal to (Item carried by Backpack 0221 <gen> of type Potion of Lesser Invulnerability)
      Then - Actions
        Unit - Make Survivor 0047 <gen> Invulnerable
        Wait 7.00 seconds
        Unit - Make Survivor 0047 <gen> Vulnerable
      Else - Actions
TurnToCaverns
  Events
    Unit - A unit comes within 350.00 of Thomas the Farmer 0124 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of AA_RagnikSpotThomas <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 67.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Set VariableSet Leak_Point = (Center of AA_TharenSpotThomas <gen>)
    Unit - Move Tharen 0123 <gen> instantly to Leak_Point, facing 105.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Special Effect - Destroy MainQuestExclam
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_ThomasCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display Ohh, visitors! At our island?. Modify duration: Add 4.80 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToCavernsSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display My friend is badly wounded! He needs help!. Modify duration: Add 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToCavernsSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display I see...We will do our best to get him back in shape again. Modify duration: Add 8.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToCavernsSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Set VariableSet Leak_Point = (Position of Villager 0016 <gen>)
    Unit - Order Tharen 0123 <gen> to Move To.Leak_Point
    Custom script: call RemoveLocation (udg_Leak_Point)
    Wait 2.00 seconds
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display So...You look like a fellow with some skills with the blade.... Modify duration: Add 9.00 seconds and Wait
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_MeteorCam for Player 1 (Red) over 0.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display You see, our village is being bombarded with these gigantic molten rocks... Modify duration: Add 8.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToCavernsSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_PyrestoneCam for Player 1 (Red) over 0.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display They are coming from the volcano to the east, Pyrestone.. Modify duration: Add 8.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToCavernsSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Fade out over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_ThomasCam for Player 1 (Red) over 0.00 seconds
    Cinematic - Fade in over 1.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display None of us dares to go there as we aren't warriors by any means.. Modify duration: Add 6.50 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToCavernsSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display So would you, good sir, please help us to repair the damage they have done to our village?. Modify duration: Add 9.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToCavernsSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display Sure, l don't think l have anything better to do while waiting for Tharen anyways.. Modify duration: Add 9.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToCavernsSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display Great! There is a big mountain just a wee bit west from your landing beach.. Modify duration: Add 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToCavernsSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display Just find a few deposits of iron so we can send some miners over there to do the digging.. Modify duration: Add 11.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToCavernsSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Trigger - Run TurnToCavernsSkipped <gen> (ignoring conditions)
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
TurnToCavernsSkipped
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Change color of Pariya 0138 <gen> to Yellow
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Rog "Greenskin" 0184 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Set VariableSet RogEffect = (Last created special effect)
    Quest - Mark A_Shelter as Completed
    Quest - Mark (Last created quest) as Completed
    Quest - Destroy A_Tharen_NotDie
    Quest - Destroy A_Ragnik_NotDie_Copy
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn off TharenBlood <gen>
    Unit - Remove Tharen 0123 <gen> from the game
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Thomas the Farmer 0124 <gen> using Objects\RandomObject\RandomObject.mdl
    Set VariableSet MainQuestExclam = (Last created special effect)
    Quest - Create a Required quest titled Iron of Echo Mines with the description Thomas the Farmer has asked you to visit the Echo Mines to find some Iron Veins so they can start rebuilding their village. The Echo Mines are located west from the beach you crashed to., using icon path ReplaceableTextures\CommandButtons\BTNGatherGold.blp
    Set VariableSet A_MainQuestCaverns = (Last created quest)
    Quest - Create a quest requirement for (Last created quest) with the description Find four Iron Veins
    Set VariableSet A_CavernReq = (Last created quest requirement)
    Quest - Display to (All players) the Quest Discovered message: Quest Discovered: Iron of Echo Mines
    Destructible - Remove Rock Chunks 1753 <gen>
    Destructible - Remove Rock Chunks 1755 <gen>
    Destructible - Remove Rock Chunks 1754 <gen>
    Item - Hide gg_item_I00J_0205
    Item - Hide gg_item_I00L_0220
    Set VariableSet Leak_Point = (Position of Gnoll Warden 0180 <gen>)
    Cinematic - Ping minimap for (All players) at Leak_Point for 7.00 seconds
    Custom script: call RemoveLocation (udg_Leak_Point)
TurnToCavernsDone
  Events
    Unit - A unit comes within 256 of Thomas the Farmer 0124 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    IronVeinFound Equal to 4
  Actions
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of AA_RagnikSpotThomas <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 67.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Set VariableSet Leak_Point = (Center of AA_TharenSpotThomas <gen>)
    Special Effect - Destroy MainQuestExclam
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_ThomasCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display So you return...Did it go well?. Modify duration: Add 4.80 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run DoneSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display Yup, except that you forgot to mention that the cavern is infested with gnolls.. Modify duration: Add 8.50 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run DoneSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display Ohh...That. Modify duration: Add 3.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run DoneSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display Well, anyways, since Tharen is still in very bad shape, would you please do another favor to us?. Modify duration: Add 13.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run DoneSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display Sure, why not.. Modify duration: Add 4.60 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run DoneSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display Good. There is an elven town north of us. They are skilled spellcasters and are bound to know how to cast ward against those meteorites.. Modify duration: Add 16.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run DoneSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display Oh and, l want you to take this. Its a sword passed down generations from my ancestors. You will surely use it much better than l have.. Modify duration: Add 18.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run DoneSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display Thanks. Well, l'll be on my way then.. Modify duration: Add 4.60 seconds and Wait
    Trigger - Run DoneSkipped <gen> (ignoring conditions)
DoneSkipped
  Events
  Conditions
  Actions
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Tess 0194 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Set VariableSet TessExclaim = (Last created special effect)
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Larsine the Exiled 0150 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Set VariableSet LarsineExclaim = (Last created special effect)
    Item - Hide gg_item_gold_0217
    Item - Hide gg_item_I005_0215
    Item - Hide gg_item_I00H_0212
    Item - Hide gg_item_I003_0213
    Item - Hide gg_item_gold_0217
    Hero - Make Player 1 (Red) Heroes gain 200.00% experience from future kills
    Unit Group - Pick every unit in (Units of type Backpack) and do (Disable experience gain for (Picked unit).)
