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Trigger Viewer

UndeadX07b.w3x
Variables
Initialization
Initialization
Init 01 Players
Init 02 Units
Init 03 Music
Init 03 Sounds
Init 04 Environment
Init 05 Quests
Init 06a Hard
Init 06b Normal
Init 07 Regions to Points
Load Heroes
Load Heroes and Gold
Load Arthas
Load Anubarak
Load Default Arthas
Load Default Anubarak
Experience Cap Anubarak
Dungeon Object Setup
Crab Elevator Setup
Init Crab Door
Init Item Trap Floor Plate
Init Forgotten One Area
------- CINEMATICS -------
Intro Cinematic
Intro Cinematic Q
Arthas Facing
Anubarak Facing
Intro Skipped
Intro Setup
Intro Cleanup
Gameplay
Forgotten One
Forgotten One Init
Forgotten One Cinematic Q
Forgotton One Quake Shake
Forgotten One Skipped
Forgotten One Setup
Forgotten One Cleanup
OuterFOElevatorRingUp
OuterFOElevatorRingUpInstant
InnerFOElevatorRingUp
InnerFOElevatorRingUpInstant
Forgotten One Elevator Sounds
Gameplay Forgotten One
Victory Cinematic
Victory Cinematic Q
Victory Create Mass of Faceless
Victory Skipped
Victory Setup
ArthasRunSound
------- QUEST and VOICEOVERS -------
Quests
------- Locate Exit Quest -------
Quest Locate the Exit Create
Quest Locate the Exit Discover
Quest Locate the Exit Completed
------- The Forgotten One -------
Quest Forgotten One Create
Quest Forgotten One Discover
Quest Forgotten One Completed
------- Rescue Cryptfiend Quest -------
Quest Cryptfiend Create
Quest Cryptfiend Discover
Quest Cryptfiend Completed
------- Gold Quest -------
Quest Gold Create
Quest Gold Discover
Quest Gold Completed
------- Gold Quest Update -------
Gold 02 Found
Gold 03 Found
Gold 04 Found
------- Quest Failed -------
Mission Failed Arthas Dead
Mission Failed Anubarak Dead
VoiceOvers
Player Reaches Towers
Voiceover Towers Q
Voiceover Traitor
Voiceover Traitor Q
Voiceover Drive Them Back
Voiceover Drive Them Back Q
Voiceover Slay the Intruders
Voiceover Slay the Intruders Q
Voiceover Death to the Servants
Voiceover Death to the Servants Q
Voiceover Guardians
Voiceover Guardians Q
Voiceover Hostile Eggs
Voiceover Hostile Eggs Q
Voiceover Faceless Ones 01
Voiceover Faceless Ones 01 Q
Voiceover Thats done it
Voiceover Thats done it Q
Quest Messaging
------- Gold Quest -------
Coin Found
First Coin Found Q
Second Coin Found Q
Third Coin Found Q
Fourth Coin Found Q
Fifth Coin Found Q
------- Exit Quest -------
Quest Exit Discover Q
Quest Exit Completed Q
------- Exit Quest -------
Quest Forgotten One Discover Q
Quest Forgotten One Completed Q
------- Rescue CryptFiend Quest -------
Crypt Fiend Rescued
Quest Rescue CryptFiend Discover Q
Check for All Rescued
Quest All Cryptfiend Rescued Q
Hints
------- VISIBILITY -------
Revealer Tower Area
RevealerStartTown02
RevealerGroupAddTower
RevealerGroupSubtractTower
RevealerCheckTower
RevealerTowerSafety
Revealer Boss Area
RevealerBoss
RevealerGroupAddBoss
RevealerGroupSubtractBoss
RevealerCheckBoss
RevealerBossSafety
Revealer Eggs Area
RevealerEggs
RevealerGroupAddEggs
RevealerGroupSubtractEggs
RevealerCheckEggs
RevealerSafetyEggs
Door01
Door02
Door03
Door04
------- ELEVATOR / LEVERS -------
Room 03 Crab Elevators
Lower Crab Elevator
------- ENCOUNTERS -------
Room 01 Tower Area
Rock Breaks on Left
Tower Lever Left
Tower Lever Right
Flood Left
Flood Right
Room 02 Nerubians
Room 03 Crab Room
Crab Wander
Crab Attacked
Unit hits Crab Tripwire
Trigger Crab Encounter
Crab Dies
Check for All Crab Death
Behemoth Crab Dies
Room 04 Item Trap
Check for Plate Visibility
Open Item Trap Doors
Close Item Trap Doors
Trigger Item Trap
Trap Unburrow
Uproot Picked Fiend
RollingDoorOpenSound1
RollingDoorOpenSound2
Room 05 Eggs Room
Eggs Tripwire
Queen Attacked
Start Egg Machine
Eggs Generator 01
Eggs Generator 02
Eggs Generator 03
Eggs Generator 04
Spiderling Dies
Spiderling Heartbeat
Eggs01 Destroyed
Eggs02 Destroyed
Eggs03 Destroyed
Eggs04 Destroyed
Eggs01 Lever
Eggs02 Lever
Eggs03 Lever
Eggs04 Lever
Eggs All Stopped Check
EggsRollingDoorSound1
EggsRollingDoorSound2
EggsRollingDoorSound3
EggsRollingDoorSound4
Room 06 Throne Room
Room 07 Tentacle Room
SpawnTentacle01
SpawnTentacle02
SpawnTentacle03
SpawnTentacle04
ForgottenOne Final Room
SpawnFacelessFriendsTimerExpire
ForgottenOneCombatDetected01
ForgottenOneCombatDetected02
ForgottenOneCombatResolved
FOFriendsHeartbeat
FOFriend Dies
Crypt Fiend Prisoners Setup
Prisoners Setup
E01
E02
E03
E04
E05
E10
E11
E12
E13
E14
Prisoners01 Release
Prisoners02 Release
Prisoners03 Release
Prisoners04 Release
Prisoners05 Release
Prisoners10 Release
Prisoners11 Release
Prisoners12 Release
Prisoners13 Release
Prisoners14 Release
Quakes
Quake Shake
Pressure Plates
Fountain Plate
Coins
Coins 01
Coins 02
Coins 03
Coins 04
Coins 05
------- VICTORY / DEFEAT -------
Level Data
Next Level Run
Victory Defeat
Victory Door Open
Defeat Arthas Dead
Defeat Anubarak Dead
Player Sharing Triggers
SetDifficulty
DifficultySelected
ConvertPlayerUnits
UpdateResourcesGold
UpdateResourcesLumber
UpdateFoodUsage
TomeStrengthUsed
TomeAgilityUsed
TomeIntelligenceUsed
PlayerLeavesGame
Game Cache Triggers
SetCacheVariables
LoadHeroesText
PreplaceItemsLoad
PreplaceItemsSave
SaveCodeEtc
StartGame
LoadGame
NewGame
Satchet Triggers
MoveSatchets
BackpackDropItems
SatchetLevelGain
SatchetHeroDies
function SaveLoad_InitialSetup takes nothing returns nothing
    local integer i = 0
    local integer j = 0

    loop
        set udg_SaveLoad_Compress[i + 48] = j
        set udg_SaveLoad_Uncompress[i] = i + 48
        set j = j + 1
        set i = i + 1
        exitwhen i >= 10
    endloop
    set i = 0
    loop
        set udg_SaveLoad_Compress[i + 97] = j
        set udg_SaveLoad_Compress[i + 65] = j + 26
        set udg_SaveLoad_Uncompress[i + 10] = i + 97
        set udg_SaveLoad_Uncompress[i + 26 + 10] = i + 65
        set j = j + 1
        set i = i + 1
        exitwhen i >= 26
    endloop
endfunction

function SaveLoad_Id2CId takes integer n returns integer
    local integer i = n / (256 * 256 * 256)
    local integer r
    set n = n - i * (256 * 256 * 256)
    set r = udg_SaveLoad_Compress[i]
    set i = n / (256 * 256)
    set n = n - i * (256 * 256)
    set r = r * 64 + udg_SaveLoad_Compress[i]
    set i = n / 256
    set r = r * 64 + udg_SaveLoad_Compress[i]
    return r * 64 + udg_SaveLoad_Compress[n - i * 256]
endfunction

function SaveLoad_CId2Id takes integer n returns integer
    local integer i = n / (64 * 64 * 64)
    local integer r
    set n = n - i * (64 * 64 * 64)
    set r = udg_SaveLoad_Uncompress[i]
    set i = n / (64 * 64)
    set n = n - i * (64 * 64)
    set r = r * 256 + udg_SaveLoad_Uncompress[i]
    set i = n / 64
    set r = r * 256 + udg_SaveLoad_Uncompress[i]
    return r * 256 + udg_SaveLoad_Uncompress[n - i * 64]
endfunction

function SaveLoad_Unit2Integer takes unit u returns integer
    local integer i = 0
    local integer n = GetUnitTypeId(u)
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    loop
        set i = i + 1
        exitwhen i > udg_SaveLoad_Heroes_LastIndex
        if udg_SaveLoad_Heroes[i] == n then
            return i
        endif
    endloop
    return SaveLoad_Id2CId(n)
endfunction
function SaveLoad_Integer2Unit takes integer i returns integer
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    if i <= udg_SaveLoad_Heroes_LastIndex then
        return udg_SaveLoad_Heroes[i]
    endif
    return SaveLoad_CId2Id(i)
endfunction

function SaveLoad_Item2Integer takes item t returns integer
    local integer i = 0
    local integer n = GetItemTypeId(t)
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    loop
        set i = i + 1
        exitwhen i > udg_SaveLoad_Items_LastIndex
        if udg_SaveLoad_Items[i] == n then
            return i
        endif
    endloop
    return SaveLoad_Id2CId(n)
endfunction
function SaveLoad_Integer2Item takes integer i returns integer
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    if i <= udg_SaveLoad_Items_LastIndex then
        return udg_SaveLoad_Items[i]
    endif
    return SaveLoad_CId2Id(i)
endfunction

function SaveLoad_Ability2Integer takes integer a returns integer
    local integer i = 0
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    loop
        set i = i + 1
        exitwhen i > udg_SaveLoad_Abilities_LastIndex
        if udg_SaveLoad_Abilities[i] == a then
            return i
        endif
    endloop
    return SaveLoad_Id2CId(a)
endfunction
function SaveLoad_Integer2Ability takes integer i returns integer
    if udg_SaveLoad_Initialized == false then
        set udg_SaveLoad_Initialized = true
        call SaveLoad_InitialSetup()
    endif
    if i <= udg_SaveLoad_Abilities_LastIndex then
        return udg_SaveLoad_Abilities[i]
    endif
    return SaveLoad_CId2Id(i)
endfunction

function SaveLoad_EncodeChar takes string n returns integer
    local integer i = 0
    local string s1 = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
    local string s2 = "abcdefghijklmnopqrstuvwxyz"
    local string s3 = "0123456789"

    loop
        if SubString(s1,i,i + 1) == n then
            return i
        endif
        if SubString(s2,i,i + 1) == n then
            return i
        endif
        set i = i + 1
        exitwhen i >= 26
    endloop
    set i = 0
    loop
        if SubString(s3,i,i + 1) == n then
            return i
        endif
        set i = i + 1
        exitwhen i >= 10
    endloop
    return 0
endfunction

function SaveLoad_EncodeVerify takes string buffer returns integer
    local integer i = 0
    local integer j = 0
    local string name = GetPlayerName(GetTriggerPlayer())
    if udg_SaveLoad_UsePlayername == true then
        loop
            set j = j + SaveLoad_EncodeChar(SubString(name,i,i + 1))
            set i = i + 1
            exitwhen i >= StringLength(name)
        endloop
    endif
    set i = 0
    loop
        set j = j + SaveLoad_EncodeChar(SubString(buffer,i,i + 1))
        set i = i + 1
        exitwhen i >= StringLength(buffer)
    endloop
    return j
endfunction

function SaveLoad_EncodeValues takes nothing returns string
    local integer i
    local integer j
    local integer k
    local integer l
    local integer m
    local integer CodeLength = StringLength(udg_SaveLoad_Alphabet)
    local integer array a
    local string buffer = ""
    local string c = ""
    local integer skip = 0
    local integer CONST = 1000000
    local string abc = "0123456789"

    set i = 0
    loop
        set i = i + 1
        exitwhen i > udg_SaveCount
        set buffer = buffer + I2S(udg_Save[i]) + "-"
    endloop
    set buffer = buffer + I2S(SaveLoad_EncodeVerify(buffer))
    if udg_Save[1] == 0 then
        set buffer = "-" + buffer
    endif

    set i = 0
    loop
        set a[i] = 0
        set i = i + 1
        exitwhen i >= 100
    endloop

    set m = 0
    set i = 0
    loop
        set j = 0
        loop
            set a[j] = a[j] * 11
            set j = j + 1
            exitwhen j > m
        endloop

        set l = 0
        set c = SubString(buffer,i,i + 1)
        loop
            exitwhen SubString(abc,l,l + 1) == c
            set l = l + 1
            exitwhen l > 9
        endloop
        set a[0] = a[0] + l

        set j = 0
        loop
            set k = a[j] / CONST
            set a[j] = a[j] - k * CONST
            set a[j + 1] = a[j + 1] + k
            set j = j + 1
            exitwhen j > m
        endloop
        if k > 0 then
            set m = m + 1
        endif
        set i = i + 1
        exitwhen i >= StringLength(buffer)
    endloop

    set buffer = ""
    loop
        exitwhen m < 0
        set j = m
        loop
            exitwhen j <= 0
            set k = a[j] / CodeLength
            set a[j - 1] = a[j - 1] + (a[j] - k * CodeLength) * CONST
            set a[j] = k
            set j = j - 1
        endloop
        set k = a[j] / CodeLength
        set i = a[j] - k * CodeLength
        set buffer = buffer + SubString(udg_SaveLoad_Alphabet,i,i + 1)
        set a[j] = k
        if a[m] == 0 then
            set m = m - 1
        endif
    endloop

    set i = StringLength(buffer)
    set skip = 0
    set c = ""
    loop
        set i = i - 1
        set c = c + SubString(buffer,i,i + 1)
        set skip = skip + 1
        if skip == 4 and i > 0 then
            set c = c + "-"
            set skip = 0
        endif
        exitwhen i <= 0
    endloop
    return c
endfunction

function SaveLoad_DecodeValues takes string s returns boolean
    local integer i
    local integer j
    local integer k
    local integer l
    local integer SaveCode = 0
    local integer m
    local integer array a
    local string buffer = ""
    local integer CodeLength = StringLength(udg_SaveLoad_Alphabet)
    local integer skip = -1
    local integer CONST = 1000000
    local string abc = "0123456789-"
    local string c

    set i = 0
    loop
        set a[i] = 0
        set i = i + 1
        exitwhen i >= 100
    endloop

    set m = 0

    set i = 0
    loop
        set j = 0
        loop
            set a[j] = a[j] * CodeLength
            set j = j + 1
            exitwhen j > m
        endloop

        set skip = skip + 1
        if skip == 4 then
            set skip = 0
            set i = i + 1
        endif

        set l = CodeLength
        set c = SubString(s,i,i + 1)
        loop
            set l = l - 1
            exitwhen l < 1
            exitwhen SubString(udg_SaveLoad_Alphabet,l,l + 1) == c
        endloop
        set a[0] = a[0] + l

        set j = 0
        loop
            set k = a[j] / CONST
            set a[j] = a[j] - k * CONST
            set a[j + 1] = a[j + 1] + k
            set j = j + 1
            exitwhen j > m
        endloop
        if k > 0 then
            set m = m + 1
        endif
        set i = i + 1
        exitwhen i >= StringLength(s)
    endloop

    loop
        exitwhen m < 0
        set j = m
        loop
            exitwhen j <= 0
            set k = a[j] / 11
            set a[j - 1] = a[j - 1] + (a[j] - k * 11) * CONST
            set a[j] = k
            set j = j - 1
        endloop
        set k = a[j] / 11
        set i = a[j] - k * 11
        set buffer = SubString(abc,i,i + 1) + buffer
        set a[j] = k
        if a[m] == 0 then
            set m = m - 1
        endif
    endloop

    set i = 0
    set j = 0
    loop
        loop
            exitwhen i >= StringLength(buffer)
            exitwhen i > 0 and SubString(buffer,i,i + 1) == "-" and SubString(buffer,i - 1,i) != "-"
            set i = i + 1
        endloop
        if i < StringLength(buffer) then
            set k = i
        endif
        set SaveCode = SaveCode + 1
        set udg_Save[SaveCode] = S2I(SubString(buffer,j,i))
        set j = i + 1
        set i = i + 1
        exitwhen i >= StringLength(buffer)
    endloop

    set j = SaveLoad_EncodeVerify(SubString(buffer,0,k))
    set udg_SaveCount = SaveCode - 1
    if j == udg_Save[SaveCode]then
        return true
    endif
    return false
endfunction

function SaveLoad_Encode takes nothing returns string
    if udg_SaveLoad_CaseSensitive == false then
        set udg_SaveLoad_Alphabet = StringCase(udg_SaveLoad_Alphabet,true)
    endif
    return SaveLoad_EncodeValues()
endfunction

function SaveLoad_Decode takes string s returns boolean
    if udg_SaveLoad_CaseSensitive == false then
        set udg_SaveLoad_Alphabet = StringCase(udg_SaveLoad_Alphabet,true)
        set s = StringCase(s,true)
    endif
    if SaveLoad_DecodeValues(s) then
        call DisplayTextToPlayer(GetTriggerPlayer(),0,0,"Decoding sucessful")
        return true
    endif
    call DisplayTextToPlayer(GetTriggerPlayer(),0,0,"Decoding failed")
    return false
endfunction

function CreateTextFile takes string Code returns nothing
    call PreloadGenClear()
    call PreloadGenStart()
    
    // The line below creates the log
    call Preload("load " + Code)
    