    Quest - Mark A_CavernReq as Completed
    Quest - Mark A_MainQuestCaverns as Completed
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Pariya 0138 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Set VariableSet MainQuestExclam = (Last created special effect)
    Quest - Create a Required quest titled Elves of the North with the description Thomas the Farmer has asked you to visit the Elven village which supposedly has mages skilled enough to ward off the boulders of molten lava that the human town is bombarded with. The Elven Village is located north-west from the human village., using icon path ReplaceableTextures\CommandButtons\BTNHeartOfAszune.blp
    Set VariableSet CA_Elves = (Last created quest)
    Quest - Create a quest requirement for (Last created quest) with the description Find the Elven village and ask for help
    Set VariableSet CA_ToElves = (Last created quest requirement)
    Quest - Display to (All players) the Quest Discovered message: Quest Discovered: Elves of the North
    Set VariableSet Leak_Point = (Position of Survivor 0047 <gen>)
    Item - Create Dawn's Heat at Leak_Point
    Custom script: call RemoveLocation (udg_Leak_Point)
    Destructible - Remove Ruins Tree Wall 0769 <gen>
    Destructible - Remove Ruins Tree Wall 0770 <gen>
    Destructible - Remove Ruins Tree Wall 0774 <gen>
    Destructible - Remove Ruins Tree Wall 0771 <gen>
    Destructible - Remove Ruins Tree Wall 0773 <gen>
    Unit - Remove Villager 0045 <gen> from the game
    Unit - Remove Villager 0046 <gen> from the game
    Set VariableSet AA_BeachQuestLine = (AA_BeachQuestLine + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AA_BeachQuestLine Greater than or equal to 11
      Then - Actions
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Muran the Trapper 0125 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet BeachQuestExclam = (Last created special effect)
      Else - Actions
    Set VariableSet Leak_Point = (Position of Pariya 0138 <gen>)
    Cinematic - Ping minimap for (All players) at Leak_Point for 7.00 seconds
    Custom script: call RemoveLocation (udg_Leak_Point)
LastQuest
  Events
    Unit - A unit comes within 256 of Thomas the Farmer 0124 <gen>
  Conditions
    (CA_Elves is completed) Equal to True
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of AA_RagnikSpotThomas <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 67.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Set VariableSet Leak_Point = (Center of AA_TharenSpotThomas <gen>)
    Unit - Move Tharen 0123 <gen> instantly to Leak_Point, facing 105.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Special Effect - Destroy MainQuestExclam
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_ThomasCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display Our village is warded, you have our eternal gratitude. Only one more thing remains. The demon of Pyrestone.. Modify duration: Add 12.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run LastSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display But he is no weakling. Being able to summon something as gigantic as those meteorites, you should not enter unprepared.. Modify duration: Add 17.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run LastSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display Our local legend is that somewhere in the Deathwind Mountaints to the south-east is corpse of Coldbringer, a being of might nearly equal to the Demon itself.. Modify duration: Add 24.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run LastSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display From his corpse you shall retrieve the blade he carried, and with it you should be able to strike down Demon of Pyrestone.. Modify duration: Add 22.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run LastSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display I wonder why you didn't even ask if I am willing to risk my life?. Modify duration: Add 17.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run LastSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Thomas the Farmer 0124 <gen> named Thomas the Farmer: Play No sound and display I knew you would do it! Thank you!. Modify duration: Add 11.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run LastSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display Oh God.... *Sigh*. Modify duration: Add 7.00 seconds and Wait
    Trigger - Run LastSkipped <gen> (ignoring conditions)
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
LastSkipped
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Quest - Create a Required quest titled Demon of Pyrestone with the description Your last mission is to retrieve sword from Deathwind Mountains, a sword strong enough to strike down Demon of Pyrestone. You should be able to reach Deathwind Mountains by exiting the vllage from eastern exit and then taking the turn to south when you come near Pyrestone. Even though Thomas was adamant on about the sword is only thing mighty enough to kill the Demon, you can kill him with anything you want, even with your bare hands if you are feeling hardcore., using icon path ReplaceableTextures\CommandButtons\BTNDoomGuard.blp
    Set VariableSet LastQuest = (Last created quest)
    Quest - Create a quest requirement for (Last created quest) with the description Find the sword of Coldbringer
    Set VariableSet X_LastQreq = (Last created quest requirement)
    Quest - Create a quest requirement for (Last created quest) with the description Kill Demon of Pyrestone
    Set VariableSet X_lastQreq2 = (Last created quest requirement)
    Quest - Create a quest requirement for (Last created quest) with the description Using Iceheart is optional
    Set VariableSet X_lastQreq3 = (Last created quest requirement)
    Quest - Display to (All players) the Quest Discovered message: Quest Discovered: Demon of Pyrestone
    Destructible - Remove Ruins Tree Wall 0818 <gen>
    Destructible - Remove Ruins Tree Wall 0817 <gen>
    Destructible - Remove Ruins Canopy Tree 0762 <gen>
    Set VariableSet Leak_Point = (Position of Coldbringer Skeleton 0309 <gen>)
    Cinematic - Ping minimap for (All players) at Leak_Point for 7.00 seconds
    Custom script: call RemoveLocation (udg_Leak_Point)
FirstBeachquest
  Events
    Unit - A unit comes within 256 of Muran the Trapper 0125 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of AB_Trapper <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 90.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Special Effect - Destroy BeachQuestExclam
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_A_TrapperCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display Hey, laddie!. Modify duration: Add 3.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run FirstBeachSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display Yep?. Modify duration: Add 2.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run FirstBeachSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display Would you mind helping us with our... Ehh...Pest problem?. Modify duration: Add 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run FirstBeachSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display Lemme quess, giant rats. And lots of 'em.. Modify duration: Add 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run FirstBeachSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display Nope, giant turtles. And lots of 'em, as you said.. Modify duration: Add 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run FirstBeachSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display Heh, l think l could help.. Modify duration: Add 5.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run FirstBeachSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display They are located in nearby Floodplains, south from here.. Modify duration: Add 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run FirstBeachSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display It's killing time then, l s'pose.. Modify duration: Add 4.50 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run FirstBeachSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Trigger - Run FirstBeachSkipped <gen> (ignoring conditions)
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
FirstBeachSkipped
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Muran the Trapper 0125 <gen> using Objects\RandomObject\RandomObject.mdl
    Set VariableSet BeachQuestExclam = (Last created special effect)
    Quest - Create a Optional quest titled Pest Control with the description Muran the Trapper seems to have trouble with giant turtles. Just head south from his location and you should be in the turtle-infested floodplains in no time., using icon path ReplaceableTextures\CommandButtons\BTNSeaTurtleGreen.blp
    Set VariableSet AB_Beachquest = (Last created quest)
    Quest - Create a quest requirement for (Last created quest) with the description Kill 11 Giant Turtles
    Set VariableSet AB_BeachTurtles = (Last created quest requirement)
    Quest - Display to (All players) the Quest Discovered message: Quest Discovered: Pest Control
    Destructible - Remove Barricade 0691 <gen>
    Destructible - Remove Barricade 0692 <gen>
    Destructible - Remove Barricade 0693 <gen>
    Set VariableSet Leak_Point = (Position of Sea Turtle 0129 <gen>)
    Cinematic - Ping minimap for (All players) at Leak_Point for 7.00 seconds
    Custom script: call RemoveLocation (udg_Leak_Point)
FirstBeachProgress
  Events
    Unit - A unit Dies
  Conditions
    ((Unit-type of (Triggering unit)) Equal to Sea Turtle) or ((Unit-type of (Triggering unit)) Equal to Giant Sea Turtle)
  Actions
    Set VariableSet AB_TurtleCounter = (AB_TurtleCounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AB_TurtleCounter Equal to 11
      Then - Actions
        Quest - Display to (All players) the Quest Completed message: Quest Completed: Pest Control
        Quest - Mark AB_BeachTurtles as Completed
        Trigger - Turn off (This trigger)
      Else - Actions
        Game - Display to (All players) the text: ((String(AB_TurtleCounter)) + / 11 Turtles killed)
FirstBeachDone
  Events
    Unit - A unit comes within 256 of Muran the Trapper 0125 <gen>
  Conditions
    AB_TurtleCounter Equal to 11
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of AB_Trapper <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 90.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Unit - Pause Survivor 0047 <gen>
    Special Effect - Destroy BeachQuestExclam
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_A_TrapperCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display Got rid of them for good? Great work, buddy!. Modify duration: Add 7.00 seconds and Wait
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display With the turtles gone, l think l won't need this shield anymore. You can have it if you want.. Modify duration: Add 14.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Unit - Unpause Survivor 0047 <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Player - Add 50 to Player 1 (Red).Current gold
    Hero - Add 50 experience to Survivor 0047 <gen>, Hide level-up graphics
    Quest - Display to (All players) the Quest Completed message: Quest Completed: Pest Control
    Quest - Display to (All players) the Quest Completed message: Rewarded with 50 gold and 100 experience
    Quest - Mark AB_Beachquest as Completed
    Set VariableSet Leak_Point = (Position of Survivor 0047 <gen>)
    Item - Create Murans Spiked Shield at Leak_Point
    Custom script: call RemoveLocation (udg_Leak_Point)
    Set VariableSet AA_BeachQuestLine = (AA_BeachQuestLine + 10)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AA_BeachQuestLine Greater than or equal to 11
      Then - Actions
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Muran the Trapper 0125 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet BeachQuestExclam = (Last created special effect)
      Else - Actions
SecondBeachQuest
  Events
    Unit - A unit comes within 256 of Muran the Trapper 0125 <gen>
  Conditions
    (((Triggering unit) is A Hero) Equal to True) and (AA_BeachQuestLine Greater than or equal to 11)
  Actions
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of AB_Trapper <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 90.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Special Effect - Destroy BeachQuestExclam
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_A_TrapperCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display Ya, fella, l'd need your help once again!. Modify duration: Add 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run SecondeachQSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display More Giant Turtles?. Modify duration: Add 5.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run SecondeachQSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display Nope, their population is low enough. But the loss of them caused lobsters gain more to eat and now the amount of gargantuan Lobsters has increased.. Modify duration: Add 21.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run SecondeachQSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display And as you propably quessed, l want you to in there and wipe them out.. Modify duration: Add 11.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run SecondeachQSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display Okies, sounds easy enough.. Modify duration: Add 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run SecondeachQSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Trigger - Run SecondeachQSkipped <gen> (ignoring conditions)
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
SecondeachQSkipped
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Muran the Trapper 0125 <gen> using Objects\RandomObject\RandomObject.mdl
    Set VariableSet BeachQuestExclam = (Last created special effect)
    Quest - Create a Optional quest titled Pest Control, Act Two with the description After killing some of the Giant Turtles, you've made grand opening for the lobsters to reproduce. If they are not dealt with, they will become a big threat. Just head south from Muran's location and you should be in the Lobster-infested Upper Floodplains in no time., using icon path ReplaceableTextures\CommandButtons\BTNLobstrokkRed.blp
    Set VariableSet AC_Beachquest = (Last created quest)
    Quest - Create a quest requirement for (Last created quest) with the description Kill 10 Gargantuan Lobsters.
    Set VariableSet AC_BeachLobsters = (Last created quest requirement)
    Quest - Display to (All players) the Quest Discovered message: Quest Discovered: Pest Control, Act Two
    Destructible - Remove Ruins Tree Wall 4226 <gen>
    Destructible - Remove Ruins Tree Wall 4223 <gen>
    Destructible - Remove Ruins Tree Wall 4224 <gen>
    Destructible - Remove Ruins Tree Wall 4227 <gen>
    Destructible - Remove Ruins Tree Wall 4228 <gen>
    Destructible - Remove Ruins Tree Wall 4229 <gen>
    Destructible - Remove Ruins Tree Wall 4230 <gen>
    Destructible - Remove Ruins Tree Wall 4231 <gen>
    Destructible - Remove Ruins Tree Wall 4233 <gen>
    Set VariableSet Leak_Point = (Position of Lobster of the Seas 0190 <gen>)
    Cinematic - Ping minimap for (All players) at Leak_Point for 7.00 seconds
    Custom script: call RemoveLocation (udg_Leak_Point)
SecondBeachProgress
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Lobster of the Seas
        (Unit-type of (Triggering unit)) Equal to Lobster of the Tides
        (Unit-type of (Triggering unit)) Equal to Lobster of the Depths
  Actions
    Set VariableSet AC_LobsterCounter = (AC_LobsterCounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AC_LobsterCounter Equal to 10
      Then - Actions
        Quest - Display to (All players) the Quest Completed message: Quest Completed: Pest Control, Act Two
        Quest - Mark AC_BeachLobsters as Completed
        Trigger - Turn off (This trigger)
      Else - Actions
        Game - Display to (All players) the text: ((String(AC_LobsterCounter)) + / 10 Lobsters killed)
SecondBeachQuestDone
  Events
    Unit - A unit comes within 256 of Muran the Trapper 0125 <gen>
  Conditions
    AC_LobsterCounter Equal to 10