    // The line below creates the file at the specified location
    call PreloadGenEnd(udg_TextFileName + ".txt")
endfunction
Name Type Is Array Initial Value
Anubarak unit No
AP01_SharedPlayer player No Player00
AP04_Arthas player No Player03
AP12_Anubarak player No Player11
AP2_Rescuables player No Player01
AP3_Nerubians player No Player02
AP5_Towers player No Player04
AP6_FacelessOnes player No Player05
APG1_Player force No
ArachnathidGroup group No
Arthas unit No
BossRevealerGroup group No
CameraReturnPoint location No
ChooseDifficulty dialog No
Code string No
CodeError boolean No
CombatCheckTimer timer No
CrabGroup group No
CryptVictory01 unit No
CryptVictory02 unit No
CryptVictory03 unit No
CryptVictory04 unit No
CryptVictory05 unit No
CryptVictory06 unit No
EarthquakeSound sound No
Eggs01 real No
Eggs01DeadCount integer No
Eggs01Done boolean No
Eggs01Timer timer No
Eggs02 real No
Eggs02DeadCount integer No
Eggs02Done boolean No
Eggs02Timer timer No
Eggs03 real No
Eggs03DeadCount integer No
Eggs03Done boolean No
Eggs03Timer timer No
Eggs04 real No
Eggs04DeadCount integer No
Eggs04Done boolean No
Eggs04Timer timer No
EggsRevealerGroup group No
ElevatorsSound sound No
Ensnare01 effect No
Ensnare02 effect No
Ensnare03 effect No
Ensnare04 effect No
Ensnare05 effect No
Ensnare06 effect No
Ensnare07 effect No
Ensnare08 effect No
Ensnare09 effect No
Ensnare10 effect No
Ensnare11 effect No
Ensnare12 effect No
Ensnare13 effect No
Ensnare14 effect No
ExpDisabledForAnuburak boolean No
ExpDisabledForArthas boolean No
FacelessFriendCounter integer No
FakeAnubarak unit No
FOFriends group No
ForgottenOneFriendInterval real No
FountainElevator destructable No
FountainPlate destructable No
GameOver boolean No
GameSelection boolean No
GatesRollingSound sound No
GoldCoinsFound integer No
Hard boolean No
HardB button No
HiddenUnits group No
HiddenUnitsCreep group No
InCinematic boolean No
InFOCombat boolean No
IntroSkipped boolean No
ItemFootSwitchPoint location No
ItemTrapAmbushDone boolean No
MaxSpiderlingsSpawn integer No
MidCinForgottenOneSkipped boolean No
NormalB button No
PlateActivationSound sound No
PlayerColor string Yes
PlayerOneTomesAgility integer No
PlayerOneTomesIntelligence integer No
PlayerOneTomesStrength integer No
PlayerTwoTomesAgility integer No
PlayerTwoTomesIntelligence integer No
PlayerTwoTomesStrength integer No
PointBurrowTrap location No
PointEggAttackInitArea location No
PointSpawnGenerator01 location No
PointSpawnGenerator02 location No
PointSpawnGenerator03 location No
PointSpawnGenerator04 location No
PointTentacleCasterCreate01 location No
PointVictoryFacelessSpawn04 location No
QuestCryptfiend quest No
QuestCryptfiendReq01 questitem No
QuestExit quest No
QuestForgottenOne quest No
QuestForgottenOneReq questitem No
QuestGold quest No
QuestGold0Req questitem No
QuestLocateExitReq questitem No
QuestMustSurviveExitReq questitem No
QuestMustSurviveForgottenReq questitem No
RandomCrabPoint location No
RandomNumber real No
RandomVictoryPoint location No
RescuableGroup group No
Satchet01 unit No
Satchet02 unit No
SatchetPosition location No
Save integer Yes
SaveCount integer No
SaveLoad_Abilities abilcode Yes
SaveLoad_Abilities_LastIndex integer No
SaveLoad_Alphabet string No
SaveLoad_CaseSensitive boolean No
SaveLoad_Compress integer Yes
SaveLoad_Heroes unitcode Yes
SaveLoad_Heroes_LastIndex integer No
SaveLoad_Initialized boolean No
SaveLoad_Items itemcode Yes
SaveLoad_Items_LastIndex integer No
SaveLoad_Uncompress integer Yes
SaveLoad_UsePlayername boolean No
SelectedUnits group No
SelectedUnits2 group No
SinglePlayer boolean No
SpawnFacelessFriendsTimer timer No
SpiderlingGroup group No
StartingUnits group No
TempHero unit No
TempItem item No
TempItemType itemcode No
TempPoint location No
TempUnit unit No
TempUnitGroup group No
TentacleCaster01 unit No
TentacleCaster02 unit No
TentacleCaster03 unit No
TentacleCaster04 unit No
TentacleSpawnPoint location No
TextFileName string No
TheForgottenOne unit No
TowerLeft boolean No
TowerRevealerGroup group No
TowerRight boolean No
Validate boolean No
VictorySkipped boolean No
VisibilityBoss fogmodifier No
VisibilityEggs01 fogmodifier No
VisibilityEggs02 fogmodifier No
VisibilityEggs03 fogmodifier No
VisibilityEggs04 fogmodifier No
VisibilityEggsMain fogmodifier No
VisibilityTower fogmodifier No
Template version 1.03
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Game - Set ally color filtering to 0
    Game - Disable ally color button and Disable creep camp button
    Game - Set Lock resource trading to On
    -------- ************ --------
    Game - Set the time of day to 15.00
    -------- ************ --------
    Trigger - Run Init_01_Players <gen> (checking conditions)
    Trigger - Run Init_02_Units <gen> (checking conditions)
    Trigger - Run Init_03_Music <gen> (checking conditions)
    Trigger - Run SetDifficulty <gen> (checking conditions)
    Trigger - Run Init_03_Sounds <gen> (checking conditions)
    Trigger - Run Init_04_Environment <gen> (checking conditions)
    Trigger - Run Init_05_Quests <gen> (checking conditions)
    -------- Start Intro Cinematic --------
    Trigger - Run Init_07_Regions_to_Points <gen> (checking conditions)
Init 01 Players
  Events
  Conditions
  Actions
    Player Group - Add AP04_Arthas to APG1_Player
    Player Group - Add AP12_Anubarak to APG1_Player
    Player Group - Add AP01_SharedPlayer to APG1_Player
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((AP04_Arthas controller) Equal to Computer) or ((AP04_Arthas slot status) Equal to Is unused)
      Then - Actions
        Set SinglePlayer = True
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((AP12_Anubarak controller) Equal to Computer) or ((AP12_Anubarak slot status) Equal to Is unused)
      Then - Actions
        Set SinglePlayer = True
      Else - Actions
    -------- Alliance Settings --------
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Player - Make (Picked player) treat AP5_Towers as an Neutral
        Player - Make AP5_Towers treat (Picked player) as an Enemy
    Player - Make AP2_Rescuables treat Neutral Hostile as an Neutral
    Player - Make Neutral Hostile treat AP2_Rescuables as an Neutral
    Player - Make AP3_Nerubians treat AP2_Rescuables as an Neutral
    Player - Make AP2_Rescuables treat AP3_Nerubians as an Neutral
    Player - Make AP2_Rescuables treat AP6_FacelessOnes as an Neutral
    Player - Make AP6_FacelessOnes treat AP2_Rescuables as an Neutral
    -------- Initial Resources --------
    -------- Player Colors --------
    Player - Change color of AP01_SharedPlayer to Purple, Changing color of existing units
    Player - Change color of AP6_FacelessOnes to Blue, Changing color of existing units
    Player - Change color of AP5_Towers to (Color of Player 3 (Teal)), Changing color of existing units
    -------- Hide Excess Players --------
    Player - Hide AP2_Rescuables in the post-game score screen
    Player - Hide AP01_SharedPlayer in the post-game score screen
    Player - Hide AP5_Towers in the post-game score screen
Init 02 Units
  Events
  Conditions
  Actions
    -------- Heroes --------
    Trigger - Run Load_Heroes_and_Gold <gen> (checking conditions)
    Hero - Make AP04_Arthas Heroes gain 160.00% experience from future kills
    Hero - Make AP12_Anubarak Heroes gain 160.00% experience from future kills
    -------- NPCs --------
    Set TheForgottenOne = Forgotten One 0017 <gen>
    -------- Setup Rescuables --------
    Unit Group - Pick every unit in (Units owned by AP2_Rescuables) and do (Add (Picked unit) to RescuableGroup)
    -------- Setup Crabs --------
    Unit Group - Add all units of (Units in CrabArea <gen> owned by Neutral Passive) to CrabGroup
    -------- Setup Arachnathids --------
    Unit Group - Pick every unit in (Units in BurrowTrap <gen> owned by Neutral Hostile) and do (Add (Picked unit) to ArachnathidGroup)
    Unit Group - Pick every unit in ArachnathidGroup and do (Hide (Picked unit))
    Unit Group - Pick every unit in ArachnathidGroup and do (Pause (Picked unit))
    -------- Creeps --------
    Player - Disable sleeping for all creeps
    Player - Turn Gives bounty Off for Neutral Hostile
    -------- Doodads --------
    Destructible - Make Icy Gate 0031 <gen> Invulnerable
Init 03 Music
  Events
  Conditions
  Actions
    Sound - Clear the music list
    Wait 0.01 seconds
    Sound - Play Arthas' Theme, skipping the first 15.75 seconds
    Sound - Set the music list to Music, starting with song 0
Init 03 Sounds
  Events
  Conditions
  Actions
    Set PlateActivationSound = Switch <gen>
    Set GatesRollingSound = Elevator <gen>
    Set ElevatorsSound = Elevator <gen>
    Set EarthquakeSound = EarthquakeLoop1 <gen>
Init 04 Environment
  Events
  Conditions
  Actions
    -------- Initial Time Of Day --------
    Game - Set the time of day to 19.00
    -------- Weather Effects --------
    -------- Fog --------
    -------- Initial Visibility --------
    -------- Water --------
    Animation - Play the stand alternate animation for all doodads of type IZrw (doodadcode) within FloodLeft <gen>
    Animation - Play the stand alternate animation for all doodads of type IZrw (doodadcode) within FloodRight <gen>
Init 05 Quests
  Events
  Conditions
  Actions
    -------- Create Quests --------
    Trigger - Run Quest_Locate_the_Exit_Create <gen> (checking conditions)
    Trigger - Run Quest_Forgotten_One_Create <gen> (checking conditions)
    Trigger - Run Quest_Cryptfiend_Create <gen> (checking conditions)
    Trigger - Run Quest_Gold_Create <gen> (checking conditions)
Init 06a Hard
  Events
  Conditions
    Hard Equal to True
  Actions
    -------- See Room 04 Item Trap - Trigger Item Trap --------
    -------- Set Hard Egg Variables --------
    Set MaxSpiderlingsSpawn = 16
    Set Eggs01 = 4.00
    Set Eggs02 = 4.00
    Set Eggs03 = 4.00
    Set Eggs04 = 4.00
    -------- Set Room 05 Eggs Room - Start Egg Machine --------
    -------- Set Forgotten One Friend SpawnTimer --------
    Set ForgottenOneFriendInterval = 15.00
    -------- Remove End Runes --------
    Item - Remove gg_item_rhe3_0109
    Item - Remove gg_item_rsps_0106
    Item - Remove gg_item_rhe3_0043
    Item - Remove gg_item_rma2_0012
    Item - Remove gg_item_rma2_0105
    Item - Remove gg_item_rsps_0131
    Item - Remove gg_item_rhe3_0130
    Item - Remove gg_item_rma2_0029
    Item - Remove gg_item_rhe3_0145
    Item - Remove gg_item_rma2_0100
    Item - Remove gg_item_rdis_0015
    Item - Remove gg_item_rsps_0011
Init 06b Normal
  Events
  Conditions
    Hard Equal to False
  Actions
    -------- REMOVE HARD UNITS --------
    -------- Replace Forgotten One With Easy Version --------
    Unit - Replace TheForgottenOne with a Forgotten One (Normal) using The new unit's default life and mana
    Set TheForgottenOne = (Last replaced unit)
    -------- Lever Area --------
    Unit - Remove Spiderling 0054 <gen> from the game
    Unit - Remove Spiderling 0053 <gen> from the game
    -------- Initial Nerubian Area --------
    Unit - Remove Nerubian Warrior 0037 <gen> from the game
    Unit - Remove Nerubian Seer 0003 <gen> from the game
    -------- Crab Area --------
    Unit - Remove Spider Crab Limbripper 0033 <gen> from the game
    Unit - Remove Spider Crab Behemoth 0013 <gen> from the game
    -------- First Rescue Room --------
    Unit - Remove Nerubian Webspinner 0095 <gen> from the game
    Unit - Remove Nerubian Webspinner 0098 <gen> from the game
    Unit - Remove Nerubian Webspinner 0066 <gen> from the game
    -------- Throne Room --------
    Unit - Remove Nerubian Webspinner 0077 <gen> from the game
    Unit - Remove Nerubian Seer 0101 <gen> from the game
    -------- Tentacle Room --------
    Unit - Remove Faceless One Terror 0088 <gen> from the game
    Unit - Remove Faceless One Terror 0087 <gen> from the game
    Unit - Remove Faceless One Terror 0104 <gen> from the game
    -------- Set Egg Variables --------
    Set MaxSpiderlingsSpawn = 12
    Set Eggs01 = 6.00
    Set Eggs02 = 6.00
    Set Eggs03 = 6.00
    Set Eggs04 = 6.00
    -------- Set Forgotten One Friend SpawnTimer --------
    Set ForgottenOneFriendInterval = 25.00
    -------- Remove End Runes --------
    Item - Remove gg_item_rma2_0110
    Item - Remove gg_item_rhe3_0111
    Item - Remove gg_item_rsps_0114
Init 07 Regions to Points
  Events
  Conditions
  Actions
    Set PointVictoryFacelessSpawn04 = (Center of VictoryFacelessSpawn04 <gen>)
    Set PointBurrowTrap = (Center of BurrowTrap <gen>)
    Set PointEggAttackInitArea = (Center of EggAttackInitArea <gen>)
    Set PointSpawnGenerator01 = (Center of SpawnGenerator01 <gen>)
    Set PointSpawnGenerator02 = (Center of SpawnGenerator02 <gen>)
    Set PointSpawnGenerator03 = (Center of SpawnGenerator03 <gen>)
    Set PointSpawnGenerator04 = (Center of SpawnGenerator04 <gen>)
    Set PointTentacleCasterCreate01 = (Center of TentacleCasterCreate01 <gen>)
Load Heroes and Gold
  Events
  Conditions
  Actions
    -------- Create The Game Cache --------
    -------- Get Gold Amount --------
    Player - Set AP01_SharedPlayer Current gold to (Load Gold of UndeadX07b from (Last created game cache))
    -------- Load Each Hero --------
    Trigger - Run Load_Arthas <gen> (checking conditions)
    Trigger - Run Load_Anubarak <gen> (checking conditions)
Load Arthas
  Events
  Conditions
  Actions
    -------- Create Default Hero --------
    Unit - Create 1 Death Knight (Evil) for Neutral Passive at (Center of ArthasSpawn <gen>) facing 180.00 degrees
    Set Arthas = (Last created unit)
    Hero - Set Arthas Hero-level to 4, Hide level-up graphics
    Hero - Learn skill for Arthas: Undead Death Knight - Death Coil
    Hero - Learn skill for Arthas: Undead Death Knight - Death Coil
    Hero - Learn skill for Arthas: Undead Death Knight - Death Pact
    Hero - Learn skill for Arthas: Undead Death Knight - Unholy Aura
    -------- Create Satchet --------
    Unit - Create 1 Sachet for Neutral Passive at (Center of ArthasSpawn <gen>) facing 90.00 degrees
    Set Satchet01 = (Last created unit)
Load Anubarak
  Events
  Conditions
  Actions
    -------- Create Default Hero --------
    Unit - Create 1 Crypt Lord for Neutral Passive at (Center of AnubarakSpawn <gen>) facing 180.00 degrees
    Set Anubarak = (Last created unit)
    Hero - Set Anubarak Hero-level to 6, Hide level-up graphics
    -------- Create Satchet --------
    Unit - Create 1 Sachet for Neutral Passive at (Center of AnubarakSpawn <gen>) facing 90.00 degrees
    Set Satchet02 = (Last created unit)
Load Default Arthas
  Events
  Conditions
  Actions
    -------- Add Items --------
    Hero - Create Orb of Frost and give it to Arthas
    Hero - Create Circlet of Nobility and give it to Arthas
    Hero - Create Sobi Mask and give it to Arthas
Load Default Anubarak
  Events
  Conditions
  Actions
    -------- Default Hero Data --------
    Hero - Learn skill for Anubarak: Undead Crypt Lord - Impale
    Hero - Learn skill for Anubarak: Undead Crypt Lord - Impale
    Hero - Learn skill for Anubarak: Undead Crypt Lord - Spiked Carapace
    Hero - Learn skill for Anubarak: Undead Crypt Lord - Carrion Beetles
    Hero - Learn skill for Anubarak: Undead Crypt Lord - Carrion Beetles
    -------- Add Items --------
    Hero - Create Claws of Attack +9 and give it to Anubarak
    Hero - Create Ring of Regeneration and give it to Anubarak
    Hero - Create Pendant of Energy and give it to Anubarak
Experience Cap Anubarak
  Events
    Unit - A unit owned by Player 12 (Brown) Gains a level
  Conditions
    (Leveling Hero) Equal to Anubarak
    (Hero level of (Leveling Hero)) Greater than or equal to 7
  Actions
    Hero - Disable experience gain for Anubarak
    Set ExpDisabledForAnuburak = True
Crab Elevator Setup
  Events
    Map initialization
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    -------- Elevators --------
    Destructible - Set height of Elevator 0103 <gen> to 2
    Destructible - Set height of Elevator 0172 <gen> to 2
    Destructible - Set height of Elevator 0186 <gen> to 2
    Destructible - Set height of Elevator 0210 <gen> to 2
    Destructible - Set height of Elevator 0173 <gen> to 2
    Destructible - Set height of Elevator 0170 <gen> to 2
    Destructible - Set height of Elevator 0211 <gen> to 2
    Destructible - Set height of Elevator 0310 <gen> to 2
    Destructible - Set height of Elevator 0212 <gen> to 2
    -------- Elevator Walls --------
    Destructible - Close West wall of Elevator 0103 <gen>
    Destructible - Close West wall of Elevator 0172 <gen>
    Destructible - Close West wall of Elevator 0186 <gen>
    Destructible - Close North wall of Elevator 0186 <gen>
    Destructible - Close North wall of Elevator 0210 <gen>
    Destructible - Close North wall of Elevator 0212 <gen>
Init Crab Door
  Events
    Map initialization
  Conditions
  Actions
    Destructible - Open Iron Gate 0303 <gen>
    Destructible - Make Iron Gate 0303 <gen> Invulnerable
Init Item Trap Floor Plate
  Events
    Map initialization
  Conditions
  Actions
    Animation - Play Foot Switch 0217 <gen>'s stand alternate animation
    Set ItemFootSwitchPoint = (Position of Foot Switch 0217 <gen>)
Init Forgotten One Area
  Events
    Map initialization
  Conditions
  Actions
    Destructible - Close West wall of Elevator 0016 <gen>
    Destructible - Close West wall of Elevator 0022 <gen>
    Destructible - Close West wall of Elevator 0017 <gen>
Intro Cinematic Q
  Events
  Conditions
  Actions
    Set InCinematic = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for APG1_Player
    Trigger - Run Intro_Setup <gen> (checking conditions)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_Intro_01 for (Picked player) over 0 seconds
        Camera - Apply gg_cam_Intro_02 for (Picked player) over ((Length of L07BAnubarak01 <gen>) + 6.00) seconds
    -------- Fade In --------
    Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Unit - Order Arthas to Move To (Center of ArthasIntroDest01 <gen>)
    Sound - Play HorseLoop3 <gen> at 70.00% volume, attached to Arthas
    Unit - Order Anubarak to Move To (Center of AnubarakIntroDest01 <gen>)
    Wait 1.00 seconds
    Unit - Order Crypt Fiend 0020 <gen> to Move To (Center of CryptFiend01IntroDest01 <gen>)
    Unit - Order Crypt Fiend 0022 <gen> to Move To (Center of CryptFiend02IntroDest01 <gen>)
    Wait 0.50 seconds
    Unit - Order Ghoul 0040 <gen> to Move To (Center of Ghoul01IntroDest01 <gen>)
    Unit - Order Ghoul 0046 <gen> to Move To (Center of Ghoul02IntroDest01 <gen>)
    Wait 0.50 seconds
    Trigger - Turn on Intro_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07BAnubarak01 <gen> and display We have entered the Old Kingdom. Be wary, death knight. Whatever scared the dwarves still lurks down here somewhere.. Modify duration: Add 0 seconds and Wait
    Wait for L07BAnubarak01 <gen> to be 0 seconds from finished playing
    If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC ENDS - Cinematic Can No Longer Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Trigger - Turn off Intro_Skipped <gen>
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Cleanup --------
    Trigger - Run Intro_Cleanup <gen> (checking conditions)
    -------- Start AI, Let AI Settle Down --------
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode Off for APG1_Player
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Start Game --------
    Trigger - Run Gameplay <gen> (checking conditions)
    Set InCinematic = False
    Trigger - Remove (This trigger) from the trigger queue
Arthas Facing
  Events
    Unit - A unit enters ArthasIntroDest01 <gen>
  Conditions
    (Entering unit) Equal to Arthas
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.50 seconds
    Unit - Make Arthas face 90.00 over 0 seconds
Anubarak Facing
  Events
    Unit - A unit enters AnubarakIntroDest01 <gen>
  Conditions
    (Entering unit) Equal to Anubarak
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.50 seconds
    Unit - Make Anubarak face 90.00 over 0 seconds
Intro Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 4 (Purple) skips a cinematic sequence
    Player - Player 12 (Brown) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set IntroSkipped = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- Cleanup --------
    Trigger - Run Intro_Cleanup <gen> (checking conditions)
    -------- Start AI, Let AI Settle Down --------
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode Off for APG1_Player
    -------- Fade In --------
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    -------- Start Game --------
    Trigger - Run Gameplay <gen> (checking conditions)
    Set InCinematic = False
    Trigger - Remove Intro_Cinematic_Q <gen> from the trigger queue
Intro Setup
  Events
  Conditions
  Actions
    -------- Set Sky --------
    Environment - Set sky to Lordaeron Summer Sky
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Arthas
    Hero - Disable experience gain for Anubarak
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle Off
    -------- Pause Units --------
    -------- Hide Units --------
    Unit Group - Remove Arthas from HiddenUnits
    Unit Group - Remove Anubarak from HiddenUnits
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    -------- Hide Items --------
    Item - Pick every item in (Playable map area) and do (Hide (Picked item))
    -------- Disable Abilities --------
    Player - Disable Unholy Aura for AP04_Arthas
    -------- Open Door --------
    -------- Visibility --------
    -------- Remove Buffs --------
    Unit Group - Pick every unit in (Units owned by AP01_SharedPlayer) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by AP04_Arthas) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by AP12_Anubarak) and do (Remove All except expiration timer buffs from (Picked unit))
    -------- Alliances --------
    Player - Make AP01_SharedPlayer treat AP3_Nerubians as an Ally
    Player - Make AP3_Nerubians treat AP01_SharedPlayer as an Ally
    -------- Set Walk Speed --------
    Unit Group - Pick every unit in (Units in StartingUnits <gen>) and do (Add (Picked unit) to StartingUnits)
Intro Cleanup
  Events
  Conditions
  Actions
    -------- Restore Abilities --------
    Player - Enable Unholy Aura for AP04_Arthas
    -------- Reset Walk Speed --------
    Unit Group - Pick every unit in StartingUnits and do (Set (Picked unit) movement speed to (Default movement speed of (Picked unit)))
    -------- Move Units --------
    Unit - Move Arthas instantly to (Center of ArthasIntroDest01 <gen>), facing 90.00 degrees
    Unit - Move Anubarak instantly to (Center of AnubarakIntroDest01 <gen>), facing 90.00 degrees
    -------- Unhide Items --------
    Item - Pick every item in (Playable map area) and do (Show (Picked item))
    -------- Unhide Units --------
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    -------- Unpause Units --------
    -------- Pause Time Of Day --------
    -------- Re-enable XP Gain --------
    If (ExpDisabledForAnuburak Equal to False) then do (Enable experience gain for Anubarak) else do (Do nothing)
    -------- Restore Selection --------
    Selection - Select Arthas for AP04_Arthas
    Selection - Select Anubarak for AP12_Anubarak
    -------- Reset Sky --------
    Environment - Set sky to None
    -------- Reset Camera --------
    Camera - Reset camera smoothing factor
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Reset camera for (Picked player) to standard game-view over 0 seconds
        Camera - Pan camera for (Picked player) to (Target of gg_cam_Intro_02) over 0 seconds
    -------- Initial Harvesting --------
    -------- Alliances --------
    Player - Make AP01_SharedPlayer treat AP3_Nerubians as an Enemy
    Player - Make AP3_Nerubians treat AP01_SharedPlayer as an Enemy
    Player - Make AP01_SharedPlayer treat AP6_FacelessOnes as an Enemy
    Player - Make AP6_FacelessOnes treat AP01_SharedPlayer as an Enemy
    -------- Wipe Visibility --------
    Visibility - Create an initially Enabled visibility modifier for AP01_SharedPlayer emitting Black mask across (Playable map area)
    Visibility - Destroy (Last created visibility modifier)
Gameplay
  Events
  Conditions
  Actions
    -------- Do initial gameplay stuff, like quest messages and hints --------
    Wait 2.00 seconds
    Trigger - Add Quest_Exit_Discover_Q <gen> to the trigger queue (Checking conditions)
Forgotten One Init
  Events
    Unit - A unit enters ForgottenOneInit <gen>
  Conditions
    GameOver Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Forgotten_One_Cinematic_Q <gen> to the trigger queue (Checking conditions)
Forgotten One Cinematic Q
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set InCinematic = True
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for APG1_Player
    Wait 0.25 seconds
    Trigger - Run Forgotten_One_Setup <gen> (checking conditions)
    Wait 0.25 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_Forgotten01 for (Picked player) over 0 seconds
        Camera - Apply gg_cam_Forgotten02 for (Picked player) over 10.00 seconds
    -------- Units --------
    -------- Fade In --------
    Cinematic - Fade in over 3.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Trigger - Turn on Forgotten_One_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07BAnubarak42 <gen> and display It cannot be.... Modify duration: Add 0 seconds and Don't wait
    Wait 2.50 seconds
    If (MidCinForgottenOneSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run Forgotton_One_Quake_Shake <gen> (checking conditions)
    Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07BAnubarak43 <gen> and display A forgotten one. Look to your defenses, death knight! Fight as you've never fought before!. Modify duration: Add 0 seconds and Don't wait
    Trigger - Run OuterFOElevatorRingUp <gen> (checking conditions)
    Wait 1.00 seconds
    If (MidCinForgottenOneSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Trigger - Run Forgotten_One_Elevator_Sounds <gen> (checking conditions)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_Forgotten03 for (Picked player) over 10.00 seconds
    Trigger - Run InnerFOElevatorRingUp <gen> (checking conditions)
    Wait for L07BAnubarak43 <gen> to be 0 seconds from finished playing
    If (MidCinForgottenOneSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC ENDS - Cinematic Can No Longer Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Trigger - Turn off Forgotten_One_Skipped <gen>
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Stop EarthquakeSound After fading
    Wait 1.00 seconds
    -------- Cleanup --------
    Trigger - Run Forgotten_One_Cleanup <gen> (checking conditions)
    Cinematic - Turn cinematic mode Off for APG1_Player
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Set InCinematic = False
    Trigger - Remove (This trigger) from the trigger queue
    Countdown Timer - Start SpawnFacelessFriendsTimer as a Repeating timer that will expire in ForgottenOneFriendInterval seconds
    Trigger - Run SpawnFacelessFriendsTimerExpire <gen> (checking conditions)
    Trigger - Turn on FOFriendsHeartbeat <gen>
    Trigger - Run Gameplay_Forgotten_One <gen> (checking conditions)
Forgotton One Quake Shake
  Events
  Conditions
  Actions
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Sway the camera source for (Picked player) with magnitude (20.00 x (Random real number between 0.60 and 1.40)) and velocity (1000.00 x (Random real number between 0.60 and 1.40))
    Sound - Set volume of EarthquakeLoop1 <gen> to 80.00%
    Sound - Play EarthquakeSound
    Wait 2 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Stop swaying/shaking the camera for (Picked player)
    Sound - Stop EarthquakeSound After fading
Forgotten One Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 4 (Purple) skips a cinematic sequence
    Player - Player 12 (Brown) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set MidCinForgottenOneSkipped = True
    -------- Fade Out --------
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Stop EarthquakeSound After fading
    Sound - Stop ElevatorsSound After fading
    Sound - Stop Elevator01 <gen> After fading
    Wait 0.50 seconds
    -------- Cleanup --------
    Trigger - Run Forgotten_One_Cleanup <gen> (checking conditions)
    Cinematic - Turn cinematic mode Off for APG1_Player
    -------- Fade In --------
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.50 seconds
    Set InCinematic = False
    Trigger - Remove Forgotten_One_Cinematic_Q <gen> from the trigger queue
    Trigger - Turn on FOFriendsHeartbeat <gen>
    Countdown Timer - Start SpawnFacelessFriendsTimer as a Repeating timer that will expire in ForgottenOneFriendInterval seconds
    Trigger - Run Gameplay_Forgotten_One <gen> (checking conditions)
Forgotten One Setup
  Events
  Conditions
  Actions
    -------- Save Camera Position --------
    Set CameraReturnPoint = (Target of current camera view)
    -------- Set Sky --------
    Environment - Set sky to Lordaeron Winter Sky (Red)
    -------- Save Selection --------
    Set SelectedUnits = (Units currently selected by AP04_Arthas)
    Selection - Clear selection for AP04_Arthas
    Set SelectedUnits2 = (Units currently selected by AP01_SharedPlayer)
    Selection - Clear selection for AP12_Anubarak
    -------- Revive Hero --------
    Unit - Make Arthas face 0.00 over 0.00 seconds
    Unit - Make Anubarak face 0.00 over 0.00 seconds
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Anubarak
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle Off
    -------- Setup Units --------
    -------- Setup Doodads --------
    -------- Disable Abilities --------
    Player - Disable Unholy Aura for AP04_Arthas
    -------- Pause Units --------
    Unit - Pause all units
    -------- Hide Units --------
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    -------- Remove Buffs --------
    Unit Group - Pick every unit in (Units owned by AP01_SharedPlayer) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by AP04_Arthas) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by AP12_Anubarak) and do (Remove All except expiration timer buffs from (Picked unit))
    -------- Music Theme --------
    Sound - Play Tension
    -------- Alliances --------
    -------- Turn on triggers --------
Forgotten One Cleanup
  Events
  Conditions
  Actions
    -------- Unhide Units --------
    Unit Group - Pick every unit in HiddenUnits and do (Unhide (Picked unit))
    Unit Group - Pick every unit in HiddenUnitsCreep and do (Unhide (Picked unit))
    -------- Unpause Units --------
    Unit - Unpause all units
    -------- Repause Arachnathids if necessary --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ItemTrapAmbushDone Equal to False
      Then - Actions
        Unit Group - Pick every unit in ArachnathidGroup and do (Actions)
          Loop - Actions
            Unit - Pause (Picked unit)
      Else - Actions
    -------- Move units --------
    -------- Pause Time Of Day --------
    -------- Re-enable XP Gain --------
    If (ExpDisabledForAnuburak Equal to False) then do (Enable experience gain for Anubarak) else do (Do nothing)
    -------- Return Heroes --------
    -------- Restore Selection --------
    Selection - Select SelectedUnits for AP04_Arthas
    Selection - Select SelectedUnits for AP12_Anubarak
    -------- Reset Sky --------
    Environment - Set sky to None
    -------- Replace Building --------
    -------- Reset Camera --------
    Camera - Reset camera smoothing factor
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Reset camera for (Picked player) to standard game-view over 0 seconds
        Camera - Pan camera for (Picked player) to (Center of CameraReset <gen>) over 0 seconds
        Camera - Stop swaying/shaking the camera for (Picked player)
    -------- Alliances --------
    -------- Kill Units --------
    -------- Elevators --------
    Trigger - Run OuterFOElevatorRingUpInstant <gen> (checking conditions)
    Trigger - Run InnerFOElevatorRingUpInstant <gen> (checking conditions)
    Animation - Play the death animation for all doodads of type YOfb (doodadcode) within FireBlueArea <gen>
OuterFOElevatorRingUp
  Events
  Conditions
  Actions
    -------- WestOuter --------
    Destructible - Set height of Elevator 0017 <gen> to 3
    Wait 0.15 seconds
    Destructible - Set height of Elevator 0016 <gen> to 3
    Wait 0.15 seconds
    Destructible - Set height of Elevator 0022 <gen> to 3
    Wait 0.15 seconds
    Destructible - Set height of Elevator 0003 <gen> to 3
    Wait 0.15 seconds
    -------- NorthOuter --------
    Destructible - Set height of Elevator 0065 <gen> to 3
    Wait 0.15 seconds
    Destructible - Set height of Elevator 0027 <gen> to 3
    Wait 0.15 seconds
    Destructible - Set height of Elevator 0023 <gen> to 3
    Wait 0.15 seconds
    Destructible - Set height of Elevator 0024 <gen> to 3
    Wait 0.15 seconds
    -------- EastOuter --------
    Destructible - Set height of Elevator 0030 <gen> to 3
    Wait 0.15 seconds
    Destructible - Set height of Elevator 0028 <gen> to 3
    Wait 0.15 seconds
    Destructible - Set height of Elevator 0021 <gen> to 3
    Wait 0.15 seconds
    Destructible - Set height of Elevator 0020 <gen> to 3
    Wait 0.15 seconds
    -------- SouthOuter --------
    Destructible - Set height of Elevator 0019 <gen> to 3
    Wait 0.15 seconds
    Destructible - Set height of Elevator 0025 <gen> to 3
    Wait 0.15 seconds
    Destructible - Set height of Elevator 0026 <gen> to 3