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of AB_Trapper <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 90.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Unit - Pause Survivor 0047 <gen>
    Special Effect - Destroy BeachQuestExclam
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_A_TrapperCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display Once again, great work, me matey.. Modify duration: Add 8.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Unit - Unpause Survivor 0047 <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Player - Add 300 to Player 1 (Red).Current gold
    Hero - Add 200 experience to Survivor 0047 <gen>, Hide level-up graphics
    Quest - Display to (All players) the Quest Completed message: Quest Completed: Pest Control, Act Two
    Quest - Display to (All players) the Quest Completed message: Rewarded with 300 gold and 200 experience
    Quest - Mark AC_Beachquest as Completed
    Set VariableSet AA_BeachQuestLine = (AA_BeachQuestLine + 10)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AA_BeachQuestLine Greater than or equal to 22
      Then - Actions
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Muran the Trapper 0125 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet BeachQuestExclam = (Last created special effect)
      Else - Actions
ThirdBeachQuest
  Events
    Unit - A unit comes within 256 of Muran the Trapper 0125 <gen>
  Conditions
    (((Triggering unit) is A Hero) Equal to True) and (AA_BeachQuestLine Greater than or equal to 22)
  Actions
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of AB_Trapper <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 90.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Special Effect - Destroy BeachQuestExclam
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_A_TrapperCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display And once again, me matey, your help is needed.. Modify duration: Add 9.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ThirdSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display After your...Culling, it seems that the Sea Giants in the Steamfalls are showing hostile actions towards us.. Modify duration: Add 15.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ThirdSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display If not dealt with quickly, they might attack our village!. Modify duration: Add 14.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ThirdSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display Ahh, I get it. Going to nuke 'em all down already.. Modify duration: Add 11.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ThirdSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display You're the best, man!. Modify duration: Add 6.00 seconds and Wait
    Trigger - Run ThirdSkipped <gen> (ignoring conditions)
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
ThirdSkipped
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Muran the Trapper 0125 <gen> using Objects\RandomObject\RandomObject.mdl
    Set VariableSet BeachQuestExclam = (Last created special effect)
    Quest - Create a Optional quest titled Pest Control, Act Three with the description The Sea Giants have begun to show hostile actions since they don't have to spend all their time fighting Lobsters and Turtles. You have to mow them down in order to protect the village. Follow the continent south from Muran's location and the Steamfalls eventually., using icon path ReplaceableTextures\CommandButtons\BTNSeaGiant.blp
    Set VariableSet AD_Beachquest = (Last created quest)
    Quest - Create a quest requirement for (Last created quest) with the description Kill 15 Sea Giants
    Set VariableSet AD_GiantReQ = (Last created quest requirement)
    Quest - Display to (All players) the Quest Discovered message: Quest Discovered: Pest Control, Act Three
    Destructible - Resurrect Stone Ramp 1374 <gen> with (Max life of (Last created destructible)) life and Show birth animation
    Destructible - Resurrect Stone Ramp 1375 <gen> with (Max life of (Last created destructible)) life and Show birth animation
    Set VariableSet Leak_Point = (Position of Sea Giant Hunter 0229 <gen>)
    Cinematic - Ping minimap for (All players) at Leak_Point for 7.00 seconds
    Custom script: call RemoveLocation (udg_Leak_Point)
ThirdBeachProgress
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Sea Giant Hunter
        (Unit-type of (Triggering unit)) Equal to Sea Giant Behemoth
  Actions
    Set VariableSet AE_GiantCounter = (AE_GiantCounter + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AE_GiantCounter Equal to 12
      Then - Actions
        Quest - Display to (All players) the Quest Completed message: Quest Completed: Pest Control, Act Three
        Quest - Mark AD_GiantReQ as Completed
        Trigger - Turn off (This trigger)
      Else - Actions
        Game - Display to (All players) the text: ((String(AE_GiantCounter)) + / 12 Giants killed)
ThirdBeachQuestDone
  Events
    Unit - A unit comes within 256 of Muran the Trapper 0125 <gen>
  Conditions
    AE_GiantCounter Equal to 12
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of AB_Trapper <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 90.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Unit - Pause Survivor 0047 <gen>
    Special Effect - Destroy BeachQuestExclam
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_A_TrapperCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Muran the Trapper 0125 <gen> named Muran the Trapper: Play No sound and display Phew! You saved our village. For reward, all o' our villagers chipped in. Here's some gold for yer trouble.. Modify duration: Add 12.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Unit - Unpause Survivor 0047 <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Player - Add 1200 to Player 1 (Red).Current gold
    Hero - Add 1200 experience to Survivor 0047 <gen>, Hide level-up graphics
    Quest - Display to (All players) the Quest Completed message: Quest Completed: Pest Control, Act Three
    Quest - Display to (All players) the Quest Completed message: Rewarded with 1200 gold and experience.
    Quest - Mark AD_Beachquest as Completed
Pedestal
  Events
    Unit - A unit enters SwordPedesta <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Floating Text - Create floating text that reads The sword pedestal is EMPTY?! above Survivor 0047 <gen> with Z offset 0, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0% transparency
    Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the fading age of (Last created floating text) to 7.00 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 8.00 seconds
RogPsst
  Events
    Unit - A unit enters RogPsst <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Floating Text - Create floating text that reads Hey, over here! above Rog "Greenskin" 0184 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the fading age of (Last created floating text) to 6.00 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 7.00 seconds
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Faridor 0145 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Set VariableSet FaridorExclaim = (Last created special effect)
ExplorerStart
  Events
    Unit - A unit comes within 256 of Rog "Greenskin" 0184 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Make Survivor 0047 <gen> Invulnerable
    Unit Group - Pick every unit in (Units in SOTP_Region <gen>) and do (Pause (Picked unit))