    Wait 0.15 seconds
    Destructible - Set height of Elevator 0018 <gen> to 3
    -------- Outer Walls --------
    Destructible - Open West wall of Elevator 0017 <gen>
    Destructible - Open West wall of Elevator 0016 <gen>
    Destructible - Open West wall of Elevator 0022 <gen>
    Destructible - Open West wall of Elevator 0003 <gen>
    Destructible - Open North wall of Elevator 0003 <gen>
    Destructible - Open West wall of Elevator 0065 <gen>
    Destructible - Open North wall of Elevator 0065 <gen>
    Destructible - Open North wall of Elevator 0027 <gen>
    Destructible - Open North wall of Elevator 0023 <gen>
    Destructible - Open North wall of Elevator 0024 <gen>
    Destructible - Open East wall of Elevator 0024 <gen>
    Destructible - Open North wall of Elevator 0030 <gen>
    Destructible - Open East wall of Elevator 0030 <gen>
    Destructible - Open East wall of Elevator 0028 <gen>
    Destructible - Open East wall of Elevator 0021 <gen>
    Destructible - Open East wall of Elevator 0020 <gen>
    Destructible - Open South wall of Elevator 0020 <gen>
    Destructible - Open East wall of Elevator 0019 <gen>
    Destructible - Open South wall of Elevator 0019 <gen>
    Destructible - Open South wall of Elevator 0025 <gen>
    Destructible - Open South wall of Elevator 0026 <gen>
    Destructible - Open South wall of Elevator 0018 <gen>
    Destructible - Open West wall of Elevator 0018 <gen>
    Destructible - Open South wall of Elevator 0017 <gen>
OuterFOElevatorRingUpInstant
  Events
  Conditions
  Actions
    -------- WestOuter --------
    Destructible - Set height of Elevator 0017 <gen> to 3
    Destructible - Set height of Elevator 0016 <gen> to 3
    Destructible - Set height of Elevator 0022 <gen> to 3
    Destructible - Set height of Elevator 0003 <gen> to 3
    -------- NorthOuter --------
    Destructible - Set height of Elevator 0065 <gen> to 3
    Destructible - Set height of Elevator 0027 <gen> to 3
    Destructible - Set height of Elevator 0023 <gen> to 3
    Destructible - Set height of Elevator 0024 <gen> to 3
    -------- EastOuter --------
    Destructible - Set height of Elevator 0030 <gen> to 3
    Destructible - Set height of Elevator 0028 <gen> to 3
    Destructible - Set height of Elevator 0021 <gen> to 3
    Destructible - Set height of Elevator 0020 <gen> to 3
    -------- SouthOuter --------
    Destructible - Set height of Elevator 0019 <gen> to 3
    Destructible - Set height of Elevator 0025 <gen> to 3
    Destructible - Set height of Elevator 0026 <gen> to 3
    Destructible - Set height of Elevator 0018 <gen> to 3
    -------- Outer Walls --------
    Destructible - Open West wall of Elevator 0017 <gen>
    Destructible - Open West wall of Elevator 0016 <gen>
    Destructible - Open West wall of Elevator 0022 <gen>
    Destructible - Open West wall of Elevator 0003 <gen>
    Destructible - Open North wall of Elevator 0003 <gen>
    Destructible - Open West wall of Elevator 0065 <gen>
    Destructible - Open North wall of Elevator 0065 <gen>
    Destructible - Open North wall of Elevator 0027 <gen>
    Destructible - Open North wall of Elevator 0023 <gen>
    Destructible - Open North wall of Elevator 0024 <gen>
    Destructible - Open East wall of Elevator 0024 <gen>
    Destructible - Open North wall of Elevator 0030 <gen>
    Destructible - Open East wall of Elevator 0030 <gen>
    Destructible - Open East wall of Elevator 0028 <gen>
    Destructible - Open East wall of Elevator 0021 <gen>
    Destructible - Open East wall of Elevator 0020 <gen>
    Destructible - Open South wall of Elevator 0020 <gen>
    Destructible - Open East wall of Elevator 0019 <gen>
    Destructible - Open South wall of Elevator 0019 <gen>
    Destructible - Open South wall of Elevator 0025 <gen>
    Destructible - Open South wall of Elevator 0026 <gen>
    Destructible - Open South wall of Elevator 0018 <gen>
    Destructible - Open West wall of Elevator 0018 <gen>
    Destructible - Open South wall of Elevator 0017 <gen>
InnerFOElevatorRingUp
  Events
  Conditions
  Actions
    -------- Inner Elevators --------
    Animation - Play the death animation for all doodads of type YOfb (doodadcode) within Fire01 <gen>
    Destructible - Set height of Elevator 0012 <gen> to 3
    Wait 0.15 seconds
    Animation - Play the death animation for all doodads of type YOfb (doodadcode) within Fire02 <gen>
    Destructible - Set height of Elevator 0004 <gen> to 3
    Wait 0.15 seconds
    Animation - Play the death animation for all doodads of type YOfb (doodadcode) within Fire03 <gen>
    Destructible - Set height of Elevator 0005 <gen> to 3
    Wait 0.15 seconds
    Animation - Play the death animation for all doodads of type YOfb (doodadcode) within Fire04 <gen>
    Destructible - Set height of Elevator 0015 <gen> to 3
    Wait 0.15 seconds
    Animation - Play the death animation for all doodads of type YOfb (doodadcode) within Fire05 <gen>
    Destructible - Set height of Elevator 0014 <gen> to 3
    Wait 0.15 seconds
    Animation - Play the death animation for all doodads of type YOfb (doodadcode) within Fire06 <gen>
    Destructible - Set height of Elevator 0013 <gen> to 3
    Wait 0.15 seconds
    Animation - Play the death animation for all doodads of type YOfb (doodadcode) within Fire07 <gen>
    Destructible - Set height of Elevator 0011 <gen> to 3
    Wait 0.15 seconds
    Animation - Play the death animation for all doodads of type YOfb (doodadcode) within Fire08 <gen>
    Destructible - Set height of Elevator 0009 <gen> to 3
    Wait 0.15 seconds
    Animation - Play the death animation for all doodads of type YOfb (doodadcode) within Fire09 <gen>
    Destructible - Set height of Elevator 0007 <gen> to 3
    Wait 0.15 seconds
    Animation - Play the death animation for all doodads of type YOfb (doodadcode) within Fire10 <gen>
    Destructible - Set height of Elevator 0008 <gen> to 3
    Wait 0.15 seconds
    Animation - Play the death animation for all doodads of type YOfb (doodadcode) within Fire11 <gen>
    Destructible - Set height of Elevator 0010 <gen> to 3
    Wait 0.15 seconds
    Animation - Play the death animation for all doodads of type YOfb (doodadcode) within Fire12 <gen>
    Destructible - Set height of Elevator 0006 <gen> to 3
    Wait 0.15 seconds
    -------- Inner Walls --------
    Destructible - Open East wall of Elevator 0004 <gen>
    Destructible - Open East wall of Elevator 0005 <gen>
    Destructible - Open South wall of Elevator 0014 <gen>
    Destructible - Open South wall of Elevator 0013 <gen>
    Destructible - Open West wall of Elevator 0009 <gen>
    Destructible - Open West wall of Elevator 0007 <gen>
    Destructible - Open North wall of Elevator 0010 <gen>
    Destructible - Open North wall of Elevator 0006 <gen>
InnerFOElevatorRingUpInstant
  Events
  Conditions
  Actions
    -------- Inner Elevators --------
    Destructible - Set height of Elevator 0012 <gen> to 3
    Destructible - Set height of Elevator 0004 <gen> to 3
    Destructible - Set height of Elevator 0005 <gen> to 3
    Destructible - Set height of Elevator 0015 <gen> to 3
    Destructible - Set height of Elevator 0014 <gen> to 3
    Destructible - Set height of Elevator 0013 <gen> to 3
    Destructible - Set height of Elevator 0011 <gen> to 3
    Destructible - Set height of Elevator 0009 <gen> to 3
    Destructible - Set height of Elevator 0007 <gen> to 3
    Destructible - Set height of Elevator 0008 <gen> to 3
    Destructible - Set height of Elevator 0010 <gen> to 3
    Destructible - Set height of Elevator 0006 <gen> to 3
    -------- Inner Walls --------
    Destructible - Open East wall of Elevator 0004 <gen>
    Destructible - Open East wall of Elevator 0005 <gen>
    Destructible - Open South wall of Elevator 0014 <gen>
    Destructible - Open South wall of Elevator 0013 <gen>
    Destructible - Open West wall of Elevator 0009 <gen>
    Destructible - Open West wall of Elevator 0007 <gen>
    Destructible - Open North wall of Elevator 0010 <gen>
    Destructible - Open North wall of Elevator 0006 <gen>
Forgotten One Elevator Sounds
  Events
  Conditions
  Actions
    Sound - Play ElevatorsSound at 100% volume, located at (Center of FireBlueArea <gen>) with Z offset 0
    Wait 1.50 seconds
    Sound - Play Elevator01 <gen> at 100% volume, located at (Center of FireBlueArea <gen>) with Z offset 0
    Wait 1.50 seconds
    Sound - Play ElevatorsSound at 100% volume, located at (Center of FireBlueArea <gen>) with Z offset 0
Gameplay Forgotten One
  Events
  Conditions
  Actions
    -------- Do initial gameplay stuff, like quest messages and hints --------
    Wait 2.00 seconds
    Trigger - Add Quest_Exit_Completed_Q <gen> to the trigger queue (Checking conditions)
    Trigger - Add Quest_Forgotten_One_Discover_Q <gen> to the trigger queue (Checking conditions)
Victory Cinematic Q
  Events
  Conditions
  Actions
    Set InCinematic = True
    -------- Fade Out --------
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    -------- Set Up Scene --------
    Cinematic - Turn cinematic mode On for APG1_Player
    Wait 0.25 seconds
    Trigger - Run SaveCodeEtc <gen> (checking conditions)
    Trigger - Run Victory_Setup <gen> (checking conditions)
    Trigger - Run Victory_Create_Mass_of__Faceless <gen> (checking conditions)
    Wait 0.25 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_Victory_00 for (Picked player) over 0 seconds
        Camera - Apply gg_cam_Victory_00b for (Picked player) over 7.00 seconds
    -------- Fade In --------
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Trigger - Turn on Victory_Skipped <gen>
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Wait 2.50 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play FacelessOneYes2 <gen> at 70.00% volume, located at (Center of FacelessSounds <gen>) with Z offset 0
    Wait 1.50 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Sound - Play FacelessOneYes1 <gen> at 70.00% volume, located at (Center of FacelessSounds <gen>) with Z offset 0
    Wait 1.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Apply gg_cam_Victory_01 for (Picked player) over 0 seconds
        Camera - Apply gg_cam_Victory_02 for (Picked player) over ((Length of L07BAnubarak44 <gen>) + 4.00) seconds
    -------- Move units --------
    Unit - Order FakeAnubarak to Move To (Center of VictoryAnubarakDest <gen>)
    Unit - Set FakeAnubarak movement speed to 200.00
    Unit - Order Arthas to Move To (Center of VictoryArthasDest <gen>)
    Trigger - Run ArthasRunSound <gen> (checking conditions)
    Unit - Set Arthas movement speed to 200.00
    Player - Change color of AP2_Rescuables to (Color of AP12_Anubarak), Changing color of existing units
    Cinematic - Send transmission to (All players) from FakeAnubarak named Anub'arak: Play L07BAnubarak44 <gen> and display We cannot take them all! Hurry, death knight--up the stairwell! Hurry!. Modify duration: Add 0 seconds and Don't wait
    Wait 1.00 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order CryptVictory02 to Move To (Center of VictoryCrypt02Dest <gen>)
    Wait 0.75 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Unit - Order CryptVictory01 to Move To (Center of VictoryCrypt01Dest <gen>)
    Unit - Order CryptVictory03 to Move To (Center of VictoryCrypt03Dest <gen>)
    Wait 4.25 seconds
    If (VictorySkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    -------- CINEMATIC ENDS - Cinematic Can No Longer Be Skipped --------
    -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
    Trigger - Turn off Victory_Skipped <gen>
    -------- Fade Out --------
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.00 seconds
    Sound - Stop HorseLoop301 <gen> After fading
    Wait 1.00 seconds
    Unit - Set Arthas movement speed to (Default movement speed of Arthas)
    Unit - Set FakeAnubarak movement speed to (Default movement speed of Anubarak)
    Unit - Remove FakeAnubarak from the game
    Trigger - Run Next_Level_Run <gen> (checking conditions)
Victory Create Mass of Faceless
  Events
  Conditions
  Actions
    Unit - Create 1 Faceless One Trickster for AP6_FacelessOnes at (Center of VictoryFacelessSpawn01 <gen>) facing 270.00 degrees
    Set RandomVictoryPoint = (Random point in VictoryFacelessDest <gen>)
    Unit - Order (Last created unit) to Move To RandomVictoryPoint
    Unit - Create 1 Faceless One Terror for AP6_FacelessOnes at (Center of VictoryFacelessSpawn02 <gen>) facing 270.00 degrees
    Set RandomVictoryPoint = (Random point in VictoryFacelessDest <gen>)
    Unit - Order (Last created unit) to Move To RandomVictoryPoint
    Unit - Create 1 Faceless One Trickster for AP6_FacelessOnes at (Center of VictoryFacelessSpawn03 <gen>) facing 270.00 degrees
    Set RandomVictoryPoint = (Random point in VictoryFacelessDest <gen>)
    Unit - Order (Last created unit) to Move To RandomVictoryPoint
    Wait 0.50 seconds
    Unit - Create 1 Faceless One Deathbringer for AP6_FacelessOnes at (Center of VictoryFacelessSpawn01 <gen>) facing 270.00 degrees
    Set RandomVictoryPoint = (Random point in VictoryFacelessDest <gen>)
    Unit - Order (Last created unit) to Move To RandomVictoryPoint
    Unit - Create 1 Faceless One Trickster for AP6_FacelessOnes at (Center of VictoryFacelessSpawn02 <gen>) facing 270.00 degrees
    Set RandomVictoryPoint = (Random point in VictoryFacelessDest <gen>)
    Unit - Order (Last created unit) to Move To RandomVictoryPoint
    Unit - Create 1 Faceless One Trickster for AP6_FacelessOnes at (Center of VictoryFacelessSpawn04 <gen>) facing 270.00 degrees
    Set RandomVictoryPoint = (Random point in VictoryFacelessDest <gen>)
    Unit - Order (Last created unit) to Move To RandomVictoryPoint
    Wait 0.50 seconds
    Unit - Create 1 Faceless One Trickster for AP6_FacelessOnes at (Center of VictoryFacelessSpawn01 <gen>) facing 270.00 degrees
    Set RandomVictoryPoint = (Random point in VictoryFacelessDest <gen>)
    Unit - Order (Last created unit) to Move To RandomVictoryPoint
    Unit - Create 1 Faceless One Trickster for AP6_FacelessOnes at (Center of VictoryFacelessSpawn03 <gen>) facing 270.00 degrees
    Set RandomVictoryPoint = (Random point in VictoryFacelessDest <gen>)
    Unit - Order (Last created unit) to Move To RandomVictoryPoint
    Unit - Create 1 Faceless One Deathbringer for AP6_FacelessOnes at (Center of VictoryFacelessSpawn04 <gen>) facing 270.00 degrees
    Set RandomVictoryPoint = (Random point in VictoryFacelessDest <gen>)
    Unit - Order (Last created unit) to Move To RandomVictoryPoint
    Wait 0.50 seconds
    Sound - Play FacelessOneWhat2 <gen> at 70.00% volume, located at (Center of FacelessSounds <gen>) with Z offset 0
    Unit - Create 1 Faceless One Trickster for AP6_FacelessOnes at (Center of VictoryFacelessSpawn02 <gen>) facing 270.00 degrees
    Set RandomVictoryPoint = (Random point in VictoryFacelessDest <gen>)
    Unit - Order (Last created unit) to Move To RandomVictoryPoint
    Unit - Create 1 Faceless One Terror for AP6_FacelessOnes at (Center of VictoryFacelessSpawn03 <gen>) facing 270.00 degrees
    Set RandomVictoryPoint = (Random point in VictoryFacelessDest <gen>)
    Unit - Order (Last created unit) to Move To RandomVictoryPoint
    Unit - Create 1 Faceless One Trickster for AP6_FacelessOnes at (Center of VictoryFacelessSpawn04 <gen>) facing 270.00 degrees
    Set RandomVictoryPoint = (Random point in VictoryFacelessDest <gen>)
    Unit - Order (Last created unit) to Move To RandomVictoryPoint
Victory Skipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
    Player - Player 4 (Purple) skips a cinematic sequence
    Player - Player 12 (Brown) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VictorySkipped = True
    -------- Fade Out --------
    Cinematic - Fade out over 2.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Stop HorseLoop1 <gen> After fading
    Sound - Stop HorseLoop2 <gen> After fading
    Sound - Stop HorseLoop3 <gen> After fading
    Sound - Stop HorseLoop301 <gen> After fading
    Wait 2.00 seconds
    Unit - Remove FakeAnubarak from the game
    Trigger - Run Next_Level_Run <gen> (checking conditions)
Victory Setup
  Events
  Conditions
  Actions
    -------- Set Sky --------
    Environment - Set fog to style 0 (fogstyle), z-start 600.00, z-end 3500.00, density 500.00 and color (15.00%, 50.00%, 75.00%)
    -------- Clear Selection --------
    Set SelectedUnits = (Units currently selected by AP04_Arthas)
    Selection - Clear selection for AP04_Arthas
    Set SelectedUnits2 = (Units currently selected by AP01_SharedPlayer)
    Selection - Clear selection for AP12_Anubarak
    -------- Move Anubarak along with his flys --------
    Unit Group - Pick every unit in (Units of type Locust) and do (Remove (Picked unit) from the game)