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of RogTalkTo <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 110.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_RogCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Rog "Greenskin" 0184 <gen> named Rog "Greenskin": Play No sound and display Finally someone comes to rescue us!. Modify duration: Add 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ExplorerSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Rog "Greenskin" 0184 <gen> named Rog "Greenskin": Play No sound and display There were four of us, but we got ambushed by Gnolls in the Echo caverns.. Modify duration: Add 14.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ExplorerSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Rog "Greenskin" 0184 <gen> named Rog "Greenskin": Play No sound and display Our military guardian, Larinot, delayed them while we made our hasty escape. Also, the smith Kagrenac managed to lock himself behind large gate in there with some Gnolls.. Modify duration: Add 33.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ExplorerSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Rog "Greenskin" 0184 <gen> named Rog "Greenskin": Play No sound and display They are propably both dead, but the miner, Stranne, is a coward and propably has hid himself to somewhere in the Mines and is too scared to come out.. Modify duration: Add 27.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ExplorerSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Rog "Greenskin" 0184 <gen> named Rog "Greenskin": Play No sound and display If you would go in there and flush him out, l'd be most grateful.. Modify duration: Add 13.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ExplorerSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display Sure, l'll be going in there anyways to do some prospecting.. Modify duration: Add 11.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ExplorerSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Trigger - Run ExplorerSkipped <gen> (ignoring conditions)
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
ExplorerSkipped
  Events
  Conditions
  Actions
    Special Effect - Destroy RogEffect
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Rog "Greenskin" 0184 <gen> using Objects\RandomObject\RandomObject.mdl
    Set VariableSet RogEffect = (Last created special effect)
    Quest - Create a Optional quest titled Coward of the Four with the description Rog "Greenskin" stated that their group got ambushed by group of gnolls while in Echo Mines. Their military guardian most propably got killed while he delayed the gnolls so the others could make their escape. The blacksmith accidentally locked himself behind large gate with gnolls, so he too is likely to be dead, but the groups coward may be hiding somewhere in Echo Mines. Flush him out., using icon path ReplaceableTextures\CommandButtons\BTNCritterChicken.blp
    Set VariableSet B_RogQuest = (Last created quest)
    Quest - Create a quest requirement for (Last created quest) with the description Find Stranne the Coward
    Set VariableSet B_RogReq = (Last created quest requirement)
    Quest - Display to (All players) the Quest Discovered message: Quest Discovered: Coward of the Four
    Unit - Unpause Survivor 0047 <gen>
    Unit - Make Survivor 0047 <gen> Vulnerable
    Unit Group - Pick every unit in (Units in SOTP_Region <gen>) and do (Unpause (Picked unit))
    Trigger - Turn on ExplorerFind <gen>
    Set VariableSet Leak_Point = (Position of Stranne the Coward 0059 <gen>)
    Cinematic - Ping minimap for (All players) at Leak_Point for 7.00 seconds
    Custom script: call RemoveLocation (udg_Leak_Point)
ExplorerFind
  Events
    Unit - A unit comes within 256 of Stranne the Coward 0059 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit Group - Pick every unit in (Units in SOTP_Region <gen>) and do (Pause (Picked unit))
    Unit - Make Survivor 0047 <gen> Invulnerable
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of StranneTalkTo <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 180.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_StranneCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Stranne the Coward 0059 <gen> named Stranne the Coward: Play No sound and display Please don't hurt me! I beg you!. Modify duration: Add 6.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ExplorerFindSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display I'm here to rescue you, silly.. Modify duration: Add 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ExplorerFindSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Stranne the Coward 0059 <gen> named Stranne the Coward: Play No sound and display Hell no! l won't move! This place is crawling with gnolls!. Modify duration: Add 9.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ExplorerFindSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Stranne the Coward 0059 <gen> named Stranne the Coward: Play No sound and display What was that?. Modify duration: Add 4.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ExplorerFindSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Destructible - Kill Ruins Tree Wall 4245 <gen>
    Wait 1.00 seconds
    Set VariableSet Leak_Point = (Center of Fleeregion <gen>)
    Unit - Unpause Stranne the Coward 0059 <gen>
    Unit - Order Stranne the Coward 0059 <gen> to Move To.Leak_Point
    Custom script: call RemoveLocation (udg_Leak_Point)
    Cinematic - Send transmission to (All players) from Stranne the Coward 0059 <gen> named Stranne the Coward: Play No sound and display AAAAAAAAAAAAAAAAAGHHH!. Modify duration: Add 4.00 seconds and Wait
    Trigger - Run ExplorerFindSkipped <gen> (ignoring conditions)
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
ExplorerFindSkipped
  Events
  Conditions
  Actions
    Wait 3.00 seconds
    Unit - Unpause Survivor 0047 <gen>
    Unit - Make Survivor 0047 <gen> Vulnerable
    Unit - Remove Stranne the Coward 0059 <gen> from the game
    Special Effect - Destroy RogEffect
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Rog "Greenskin" 0184 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Set VariableSet RogEffect = (Last created special effect)
    Quest - Mark B_RogReq as Completed
    Quest - Display to (All players) the Quest Update message: Coward of the Four: Return to Rog
    Trigger - Turn on ReturnToRog <gen>
    Set VariableSet Leak_Point = (Position of Rog "Greenskin" 0184 <gen>)
    Cinematic - Ping minimap for (All players) at Leak_Point for 7.00 seconds
    Custom script: call RemoveLocation (udg_Leak_Point)
    Unit Group - Pick every unit in (Units in SOTP_Region <gen>) and do (Unpause (Picked unit))
ReturnToRog
  Events
    Unit - A unit comes within 256 of Rog "Greenskin" 0184 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Special Effect - Destroy RogEffect
    Unit - Make Survivor 0047 <gen> Invulnerable
    Unit Group - Pick every unit in (Units in SOTP_Region <gen>) and do (Pause (Picked unit))
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of RogTalkTo <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 110.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_RogCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Rog "Greenskin" 0184 <gen> named Rog "Greenskin": Play No sound and display So you rescued him? Nicely done, indeed...l can't offer any money though, but some of my knowledge will surely be useful to you.. Modify duration: Add 21.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Quest - Mark B_RogQuest as Completed
    Quest - Display to (All players) the Quest Completed message: Quest Completed: Coward of the Four
    Quest - Display to (All players) the Quest Completed message: Rewarded with 300 experience
    Unit - Make Survivor 0047 <gen> Vulnerable
    Hero - Add 300 experience to Survivor 0047 <gen>, Hide level-up graphics
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
    Unit Group - Pick every unit in (Units in SOTP_Region <gen>) and do (Unpause (Picked unit))
ToCaverns
  Events
    Unit - A unit enters AA_InToCavern <gen>
  Conditions
  Actions
    Set VariableSet Leak_Point = (Center of AA_TeleportToCavern <gen>)
    Unit - Move (Triggering unit) instantly to Leak_Point, facing 270.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
FromCaverns
  Events
    Unit - A unit enters AA_OutFromCavern <gen>
  Conditions
  Actions
    Set VariableSet Leak_Point = (Center of AA_TeleportFromCavern <gen>)
    Unit - Move (Triggering unit) instantly to Leak_Point, facing 270.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
CavernsDarkness1
  Events
    Unit - A unit enters AA_CavernsDarkness1 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Custom script: call SetDayNightModels( "Darkness\\DNCDungeonTerrain.mdl", "Darkness\\DNCDungeonTerrain.mdl" )
    Sound - Stop music After fading
    Sound - Play GnollCave <gen>
CavernsDarkness2
  Events