    Unit - Move Anubarak instantly to (Center of MoveAnubarakForVictoryCin <gen>), facing 340.00 degrees
    -------- Move Hero --------
    Unit - Move Arthas instantly to (Center of VictoryArthasStart <gen>), facing 210.00 degrees
    Unit - Create 1 Crypt Lord for AP2_Rescuables at (Center of VictoryAnubarakStart <gen>) facing 310.00 degrees
    Set FakeAnubarak = (Last created unit)
    Unit - Change color of FakeAnubarak to (Color of AP12_Anubarak)
    Unit - Create 1 Crypt Fiend for AP01_SharedPlayer at (Center of VictoryCrypt01Start <gen>) facing 190.00 degrees
    Set CryptVictory01 = (Last created unit)
    Unit - Create 1 Crypt Fiend for AP01_SharedPlayer at (Center of VictoryCrypt02Start <gen>) facing 120.00 degrees
    Set CryptVictory02 = (Last created unit)
    Unit - Create 1 Crypt Fiend for AP01_SharedPlayer at (Center of VictoryCrypt03Start <gen>) facing 120.00 degrees
    Set CryptVictory03 = (Last created unit)
    Hero - Set FakeAnubarak Hero-level to 2, Hide level-up graphics
    Hero - Learn skill for FakeAnubarak: Undead Crypt Lord - Spiked Carapace
    -------- Disable XP Gain --------
    Hero - Disable experience gain for Anubarak
    -------- Pause Time Of Day --------
    Game - Turn the day/night cycle Off
    -------- Pause Units --------
    Unit - Pause all units
    Unit - Unpause Arthas
    Unit - Unpause FakeAnubarak
    Unit - Unpause CryptVictory01
    Unit - Unpause CryptVictory02
    Unit - Unpause CryptVictory03
    -------- Hide Units --------
    Set HiddenUnits = (Units owned by AP01_SharedPlayer matching (((Matching unit) is hidden) Equal to False))
    Unit Group - Add all units of (Units owned by AP12_Anubarak matching (((Matching unit) is hidden) Equal to False)) to HiddenUnits
    Unit Group - Add all units of (Units owned by AP04_Arthas matching (((Matching unit) is hidden) Equal to False)) to HiddenUnits
    Unit Group - Add all units of (Units owned by AP2_Rescuables) to HiddenUnits
    Unit Group - Add all units of (Units owned by AP3_Nerubians) to HiddenUnits
    Unit Group - Add all units of (Units owned by AP6_FacelessOnes) to HiddenUnits
    Unit Group - Remove Arthas from HiddenUnits
    Unit Group - Remove FakeAnubarak from HiddenUnits
    Unit Group - Remove CryptVictory01 from HiddenUnits
    Unit Group - Remove CryptVictory02 from HiddenUnits
    Unit Group - Remove CryptVictory03 from HiddenUnits
    Unit Group - Pick every unit in HiddenUnits and do (Hide (Picked unit))
    -------- Hide Items --------
    Item - Pick every item in (Playable map area) and do (Hide (Picked item))
    -------- Remove Buffs --------
    Unit Group - Pick every unit in (Units owned by AP01_SharedPlayer) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by AP04_Arthas) and do (Remove All except expiration timer buffs from (Picked unit))
    Unit Group - Pick every unit in (Units owned by AP12_Anubarak) and do (Remove All except expiration timer buffs from (Picked unit))
    -------- Disable Abilities --------
    Player - Disable Unholy Aura for AP04_Arthas
    -------- Doodads --------
    Destructible - Open Icy Gate 0031 <gen>
    -------- Music Theme --------
    Sound - Play Dark Victory
    -------- Setup Alliance --------
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Player - Make (Picked player) treat AP6_FacelessOnes as an Neutral
        Player - Make AP6_FacelessOnes treat (Picked player) as an Neutral
ArthasRunSound
  Events
  Conditions
  Actions
    Sound - Play HorseLoop3 <gen> at 70.00% volume, attached to Arthas
    Wait 2 seconds
    Sound - Play HorseLoop2 <gen> at 70.00% volume, attached to Arthas
    Wait 1.50 seconds
    Sound - Play HorseLoop1 <gen> at 70.00% volume, attached to Arthas
    Wait 1.50 seconds
    Sound - Play HorseLoop301 <gen> at 70.00% volume, attached to Arthas
Quest Locate the Exit Create
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    -------- Create the quest objects --------
    Quest - Create a Required, undiscovered quest titled The Old Kingdom with the description The ice cracks, and horrific noises erupt from the depths of the Old Kingdom. Though the horrors within this place are fierce you must fight your way through to the exit. Let nothing stand in your way., using icon path ReplaceableTextures\CommandButtons\BTNNerubian.tga
    Set QuestExit = (Last created quest)
    Quest - Create a quest requirement for QuestExit with the description Locate the exit of the Old Kingdom
    Set QuestLocateExitReq = (Last created quest requirement)
    Quest - Create a quest requirement for QuestExit with the description Arthas and Anub'arak must survive
    Set QuestMustSurviveExitReq = (Last created quest requirement)
Quest Locate the Exit Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Locate_the_Exit_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestExit as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rThe Old Kingdom - Locate the exit of the Old Kingdom - Arthas and Anub'arak must survive
Quest Locate the Exit Completed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Locate_the_Exit_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestExit as Discovered
    Quest - Mark QuestLocateExitReq as Completed
    Quest - Mark QuestMustSurviveExitReq as Completed
    Quest - Mark QuestExit as Completed
    Quest - Mark QuestExit as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00MAIN QUEST COMPLETED|rThe Old Kingdom
Quest Forgotten One Create
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    -------- Create the quest objects --------
    Quest - Create a Required, undiscovered quest titled The Forgotten One with the description Bursting forth from the ice, an unfathomable horror of a long forgotten time has emerged to block your passage. Destroy it and break free of the Old Kingdom., using icon path ReplaceableTextures\CommandButtons\BTNForgottenOne.tga
    Set QuestForgottenOne = (Last created quest)
    Quest - Create a quest requirement for QuestForgottenOne with the description Kill the Forgotten One
    Set QuestForgottenOneReq = (Last created quest requirement)
    Quest - Create a quest requirement for QuestForgottenOne with the description Arthas and Anub'arak must survive
    Set QuestMustSurviveForgottenReq = (Last created quest requirement)
Quest Forgotten One Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Forgotten_One_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestForgottenOne as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST|rThe Forgotten One - Kill the Forgotten One - Arthas and Anub'arak must survive
Quest Forgotten One Completed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Forgotten_One_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestForgottenOne as Discovered
    Quest - Mark QuestForgottenOneReq as Completed
    Quest - Mark QuestMustSurviveForgottenReq as Completed
    Quest - Mark QuestForgottenOne as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00MAIN QUEST COMPLETED|rThe Forgotten One
Quest Cryptfiend Create
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    -------- Create the quest objects --------
    Quest - Create a Optional, undiscovered quest titled Rescue the Crypt Fiends with the description The rebel spiders captured several Crypt Fiends! They're being held in a nearby chamber. Release them, and they will be yours to command., using icon path ReplaceableTextures\CommandButtons\BTNCrypt.tga
    Set QuestCryptfiend = (Last created quest)
    Quest - Create a quest requirement for QuestCryptfiend with the description Find and release the Crypt Fiends
    Set QuestCryptfiendReq01 = (Last created quest requirement)
Quest Cryptfiend Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Cryptfiend_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestCryptfiend as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00OPTIONAL QUEST|rRescue the Crypt Fiends - Find and release the Crypt Fiends
Quest Cryptfiend Completed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Cryptfiend_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestCryptfiend as Discovered
    Quest - Mark QuestCryptfiendReq01 as Completed
    Quest - Mark QuestCryptfiend as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00OPTIONAL QUEST COMPLETED|rRescue the Crypt Fiends
Quest Gold Create
  Events
  Conditions
    ((This trigger) is on) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    -------- Create the quest objects --------
    Quest - Create a Optional, undiscovered quest titled Find the Gold Stashes with the description Gold Coins have been hidden throughout these underground chambers. Find them for an increase of your gold coffers. This would be useful the next time you require gold to sustain and build your forces., using icon path ReplaceableTextures\CommandButtons\BTNChestOfGold.tga
    Set QuestGold = (Last created quest)
    Quest - Create a quest requirement for QuestGold with the description Find the five gold stashes (1 of 5 found)
    Set QuestGold0Req = (Last created quest requirement)
Quest Gold Discover
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Gold_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Mark QuestGold as Discovered
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00OPTIONAL QUEST|rFind the Gold Stashes - Find the five gold stashes (1 of 5 found)
Quest Gold Completed
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Gold_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Change the description of QuestGold0Req to Find the five gold stashes
    Quest - Mark QuestGold as Discovered
    Quest - Mark QuestGold0Req as Completed
    Quest - Mark QuestGold as Completed
    -------- Display a quest message. --------
    Quest - Display to (All players) the Quest Completed message: |cffffcc00OPTIONAL QUEST COMPLETED|rFind the Gold Stashes
Gold 02 Found
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Gold_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Change the description of QuestGold0Req to Find the five gold stashes (2 of 5 found)
    -------- Display update --------
    Quest - Display to (All players) the Quest Update message: |cffffcc00OPTIONAL QUEST UPDATE|rFind the Gold Stashes - Find the five gold stashes (2 of 5 found)
Gold 03 Found
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Gold_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Change the description of QuestGold0Req to Find the five gold stashes (3 of 5 found)
    -------- Display update --------
    Quest - Display to (All players) the Quest Update message: |cffffcc00OPTIONAL QUEST UPDATE|rFind the Gold Stashes - Find the five gold stashes (3 of 5 found)
Gold 04 Found
  Events
  Conditions
  Actions
    -------- Ensure that the quest exists --------
    Trigger - Run Quest_Gold_Create <gen> (checking conditions)
    -------- Update the quest --------
    Quest - Change the description of QuestGold0Req to Find the five gold stashes (4 of 5 found)
    -------- Display update --------
    Quest - Display to (All players) the Quest Update message: |cffffcc00OPTIONAL QUEST UPDATE|rFind the Gold Stashes - Find the five gold stashes (4 of 5 found)
Mission Failed Arthas Dead
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Mission Failed message: |cffffcc00MISSION FAILED|rArthas has been slain.
Mission Failed Anubarak Dead
  Events
  Conditions
  Actions
    Quest - Display to (All players) the Mission Failed message: |cffffcc00MISSION FAILED|rAnub'arak has been slain.
Player Reaches Towers
  Events
    Unit - A unit enters TowerAreaInit <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Towers_Q <gen> to the trigger queue (Checking conditions)
Voiceover Towers Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of TowerVisibility <gen>)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07BAnubarak09 <gen> and display Wait--the towers on either side are rigged to fire bolts of frost. This hallway is a deathtrap.. Modify duration: Add 0 seconds and Don't wait
    Wait for L07BAnubarak09 <gen> to be 0 seconds from finished playing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07BArthas10 <gen> and display Can't we disable them?. Modify duration: Add 0 seconds and Don't wait
        Wait for L07BArthas10 <gen> to be 0 seconds from finished playing
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07BAnubarak11 <gen> and display The circular hatch in the far wall is an aqueduct plug. If we can open it, the water might flood the firing mechanisms and disable the entire trap.. Modify duration: Add 0 seconds and Don't wait
        Wait for L07BAnubarak11 <gen> to be 0 seconds from finished playing
      Else - Actions
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Traitor
  Events
    Unit - A unit enters VoiceoverTraitor <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Traitor_Q <gen> to the trigger queue (Checking conditions)
Voiceover Traitor Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of VoiceoverTraitor <gen>)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Nerubian Warrior 0005 <gen> named Nerubian: Play L07BNerubian14 <gen> and display Look, brothers! The traitor king!. Modify duration: Add 0 seconds and Don't wait
    Wait for L07BNerubian14 <gen> to be 0 seconds from finished playing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07BArthas15 <gen> and display Who, me?. Modify duration: Add 0 seconds and Don't wait
        Wait for L07BArthas15 <gen> to be 0 seconds from finished playing
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07BAnubarak16 <gen> and display He is referring to me, death knight. These nerubians will stop at nothing to destroy us!. Modify duration: Add 0 seconds and Don't wait
        Wait for L07BAnubarak16 <gen> to be 0 seconds from finished playing
      Else - Actions
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Drive Them Back
  Events
    Unit - Nerubian Warrior 0002 <gen> Acquires a target
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Drive_Them_Back_Q <gen> to the trigger queue (Checking conditions)
Voiceover Drive Them Back Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of VoiceoverTraitor <gen>)
    Sound - Setup all volume channels for speech
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Nerubian Warrior 0002 <gen> is alive) Equal to True
      Then - Actions
        Cinematic - Send transmission to (All players) from Nerubian Warrior 0002 <gen> named Nerubian: Play L07BNerubian18 <gen> and display Drive the foul undead back to the surface!. Modify duration: Add 0 seconds and Wait
        Wait for L07BNerubian18 <gen> to be 0 seconds from finished playing
      Else - Actions
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Slay the Intruders
  Events
    Unit - Nerubian Webspinner 0083 <gen> Acquires a target
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Slay_the_Intruders_Q <gen> to the trigger queue (Checking conditions)
Voiceover Slay the Intruders Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of VoiceoverTraitor <gen>)
    Sound - Setup all volume channels for speech
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Nerubian Webspinner 0083 <gen> is alive) Equal to True
      Then - Actions
        Cinematic - Send transmission to (All players) from Nerubian Webspinner 0083 <gen> named Nerubian: Play L07BNerubian17 <gen> and display Slay the intruders!. Modify duration: Add 0 seconds and Wait
        Wait for L07BNerubian17 <gen> to be 0 seconds from finished playing
      Else - Actions
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Death to the Servants
  Events
    Unit - Nerubian Queen 0149 <gen> Acquires a target
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Death_to_the_Servants_Q <gen> to the trigger queue (Checking conditions)
Voiceover Death to the Servants Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of VoiceoverTraitor <gen>)
    Sound - Setup all volume channels for speech
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Nerubian Queen 0149 <gen> is alive) Equal to True
      Then - Actions
        Cinematic - Send transmission to (All players) from Nerubian Queen 0149 <gen> named Nerubian: Play L07BNerubian19 <gen> and display Death to the servants of Ner'zhul!. Modify duration: Add 0 seconds and Wait
        Wait for L07BNerubian19 <gen> to be 0 seconds from finished playing
      Else - Actions
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Guardians
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Guardians_Q <gen> to the trigger queue (Checking conditions)
Voiceover Guardians Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at PointBurrowTrap
    Sound - Setup all volume channels for speech