    Unit - A unit enters AA_TeleportToCavern <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Custom script: call SetDayNightModels( "Darkness\\DNCDungeonTerrain.mdl", "Darkness\\DNCDungeonTerrain.mdl" )
    Sound - Stop music After fading
    Sound - Play GnollCave <gen>
CavernsDarkness3
  Events
    Unit - A unit enters AA_CavernsDarkness2 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Custom script: call SetDayNightModels( "Darkness\\DNCDungeonTerrain.mdl", "Darkness\\DNCDungeonTerrain.mdl" )
    Sound - Stop music After fading
    Sound - Play GnollCave <gen>
CavernsDarkness3 Copy
  Events
    Unit - A unit enters AA_CavernsDarkness3 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Custom script: call SetDayNightModels( "Darkness\\DNCDungeonTerrain.mdl", "Darkness\\DNCDungeonTerrain.mdl" )
CavernsNoDarkness1
  Events
    Unit - A unit leaves AA_CavernsLight1 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Custom script: call SetDayNightModels( "Environment\\DNC\\DNCFelwood\\DNCFelwoodTerrain\\DNCFelwoodTerrain.mdl", "Environment\\DNC\\DNCFelwood\\DNCFelwoodUnit\\DNCFelwoodUnit.mdl" )
    Sound - Stop music After fading
    Sound - Play Comradeship <gen>
CavernsNoDarkness2
  Events
    Unit - A unit enters AA_CavernsLight2 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Custom script: call SetDayNightModels( "Environment\\DNC\\DNCFelwood\\DNCFelwoodTerrain\\DNCFelwoodTerrain.mdl", "Environment\\DNC\\DNCFelwood\\DNCFelwoodUnit\\DNCFelwoodUnit.mdl" )
    Sound - Stop music After fading
    Sound - Play Comradeship <gen>
CavernsNoDarkness3
  Events
    Unit - A unit enters AA_CavernsLight3 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Custom script: call SetDayNightModels( "Environment\\DNC\\DNCFelwood\\DNCFelwoodTerrain\\DNCFelwoodTerrain.mdl", "Environment\\DNC\\DNCFelwood\\DNCFelwoodUnit\\DNCFelwoodUnit.mdl" )
CavernsNoDarkness3 Copy
  Events
    Unit - A unit enters AA_TeleportFromCavern <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Custom script: call SetDayNightModels( "Environment\\DNC\\DNCFelwood\\DNCFelwoodTerrain\\DNCFelwoodTerrain.mdl", "Environment\\DNC\\DNCFelwood\\DNCFelwoodUnit\\DNCFelwoodUnit.mdl" )
    Sound - Stop music After fading
    Sound - Play Comradeship <gen>
CaverrnsLightsOn
  Events
    Unit - A unit enters AA_TeleportToCavern <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Environment - Create at AA_RaysOfLight <gen> the weather effect Rays Of Light
    Environment - Create at AA_RaysOfLight2 <gen> the weather effect Rays Of Light
    Environment - Create at AA_RaysOfLight3 <gen> the weather effect Rays Of Light
NearVein
  Events
    Unit - A unit comes within 256 of Iron Vein 0054 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Floating Text - Create floating text that reads Iron Vein found. above Survivor 0047 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the fading age of (Last created floating text) to 6.00 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 7.00 seconds
    Trigger - Turn off (This trigger)
    Set VariableSet IronVeinFound = (IronVeinFound + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IronVeinFound Equal to 4
      Then - Actions
        Special Effect - Destroy MainQuestExclam
        Quest - Display to (All players) the Quest Update message: All veins found, return to Thomas
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Thomas the Farmer 0124 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet MainQuestExclam = (Last created special effect)
      Else - Actions
NearVein Copy
  Events
    Unit - A unit comes within 256 of Iron Vein 0057 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet IronVeinFound = (IronVeinFound + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IronVeinFound Equal to 4
      Then - Actions
        Special Effect - Destroy MainQuestExclam
        Quest - Display to (All players) the Quest Update message: All veins found, return to Thomas
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Thomas the Farmer 0124 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet MainQuestExclam = (Last created special effect)
      Else - Actions
    Floating Text - Create floating text that reads Iron Vein found. above Survivor 0047 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the fading age of (Last created floating text) to 6.00 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 7.00 seconds
NearVein Copy 2
  Events
    Unit - A unit comes within 256 of Iron Vein 0056 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet IronVeinFound = (IronVeinFound + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IronVeinFound Equal to 4
      Then - Actions
        Special Effect - Destroy MainQuestExclam
        Quest - Display to (All players) the Quest Update message: All veins found, return to Thomas
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Thomas the Farmer 0124 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet MainQuestExclam = (Last created special effect)
      Else - Actions
    Floating Text - Create floating text that reads Iron Vein found. above Survivor 0047 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the fading age of (Last created floating text) to 6.00 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 7.00 seconds
NearVein Copy 3
  Events
    Unit - A unit comes within 256 of Iron Vein 0055 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet IronVeinFound = (IronVeinFound + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IronVeinFound Equal to 4
      Then - Actions
        Special Effect - Destroy MainQuestExclam
        Quest - Display to (All players) the Quest Update message: All veins found, return to Thomas
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Thomas the Farmer 0124 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet MainQuestExclam = (Last created special effect)
      Else - Actions
    Floating Text - Create floating text that reads Iron Vein found. above Survivor 0047 <gen> with Z offset 0, using font size 10, color (100%, 100%, 100%), and 0% transparency
    Floating Text - Set the velocity of (Last created floating text) to 50.00 towards (Random real number between 0 and 360.00) degrees
    Floating Text - Change (Last created floating text): Disable permanence
    Floating Text - Change the fading age of (Last created floating text) to 6.00 seconds
    Floating Text - Change the lifespan of (Last created floating text) to 7.00 seconds
FlareFound
  Events
    Unit - A unit comes within 360.00 of Larinot 0196 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Unit - Make Survivor 0047 <gen> Invulnerable
    Unit - Pause Survivor 0047 <gen>
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of Larinotregion <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 270.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_LarinotCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Larinot 0196 <gen> named Larinot: Play No sound and display You're here just in time! After narrowly escaping that huge Gnoll, l found this sword...But it seemed to attract *few* spiders with its light.... Modify duration: Add 26.00 seconds and Wait
    Cinematic - Send transmission to (All players) from Larinot 0196 <gen> named Larinot: Play No sound and display You can have it if you want...I just rest a while and then l'll head back to my village.. Modify duration: Add 17.00 seconds and Wait
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Unit - Unpause Survivor 0047 <gen>
    Unit - Make Survivor 0047 <gen> Vulnerable
    Set VariableSet Leak_Point = (Center of Larinotregion <gen>)
    Item - Create Angelflare at Leak_Point
    Custom script: call RemoveLocation (udg_Leak_Point)
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
LarsineFound
  Events
    Unit - A unit comes within 256 of Larsine the Exiled 0150 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Special Effect - Destroy LarsineExclaim
    Unit - Make Survivor 0047 <gen> Invulnerable
    Unit Group - Pick every unit in (Units in SOTP_Region <gen>) and do (Pause (Picked unit))
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of LarsineRegion <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 180.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_LarsineCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display An elf? In the middle of the forest?. Modify duration: Add 6.50 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run LarsineSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Larsine the Exiled 0150 <gen> named Larsine the Exiled: Play No sound and display Yes...And though lived long in these woods, this one requires some aid.. Modify duration: Add 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run LarsineSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Larsine the Exiled 0150 <gen> named Larsine the Exiled: Play No sound and display See, the beasts have overrun my harvest field to the west, and as a libing being l need food to survive.. Modify duration: Add 9.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run LarsineSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Larsine the Exiled 0150 <gen> named Larsine the Exiled: Play No sound and display Bring me my harvest and l shall pay you handsomely.. Modify duration: Add 5.50 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run LarsineSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display l'll see what l can do.. Modify duration: Add 4.80 seconds and Wait
    Trigger - Run LarsineSkipped <gen> (ignoring conditions)
LarsineSkipped
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in SOTP_Region <gen>) and do (Unpause (Picked unit))
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn off (This trigger)
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Larsine the Exiled 0150 <gen> using Objects\RandomObject\RandomObject.mdl
    Set VariableSet LarsineExclaim = (Last created special effect)
    Quest - Create a Optional quest titled Blood Harvest with the description Larsine the Exiled pleaded you to visit his fields and gather the food he has grown in there. It is located to the west from his hut., using icon path ReplaceableTextures\CommandButtons\BTNAncestralSpirit.blp
    Set VariableSet CA_LarsineQuest = (Last created quest)
    Quest - Create a quest requirement for (Last created quest) with the description Find Larsine's Harvest
    Set VariableSet CA_LarsineReq = (Last created quest requirement)
    Quest - Display to (All players) the Quest Discovered message: Quest Discovered: Blood Harvest
    Unit - Unpause Survivor 0047 <gen>
    Destructible - Remove Ruins Tree Wall 4241 <gen>
    Destructible - Remove Ruins Tree Wall 4240 <gen>
    Unit - Make Survivor 0047 <gen> Vulnerable
    Set VariableSet Leak_Point = (Position of Jungle Stalker 0264 <gen>)
    Cinematic - Ping minimap for (All players) at Leak_Point for 7.00 seconds
    Custom script: call RemoveLocation (udg_Leak_Point)
HarvestPicked
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Larsine's Harvest
  Actions
    Trigger - Turn off (This trigger)
    Quest - Display to (All players) the Quest Update message: Blood Harvest: Return to Larsine with Larsine's Harvest
    Quest - Mark CA_LarsineReq as Completed
    Wait 0.05 seconds
    Item - Pick every item in HarvestRegion <gen> and do (Actions)
      Loop - Actions
        Item - Remove (Picked item)
LarsineReturn
  Events
    Unit - A unit comes within 256 of Larsine the Exiled 0150 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    Or - Any (Conditions) are true
      Conditions
        (Survivor 0047 <gen> has an item of type Larsine's Harvest) Equal to True
        (Backpack 0221 <gen> has an item of type Larsine's Harvest) Equal to True
  Actions
    Unit - Make Survivor 0047 <gen> Invulnerable
    Unit Group - Pick every unit in (Units in SOTP_Region <gen>) and do (Pause (Picked unit))
    Special Effect - Destroy LarsineExclaim
    Special Effect - Destroy LarsineExclaim
    Item - Remove (Item carried by Survivor 0047 <gen> of type Larsine's Harvest)
    Item - Remove (Item carried by Backpack 0221 <gen> of type Larsine's Harvest)
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of LarsineRegion <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 180.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_LarsineCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Larsine the Exiled 0150 <gen> named Larsine the Exiled: Play No sound and display You got my harvest? You literally saved my life! Here, take this as reward, its the least l can do.. Modify duration: Add 11.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Player - Add 300 to Player 1 (Red).Current gold
    Hero - Add 360 experience to Survivor 0047 <gen>, Hide level-up graphics
    Quest - Display to (All players) the Quest Completed message: Quest Completed: Blood Harvest
    Quest - Display to (All players) the Quest Completed message: Rewarded with 300 gold and 360 experience
    Quest - Mark CA_LarsineQuest as Completed
    Unit Group - Pick every unit in (Units in SOTP_Region <gen>) and do (Unpause (Picked unit))
    Unit - Make Survivor 0047 <gen> Vulnerable
    Unit - Unpause Survivor 0047 <gen>
TurnToForest
  Events
    Unit - A unit comes within 256 of Pariya 0138 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of PariyaTalkToMe <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 67.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Special Effect - Destroy MainQuestExclam
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_PariyaCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display Hey, would you mind helping the human village in the south? They've had some problems with flaming balls of magma falling from the sky.. Modify duration: Add 18.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToForest_Skipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Pariya 0138 <gen> named Pariya: Play No sound and display Whats in it for me?. Modify duration: Add 7.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToForest_Skipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display I dunno...There must be something you want but don't have yet?. Modify duration: Add 15.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToForest_Skipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Pariya 0138 <gen> named Pariya: Play No sound and display Well, there are few ancient Runebooks in the librabry to the south, if you'd bring 'em to me I *might* cast some warding spells for the humans.. Modify duration: Add 21.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run TurnToForest_Skipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display You've got yourself a deal.. Modify duration: Add 18.00 seconds and Wait
    Trigger - Run TurnToForest_Skipped <gen> (ignoring conditions)
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
TurnToForest Skipped
  Events
  Conditions
  Actions
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Pariya 0138 <gen> using Objects\RandomObject\RandomObject.mdl
    Set VariableSet MainQuestExclam = (Last created special effect)
    Quest - Create a quest requirement for CA_Elves with the description Find the Ancient Runebooks
    Set VariableSet CA_RuneTablet = (Last created quest requirement)
    Quest - Display to (All players) the Quest Requirement message: New Quest Requirement: Find the Ancient Runebooks
    Item - Show gg_item_I00A_0214
    Set VariableSet Leak_Point = (Position of gg_item_I00A_0214)
    Cinematic - Ping minimap for (All players) at Leak_Point for 7.00 seconds
    Custom script: call RemoveLocation (udg_Leak_Point)
Runebooks Picked
  Events
    Unit - Survivor 0047 <gen> Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Pile of Runebooks
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Runebooks_Picked_Copy <gen>
    Quest - Mark CA_RuneTablet as Completed
    Quest - Display to (All players) the Quest Update message: Elves of the North: Return to Pariya
Runebooks Picked Copy
  Events
    Unit - Backpack 0221 <gen> Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Pile of Runebooks
  Actions
    Quest - Mark CA_RuneTablet as Completed
    Quest - Display to (All players) the Quest Update message: Elves of the North: Return to Pariya
    Trigger - Turn off (This trigger)
    Trigger - Turn off Runebooks_Picked <gen>
ReturnToElves
  Events