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07BArthas07 <gen> and display The guardians are activating! Defend yourselves!. Modify duration: Add 0 seconds and Don't wait
        Wait for L07BArthas07 <gen> to be 0 seconds from finished playing
      Else - Actions
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Hostile Eggs
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Hostile_Eggs_Q <gen> to the trigger queue (Checking conditions)
Voiceover Hostile Eggs Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of EggAttackInitArea <gen>)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07BAnubarak29 <gen> and display The eggs of our young are incubated within those breeding pods. There's no telling how many vicious hatchlings they hold.. Modify duration: Add 0 seconds and Don't wait
    Wait for L07BAnubarak29 <gen> to be 0 seconds from finished playing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07BArthas30 <gen> and display You were right--they're definitely hostile! We've got to destroy the breeding pods!. Modify duration: Add 0 seconds and Don't wait
        Wait for L07BArthas30 <gen> to be 0 seconds from finished playing
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07BAnubarak31 <gen> and display We could also seal the doors to shut the hatchlings in!. Modify duration: Add 0 seconds and Don't wait
        Wait for L07BAnubarak31 <gen> to be 0 seconds from finished playing
      Else - Actions
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Faceless Ones 01
  Events
    Unit - A unit enters Voiceover_Faceless_Ones <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Faceless_Ones_01_Q <gen> to the trigger queue (Checking conditions)
Voiceover Faceless Ones 01 Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of Voiceover_Faceless_Ones <gen>)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07BArthas33 <gen> and display What the hell are they?. Modify duration: Add 0 seconds and Don't wait
    Wait for L07BArthas33 <gen> to be 0 seconds from finished playing
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07BAnubarak34 <gen> and display They are the horrors the dwarves spoke of. I thought they were only legends.. Modify duration: Add 0 seconds and Don't wait
        Wait for L07BAnubarak34 <gen> to be 0 seconds from finished playing
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07BArthas35 <gen> and display What?. Modify duration: Add 0 seconds and Don't wait
        Wait for L07BArthas35 <gen> to be 0 seconds from finished playing
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Cinematic - Send transmission to (All players) from Anubarak named Anub'arak: Play L07BAnubarak36 <gen> and display They are the faceless ones.... Modify duration: Add 0 seconds and Don't wait
        Wait for L07BAnubarak36 <gen> to be 0 seconds from finished playing
      Else - Actions
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Voiceover Thats done it
  Events
  Conditions
    TowerLeft Equal to True
    TowerRight Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Voiceover_Thats_done_it_Q <gen> to the trigger queue (Checking conditions)
Voiceover Thats done it Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of TowerAreaInit <gen>)
    Sound - Setup all volume channels for speech
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GameOver Equal to False
      Then - Actions
        Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07BArthas13 <gen> and display That's done it! Let's move.. Modify duration: Add 0 seconds and Don't wait
        Wait for L07BArthas13 <gen> to be 0 seconds from finished playing
      Else - Actions
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Remove (This trigger) from the trigger queue
Coin Found
  Events
    Unit - A unit owned by Player 1 (Red) Acquires an item
    Unit - A unit owned by Player 4 (Purple) Acquires an item
    Unit - A unit owned by Player 12 (Brown) Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Gold Coins
  Actions
    Set GoldCoinsFound = (GoldCoinsFound + 1)
    If (GoldCoinsFound Equal to 1) then do (Add First_Coin_Found_Q <gen> to the trigger queue (Checking conditions)) else do (Do nothing)
    If (GoldCoinsFound Equal to 2) then do (Add Second_Coin_Found_Q <gen> to the trigger queue (Checking conditions)) else do (Do nothing)
    If (GoldCoinsFound Equal to 3) then do (Add Third_Coin_Found_Q <gen> to the trigger queue (Checking conditions)) else do (Do nothing)
    If (GoldCoinsFound Equal to 4) then do (Add Fourth_Coin_Found_Q <gen> to the trigger queue (Checking conditions)) else do (Do nothing)
    If (GoldCoinsFound Equal to 5) then do (Add Fifth_Coin_Found_Q <gen> to the trigger queue (Checking conditions)) else do (Do nothing)
First Coin Found Q
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Arthas named King Arthas: Play L07BArthas23 <gen> and display Gold! We should take this with us!. Modify duration: Add 0 seconds and Wait
    Wait for L07BArthas23 <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Run Quest_Gold_Discover <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Second Coin Found Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    -------- Quest Update --------
    Trigger - Run Gold_02_Found <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Third Coin Found Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    -------- Quest Update --------
    Trigger - Run Gold_03_Found <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Fourth Coin Found Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    -------- Quest Update --------
    Trigger - Run Gold_04_Found <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Fifth Coin Found Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    -------- Quest Update --------
    Trigger - Run Quest_Gold_Completed <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Quest Exit Discover Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Run Quest_Locate_the_Exit_Discover <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Quest Exit Completed Q
  Events
  Conditions
  Actions
    Trigger - Run Quest_Locate_the_Exit_Completed <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Quest Forgotten One Discover Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Run Quest_Forgotten_One_Discover <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Quest Forgotten One Completed Q
  Events
  Conditions
  Actions
    Trigger - Run Quest_Forgotten_One_Completed <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
Crypt Fiend Rescued
  Events
    Unit - Crypt Fiend 0076 <gen> Changes owner
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Quest_Rescue_CryptFiend_Discover_Q <gen> to the trigger queue (Checking conditions)
Quest Rescue CryptFiend Discover Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Camera - Set a spacebar-point for (Picked player) at (Center of Prisoner01 <gen>)
    Sound - Setup all volume channels for speech
    Cinematic - Send transmission to (All players) from Crypt Fiend 0076 <gen> named Crypt Fiend: Play L07BCryptFiend22 <gen> and display Thank you, great one. The rebel spiders captured my comrades as well! They're being held in a nearby chamber. Release them, and they will be yours to command.. Modify duration: Add 0 seconds and Wait
    Wait for L07BCryptFiend22 <gen> to be 0 seconds from finished playing
    Sound - Reset all volume channels to 100%
    -------- ----------- --------
    Trigger - Run Quest_Cryptfiend_Discover <gen> (checking conditions)
    Wait Campaign quest delay game-time seconds
    Trigger - Remove (This trigger) from the trigger queue
Check for All Rescued
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in (Units owned by AP2_Rescuables)) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Add Quest_All_Cryptfiend_Rescued_Q <gen> to the trigger queue (Checking conditions)
Quest All Cryptfiend Rescued Q
  Events
  Conditions
    GameOver Equal to False
  Actions
    Trigger - Run Quest_Cryptfiend_Completed <gen> (checking conditions)
    Wait Campaign quest delay seconds
    Trigger - Remove (This trigger) from the trigger queue
RevealerStartTown02
  Events
    Unit - A unit enters TowerVisibility <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Visibility - Create an initially Enabled visibility modifier for AP01_SharedPlayer emitting Visibility across TowerVisibility <gen>
    Set VisibilityTower = (Last created visibility modifier)
RevealerGroupAddTower
  Events
    Unit - A unit enters TowerVisibility <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Unit Group - Add (Entering unit) to TowerRevealerGroup
    Trigger - Run RevealerCheckTower <gen> (checking conditions)
RevealerGroupSubtractTower
  Events
    Unit - A unit leaves TowerVisibility <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Leaving unit)) Equal to AP01_SharedPlayer
        (Owner of (Leaving unit)) Equal to AP04_Arthas
        (Owner of (Leaving unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Unit Group - Remove (Leaving unit) from TowerRevealerGroup
    Trigger - Run RevealerCheckTower <gen> (checking conditions)
RevealerCheckTower
  Events
  Conditions
  Actions
    If ((Number of units in TowerRevealerGroup) Greater than or equal to 1) then do (Enable VisibilityTower) else do (Disable VisibilityTower)
RevealerTowerSafety
  Events
    Unit - A unit owned by Player 1 (Red) Dies
    Unit - A unit owned by Player 4 (Purple) Dies
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    ((Dying unit) is in TowerRevealerGroup) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from TowerRevealerGroup
    Trigger - Run RevealerCheckTower <gen> (checking conditions)
RevealerBoss
  Events
    Unit - A unit enters VisibilityBoss <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Visibility - Create an initially Enabled visibility modifier for AP01_SharedPlayer emitting Visibility across VisibilityBoss <gen>
    Set VisibilityBoss = (Last created visibility modifier)
RevealerGroupAddBoss
  Events
    Unit - A unit enters VisibilityBoss <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Unit Group - Add (Entering unit) to BossRevealerGroup
    Trigger - Run RevealerCheckBoss <gen> (checking conditions)
RevealerGroupSubtractBoss
  Events
    Unit - A unit leaves VisibilityBoss <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Leaving unit)) Equal to AP01_SharedPlayer
        (Owner of (Leaving unit)) Equal to AP04_Arthas
        (Owner of (Leaving unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Unit Group - Remove (Leaving unit) from BossRevealerGroup
    Trigger - Run RevealerCheckBoss <gen> (checking conditions)
RevealerCheckBoss
  Events
  Conditions
  Actions
    If ((Number of units in BossRevealerGroup) Greater than or equal to 1) then do (Enable VisibilityBoss) else do (Disable VisibilityBoss)
RevealerBossSafety
  Events
    Unit - A unit owned by Player 1 (Red) Dies
    Unit - A unit owned by Player 4 (Purple) Dies
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    ((Dying unit) is in BossRevealerGroup) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from BossRevealerGroup
    Trigger - Run RevealerCheckBoss <gen> (checking conditions)
RevealerEggs
  Events
    Unit - A unit enters VisibilityEggs <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on Door01 <gen>
    Trigger - Turn on Door02 <gen>
    Trigger - Turn on Door03 <gen>
    Trigger - Turn on Door04 <gen>
    Visibility - Create an initially Enabled visibility modifier for AP01_SharedPlayer emitting Visibility across VisibilityEggs <gen>
    Set VisibilityEggsMain = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP01_SharedPlayer emitting Visibility across VisibilityEggs01 <gen>
    Set VisibilityEggs01 = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP01_SharedPlayer emitting Visibility across VisibilityEggs02 <gen>
    Set VisibilityEggs02 = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP01_SharedPlayer emitting Visibility across VisibilityEggs03 <gen>
    Set VisibilityEggs03 = (Last created visibility modifier)
    Visibility - Create an initially Enabled visibility modifier for AP01_SharedPlayer emitting Visibility across VisibilityEggs04 <gen>
    Set VisibilityEggs04 = (Last created visibility modifier)
RevealerGroupAddEggs
  Events
    Unit - A unit enters VisibilityEggs <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Unit Group - Add (Entering unit) to EggsRevealerGroup
    Trigger - Run RevealerCheckEggs <gen> (checking conditions)
RevealerGroupSubtractEggs
  Events
    Unit - A unit leaves VisibilityEggs <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Leaving unit)) Equal to AP01_SharedPlayer
        (Owner of (Leaving unit)) Equal to AP04_Arthas
        (Owner of (Leaving unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Unit Group - Remove (Leaving unit) from EggsRevealerGroup
    Trigger - Run RevealerCheckEggs <gen> (checking conditions)
RevealerCheckEggs
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in EggsRevealerGroup) Greater than or equal to 1
      Then - Actions
        Trigger - Turn on Door01 <gen>
        Trigger - Turn on Door02 <gen>
        Trigger - Turn on Door03 <gen>
        Trigger - Turn on Door04 <gen>
        Visibility - Enable VisibilityEggsMain
        If (Eggs01Done Equal to False) then do (Enable VisibilityEggs01) else do (Do nothing)
        If (Eggs02Done Equal to False) then do (Enable VisibilityEggs02) else do (Do nothing)
        If (Eggs03Done Equal to False) then do (Enable VisibilityEggs03) else do (Do nothing)
        If (Eggs04Done Equal to False) then do (Enable VisibilityEggs04) else do (Do nothing)
      Else - Actions
        Trigger - Turn off Door01 <gen>
        Trigger - Turn off Door02 <gen>
        Trigger - Turn off Door03 <gen>
        Trigger - Turn off Door04 <gen>
        Visibility - Disable VisibilityEggsMain
        Visibility - Disable VisibilityEggs01
        Visibility - Disable VisibilityEggs02
        Visibility - Disable VisibilityEggs03
        Visibility - Disable VisibilityEggs04
RevealerSafetyEggs
  Events
    Unit - A unit owned by Player 1 (Red) Dies
    Unit - A unit owned by Player 4 (Purple) Dies
    Unit - A unit owned by Player 12 (Brown) Dies
  Conditions
    ((Dying unit) is in EggsRevealerGroup) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from EggsRevealerGroup
    Trigger - Run RevealerCheckEggs <gen> (checking conditions)
Door01
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Rolling Stone Door 0222 <gen> is dead) Equal to True
      Then - Actions
        Destructible - Kill Line of Sight Blocker (Large) 0550 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0551 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0552 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0555 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0553 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0554 <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Rolling Stone Door 0222 <gen> is alive) Equal to True
          Then - Actions
            Destructible - Resurrect Line of Sight Blocker (Large) 0550 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0551 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0552 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0555 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0553 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0554 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
          Else - Actions
Door02
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Rolling Stone Door 0221 <gen> is dead) Equal to True
      Then - Actions
        Destructible - Kill Line of Sight Blocker (Large) 0556 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0557 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0558 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0561 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0559 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0560 <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Rolling Stone Door 0221 <gen> is alive) Equal to True
          Then - Actions
            Destructible - Resurrect Line of Sight Blocker (Large) 0556 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0557 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0558 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0561 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0559 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0560 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
          Else - Actions
Door03
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Rolling Stone Door 0225 <gen> is dead) Equal to True
      Then - Actions