    Unit - A unit comes within 256 of Pariya 0138 <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Survivor 0047 <gen> has an item of type Pile of Runebooks) Equal to True
        (Backpack 0221 <gen> has an item of type Pile of Runebooks) Equal to True
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of PariyaTalkToMe <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 67.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Special Effect - Destroy MainQuestExclam
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_PariyaCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Survivor 0047 <gen> named Ragnik: Play No sound and display I got what you wanted, will you now help the villagers?. Modify duration: Add 14.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ToElvesSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Pariya 0138 <gen> named Pariya: Play No sound and display Hm...I quess I have to.. Modify duration: Add 11.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run ToElvesSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Set VariableSet Leak_Point = (Position of Elven Villager 0148 <gen>)
    Unit - Order Pariya 0138 <gen> to Move To.Leak_Point
    Custom script: call RemoveLocation (udg_Leak_Point)
    Wait 4.00 seconds
    Trigger - Run ToElvesSkipped <gen> (ignoring conditions)
    Custom script: call DestroyTrigger( GetTriggeringTrigger() )
ToElvesSkipped
  Events
  Conditions
  Actions
    Special Effect - Destroy MainQuestExclam
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn off (This trigger)
    Trigger - Turn on Camera_Control <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Item - Remove (Item carried by Survivor 0047 <gen> of type Pile of Runebooks)
    Item - Remove (Item carried by Backpack 0221 <gen> of type Pile of Runebooks)
    Quest - Mark CA_Elves as Completed
    Quest - Mark CA_ForestReq as Completed
    Quest - Mark CA_ToElves as Completed
    Set VariableSet AA_BeachQuestLine = (AA_BeachQuestLine + 1)
    Special Effect - Create a special effect attached to the overhead (attachpoint) of Thomas the Farmer 0124 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
    Set VariableSet MainQuestExclam = (Last created special effect)
    Quest - Display to (All players) the Hint message: You should check Thomas for additional quests
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AA_BeachQuestLine Greater than or equal to 22
      Then - Actions
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Muran the Trapper 0125 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet BeachQuestExclam = (Last created special effect)
      Else - Actions
    Set VariableSet Leak_Point = (Position of Thomas the Farmer 0124 <gen>)
    Cinematic - Ping minimap for (All players) at Leak_Point for 7.00 seconds
    Custom script: call RemoveLocation (udg_Leak_Point)
AngelflareStart
  Events
    Unit - A unit comes within 256 of Faridor 0145 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Special Effect - Destroy FaridorExclaim
    Trigger - Turn off Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicsOnOff = True
    Set VariableSet Leak_Point = (Center of FaridorRegion <gen>)
    Unit - Move Survivor 0047 <gen> instantly to Leak_Point, facing 270.00 degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Camera - .Apply. gg_cam_FaridorCam for Player 1 (Red) over 1.00 seconds
    Cinematic - Send transmission to (All players) from Faridor 0145 <gen> named Faridor: Play No sound and display Hey, you. l am an elf that has seen the world, the miracles it has to offer...All but one.. Modify duration: Add 14.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run AngelSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Faridor 0145 <gen> named Faridor: Play No sound and display The blade you call "Angelflare". It is a blade of incredible craftsmanship and power. I am far too old to go looking for it at this age, but you look like a capable man.. Modify duration: Add 26.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run AngelSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Faridor 0145 <gen> named Faridor: Play No sound and display Find the blade and l'll let you keep it. I just can't imagine such a beautiful blade going to waste unused. Do that for this ragged old elf, will you?. Modify duration: Add 21.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run AngelSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Faridor 0145 <gen> named Faridor: Play No sound and display It is rumored that as the light shines brightest in darkness, so is this blade hidden in to the deepest depths of mountains.. Modify duration: Add 21.00 seconds and Wait
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicsOnOff Equal to False
      Then - Actions
        Trigger - Run AngelSkipped <gen> (ignoring conditions)
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Faridor 0145 <gen> named Faridor: Play No sound and display Thats all l had to say, young one. You are free to go.. Modify duration: Add 9.00 seconds and Wait
    Trigger - Run AngelSkipped <gen> (ignoring conditions)
AngelSkipped
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Hint message: The old elf claimed that a sword of great power may lie in Echo Mines
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn on Camera_Control <gen>
    Trigger - Turn off (This trigger)
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
    Special Effect - Destroy LarsineExclaim
    Destructible - Resurrect Stone Ramp 1775 <gen> with (Max life of (Last created destructible)) life and Show birth animation
    Set VariableSet Leak_Point = (Random point in SpiderCorpses <gen>)
    Unit - Create a permanent Fleshy Spider corpse for Neutral Hostile at Leak_Point facing (Random angle) degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Set VariableSet Leak_Point = (Random point in SpiderCorpses <gen>)
    Unit - Create a permanent Fleshy Spider corpse for Neutral Hostile at Leak_Point facing (Random angle) degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Set VariableSet Leak_Point = (Random point in SpiderCorpses <gen>)
    Unit - Create a permanent Fleshy Spider corpse for Neutral Hostile at Leak_Point facing (Random angle) degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Set VariableSet Leak_Point = (Random point in SpiderCorpses <gen>)
    Unit - Create a permanent Fleshy Spider corpse for Neutral Hostile at Leak_Point facing (Random angle) degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Set VariableSet Leak_Point = (Random point in SpiderCorpses <gen>)
    Unit - Create a permanent Fleshy Spider corpse for Neutral Hostile at Leak_Point facing (Random angle) degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Set VariableSet Leak_Point = (Random point in SpiderCorpses <gen>)
    Unit - Create a permanent Fleshy Spider corpse for Neutral Hostile at Leak_Point facing (Random angle) degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Set VariableSet Leak_Point = (Random point in SpiderCorpses <gen>)
    Unit - Create a permanent Fleshy Spider corpse for Neutral Hostile at Leak_Point facing (Random angle) degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Set VariableSet Leak_Point = (Random point in SpiderCorpses <gen>)
    Unit - Create a permanent Fleshy Spider corpse for Neutral Hostile at Leak_Point facing (Random angle) degrees
    Custom script: call RemoveLocation (udg_Leak_Point)
    Set VariableSet Leak_Point = (Position of Larinot 0196 <gen>)
    Cinematic - Ping minimap for (All players) at Leak_Point for 7.00 seconds
    Custom script: call RemoveLocation (udg_Leak_Point)
DeepForest
  Events
    Unit - A unit enters CA_DeepForest <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Environment - Set sky to Felwood Sky
    Environment - Set fog to style Linear, z-start 1000, z-end 8000, density 0 and color (40.00%, 89.00%, 50.00%)
    Environment - Create at CA_MoonLight <gen> the weather effect Rays Of Moonlight
    Sound - Stop music After fading
    Sound - Play NightElfDefeat <gen>
TessQ
  Events
    Unit - A unit comes within 256 of Tess 0194 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off Camera_Control <gen>