        Destructible - Kill Line of Sight Blocker (Large) 0562 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0563 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0564 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0567 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0565 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0566 <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Rolling Stone Door 0225 <gen> is alive) Equal to True
          Then - Actions
            Destructible - Resurrect Line of Sight Blocker (Large) 0562 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0563 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0564 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0567 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0565 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0566 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
          Else - Actions
Door04
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Rolling Stone Door 0223 <gen> is dead) Equal to True
      Then - Actions
        Destructible - Kill Line of Sight Blocker (Large) 0568 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0569 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0570 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0573 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0571 <gen>
        Destructible - Kill Line of Sight Blocker (Large) 0572 <gen>
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Rolling Stone Door 0223 <gen> is alive) Equal to True
          Then - Actions
            Destructible - Resurrect Line of Sight Blocker (Large) 0568 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0569 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0570 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0573 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0571 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
            Destructible - Resurrect Line of Sight Blocker (Large) 0572 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
          Else - Actions
Lower Crab Elevator
  Events
  Conditions
  Actions
    Sound - Play ElevatorsSound at 100% volume, located at (Position of Elevator 0173 <gen>) with Z offset 0
    -------- Elevators --------
    Destructible - Set height of Elevator 0103 <gen> to 1
    Destructible - Set height of Elevator 0172 <gen> to 1
    Destructible - Set height of Elevator 0186 <gen> to 1
    Destructible - Set height of Elevator 0210 <gen> to 1
    Destructible - Set height of Elevator 0173 <gen> to 1
    Destructible - Set height of Elevator 0170 <gen> to 1
    Destructible - Set height of Elevator 0211 <gen> to 1
    Destructible - Set height of Elevator 0310 <gen> to 1
    Destructible - Set height of Elevator 0212 <gen> to 1
    -------- Elevator Walls --------
    Destructible - Open West wall of Elevator 0103 <gen>
    Destructible - Open West wall of Elevator 0172 <gen>
    Destructible - Open West wall of Elevator 0186 <gen>
    Destructible - Open North wall of Elevator 0186 <gen>
    Destructible - Open North wall of Elevator 0210 <gen>
    Destructible - Open North wall of Elevator 0212 <gen>
Rock Breaks on Left
  Events
    Destructible - A destructible within TowerLeftLeverRocks <gen> dies
  Conditions
    (Destructible-type of (Dying destructible)) Equal to DTrc (destructablecode)
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Pick every destructible in TowerLeftLeverRocks <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Destructible-type of (Picked destructible)) Equal to DTrc (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
Tower Lever Left
  Events
    Destructible - Lever 0108 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Open Rolling Stone Door 0107 <gen>
    Sound - Play GatesRollingSound at 100% volume, located at (Position of Rolling Stone Door 0107 <gen>) with Z offset 0
    Wait 2 seconds
    Trigger - Run Flood_Left <gen> (checking conditions)
    Animation - Play the stand upgrade animation for all doodads of type IZrw (doodadcode) within FloodLeft <gen>
    Set TowerLeft = True
    Trigger - Run Voiceover_Thats_done_it <gen> (checking conditions)
Tower Lever Right
  Events
    Destructible - Lever 0109 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Open Rolling Stone Door 0001 <gen>
    Sound - Play GatesRollingSound at 100% volume, located at (Position of Rolling Stone Door 0001 <gen>) with Z offset 0
    Wait 2 seconds
    Trigger - Run Flood_Right <gen> (checking conditions)
    Animation - Play the stand animation for all doodads of type IZrw (doodadcode) within FloodRight <gen>
    Set TowerRight = True
    Trigger - Run Voiceover_Thats_done_it <gen> (checking conditions)
Flood Left
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play WaterLakeLoop1 <gen> at 100% volume, located at (Center of FloodWaterSound1 <gen>) with Z offset 0
    Wait 1.50 seconds
    Unit - Kill Nerubian Tower 0042 <gen>
    Wait 1.50 seconds
    Unit - Kill Nerubian Tower 0044 <gen>
    Unit - Kill Nerubian Tower 0041 <gen>
    Wait 0.50 seconds
    Unit - Kill Nerubian Tower 0047 <gen>
    Unit - Kill Nerubian Tower 0024 <gen>
Flood Right
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play WaterLakeLoop1 <gen> at 100% volume, located at (Center of FloodWaterSound2 <gen>) with Z offset 0
    Wait 0.50 seconds
    Unit - Kill Nerubian Tower 0028 <gen>
    Wait 1.25 seconds
    Unit - Kill Nerubian Tower 0027 <gen>
    Unit - Kill Nerubian Tower 0038 <gen>
    Wait 0.50 seconds
    Unit - Kill Nerubian Tower 0045 <gen>
    Unit - Kill Nerubian Tower 0025 <gen>
Crab Wander
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in CrabGroup and do (Actions)
      Loop - Actions
        Set RandomNumber = (Random real number between 0 and 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            RandomNumber Less than or equal to 0.15
          Then - Actions
            Set RandomCrabPoint = (Random point in CrabArea <gen>)
            Unit - Order (Picked unit) to Move To RandomCrabPoint
            Custom script: call RemoveLocation( udg_RandomCrabPoint )
          Else - Actions
Crab Attacked
  Events
    Unit - A unit owned by Neutral Passive Is attacked
  Conditions
    ((Attacked unit) is in CrabGroup) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Unit_hits_Crab_Tripwire <gen>
    Trigger - Run Trigger_Crab_Encounter <gen> (checking conditions)
Unit hits Crab Tripwire
  Events
    Unit - A unit enters CrabAttackTripwire <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Crab_Attacked <gen>
    Trigger - Run Trigger_Crab_Encounter <gen> (checking conditions)
Trigger Crab Encounter
  Events
  Conditions
  Actions
    Destructible - Close Iron Gate 0303 <gen>
    Trigger - Turn off Crab_Wander <gen>
    Trigger - Run Lower_Crab_Elevator <gen> (checking conditions)
    Unit Group - Pick every unit in CrabGroup and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Hostile and Retain color
        Set TempPoint = (Center of CrabAttackTarget <gen>)
        Unit - Order (Picked unit) to Attack-Move To TempPoint
        Custom script: call RemoveLocation( udg_TempPoint )
Crab Dies
  Events
    Unit - A unit owned by Neutral Passive Dies
    Unit - A unit owned by Neutral Hostile Dies
  Conditions
    ((Dying unit) is in CrabGroup) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from CrabGroup
Check for All Crab Death
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    (Number of units in CrabGroup) Equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Crab_Dies <gen>
    Destructible - Make Iron Gate 0303 <gen> Vulnerable
    Destructible - Open Iron Gate 0303 <gen>
Behemoth Crab Dies
  Events
    Unit - Spider Crab Behemoth 0001 <gen> Dies
  Conditions
  Actions
    Item - Create Ring of Protection +3 at (Position of (Dying unit))
Check for Plate Visibility
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (ItemFootSwitchPoint is visible to AP01_SharedPlayer) Equal to True
      Then - Actions
        Animation - Play Foot Switch 0217 <gen>'s stand animation
      Else - Actions
        Animation - Play Foot Switch 0217 <gen>'s stand alternate animation
Open Item Trap Doors
  Events
  Conditions
  Actions
    Destructible - Open Iron Gate 0303 <gen>
    Destructible - Open Iron Gate 0302 <gen>
    Destructible - Open Rolling Stone Door 0171 <gen>
Close Item Trap Doors
  Events
  Conditions
  Actions
    Destructible - Close Iron Gate 0303 <gen>
    Destructible - Close Iron Gate 0302 <gen>
    Destructible - Close Rolling Stone Door 0171 <gen>
Trigger Item Trap
  Events
    Unit - A unit owned by Player 1 (Red) Acquires an item
    Unit - A unit owned by Player 4 (Purple) Acquires an item
    Unit - A unit owned by Player 12 (Brown) Acquires an item
  Conditions
    (Item being manipulated) Equal to gg_item_bgst_0026
    GameOver Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Check_for_Plate_Visibility <gen>
    Set ItemTrapAmbushDone = True
    Destructible - Kill Foot Switch 0217 <gen>
    Sound - Play PlateActivationSound at 100% volume, located at PointBurrowTrap with Z offset 0
    Trigger - Run Close_Item_Trap_Doors <gen> (checking conditions)
    Trigger - Run Quake_Shake <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run Trap_Unburrow <gen> (checking conditions)
    Wait 1.00 seconds
    Trigger - Run Voiceover_Guardians <gen> (checking conditions)
    Set ItemTrapAmbushDone = True
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Difficulty level) Equal to Hard
      Then - Actions
        Set TempPoint = (Center of ArachnathidSpawn01 <gen>)
        Unit - Create 1 Arachnathid Earth-borer for Neutral Hostile at TempPoint facing 270.00 degrees
        Custom script: call RemoveLocation( udg_TempPoint )
        Unit - Order (Last created unit) to Attack-Move To PointBurrowTrap
        Set TempPoint = (Center of ArachnathidSpawn02 <gen>)
        Unit - Create 1 Arachnathid Earth-borer for Neutral Hostile at TempPoint facing 180.00 degrees
        Custom script: call RemoveLocation( udg_TempPoint )
        Unit - Order (Last created unit) to Attack-Move To PointBurrowTrap
      Else - Actions
Trap Unburrow
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in APG1_Player and do (Actions)
      Loop - Actions
        Player - Make (Picked player) treat Neutral Hostile as an Enemy
        Player - Make Neutral Hostile treat (Picked player) as an Enemy
    Unit Group - Pick every unit in ArachnathidGroup and do (Actions)
      Loop - Actions
        Trigger - Run Uproot_Picked_Fiend <gen> (checking conditions)
Uproot Picked Fiend
  Events
  Conditions
  Actions
    Custom script: local unit ambusher = GetEnumUnit()
    Wait (Random real number between 0 and 3.00) seconds
    Custom script: set udg_TempUnit = ambusher
    -------- Unhide and Unburrow --------
    Unit - Unhide TempUnit
    Animation - Play TempUnit's morph alternate animation
    Wait 1.00 seconds
    Custom script: set udg_TempUnit = ambusher
    -------- Unpause --------
    Unit - Unpause TempUnit
    Unit - Order TempUnit to Attack-Move To PointBurrowTrap
RollingDoorOpenSound1
  Events
    Destructible - Rolling Stone Door 0171 <gen> dies
  Conditions
  Actions
    Sound - Play ElevatorsSound at 100% volume, located at (Position of Rolling Stone Door 0171 <gen>) with Z offset 0
RollingDoorOpenSound2
  Events
    Destructible - Rolling Stone Door 0220 <gen> dies
  Conditions
  Actions
    Sound - Play ElevatorsSound at 100% volume, located at (Position of Rolling Stone Door 0220 <gen>) with Z offset 0
Eggs Tripwire
  Events
    Unit - A unit enters EggAttackInitArea <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Queen_Attacked <gen>
    Trigger - Run Start_Egg_Machine <gen> (checking conditions)
Queen Attacked
  Events
    Unit - Nerubian Queen 0149 <gen> Is attacked
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Attacking unit)) Equal to AP01_SharedPlayer
        (Owner of (Attacking unit)) Equal to AP04_Arthas
        (Owner of (Attacking unit)) Equal to AP12_Anubarak
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Eggs_Tripwire <gen>
    Trigger - Run Start_Egg_Machine <gen> (checking conditions)
Start Egg Machine
  Events
  Conditions
  Actions
    Trigger - Turn on Spiderling_Heartbeat <gen>
    Unit Group - Remove all units from SpiderlingGroup
    Sound - Play GatesRollingSound at 100% volume, located at (Position of Rolling Stone Door 0222 <gen>) with Z offset 0
    Destructible - Open Rolling Stone Door 0222 <gen>
    Countdown Timer - Start Eggs01Timer as a Repeating timer that will expire in Eggs01 seconds
    Trigger - Run Eggs_Generator_01 <gen> (checking conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Hard Equal to True
      Then - Actions
        Trigger - Run Eggs_Generator_01 <gen> (checking conditions)
      Else - Actions
    Wait 2.00 seconds
    Sound - Play GatesRollingSound at 100% volume, located at (Position of Rolling Stone Door 0221 <gen>) with Z offset 0
    Destructible - Open Rolling Stone Door 0221 <gen>
    Countdown Timer - Start Eggs02Timer as a Repeating timer that will expire in Eggs02 seconds
    Trigger - Run Eggs_Generator_02 <gen> (checking conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Hard Equal to True
      Then - Actions
        Trigger - Run Eggs_Generator_02 <gen> (checking conditions)
      Else - Actions
    Wait 2.00 seconds
    Sound - Play GatesRollingSound at 100% volume, located at (Position of Rolling Stone Door 0225 <gen>) with Z offset 0
    Destructible - Open Rolling Stone Door 0225 <gen>
    Countdown Timer - Start Eggs03Timer as a Repeating timer that will expire in Eggs03 seconds
    Trigger - Run Eggs_Generator_03 <gen> (checking conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Hard Equal to True
      Then - Actions
        Trigger - Run Eggs_Generator_03 <gen> (checking conditions)
      Else - Actions
    Wait 2.00 seconds
    Sound - Play GatesRollingSound at 100% volume, located at (Position of Rolling Stone Door 0223 <gen>) with Z offset 0
    Destructible - Open Rolling Stone Door 0223 <gen>
    Countdown Timer - Start Eggs04Timer as a Repeating timer that will expire in Eggs04 seconds
    Trigger - Run Eggs_Generator_04 <gen> (checking conditions)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Hard Equal to True
      Then - Actions
        Trigger - Run Eggs_Generator_04 <gen> (checking conditions)
      Else - Actions
    Trigger - Run Voiceover_Hostile_Eggs <gen> (checking conditions)
Eggs Generator 01
  Events
    Time - Eggs01Timer expires
  Conditions
    (Number of units in SpiderlingGroup) Less than or equal to MaxSpiderlingsSpawn
  Actions
    Destructible - Kill (Random destructible in EggSacks01 <gen> matching (((Matching destructible) is alive) Equal to True))
    Unit - Create 1 Spiderling for AP3_Nerubians at PointSpawnGenerator01 facing 230.00 degrees
    Unit - Order (Last created unit) to Attack-Move To PointEggAttackInitArea
    Unit Group - Add (Last created unit) to SpiderlingGroup
Eggs Generator 02
  Events
    Time - Eggs02Timer expires
  Conditions
    (Number of units in SpiderlingGroup) Less than or equal to MaxSpiderlingsSpawn
  Actions
    Destructible - Kill (Random destructible in EggSacks02 <gen> matching (((Matching destructible) is alive) Equal to True))
    Unit - Create 1 Spiderling for AP3_Nerubians at PointSpawnGenerator02 facing 230.00 degrees
    Unit - Order (Last created unit) to Attack-Move To PointEggAttackInitArea
    Unit Group - Add (Last created unit) to SpiderlingGroup
Eggs Generator 03
  Events
    Time - Eggs03Timer expires
  Conditions
    (Number of units in SpiderlingGroup) Less than or equal to MaxSpiderlingsSpawn
  Actions
    Destructible - Kill (Random destructible in EggSacks03 <gen> matching (((Matching destructible) is alive) Equal to True))
    Unit - Create 1 Spiderling for AP3_Nerubians at PointSpawnGenerator03 facing 90.00 degrees
    Unit - Order (Last created unit) to Attack-Move To PointEggAttackInitArea
    Unit Group - Add (Last created unit) to SpiderlingGroup
Eggs Generator 04
  Events
    Time - Eggs04Timer expires
  Conditions
    (Number of units in SpiderlingGroup) Less than or equal to MaxSpiderlingsSpawn
  Actions
    Destructible - Kill (Random destructible in EggSacks04 <gen> matching (((Matching destructible) is alive) Equal to True))
    Unit - Create 1 Spiderling for AP3_Nerubians at PointSpawnGenerator04 facing 90.00 degrees
    Unit - Order (Last created unit) to Attack-Move To PointEggAttackInitArea
    Unit Group - Add (Last created unit) to SpiderlingGroup
Spiderling Dies
  Events
    Unit - A unit owned by Player 3 (Teal) Dies
  Conditions
    ((Dying unit) is in SpiderlingGroup) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from SpiderlingGroup
Spiderling Heartbeat
  Events
    Time - Every 3.00 seconds of game time
  Conditions
    GameOver Equal to False
  Actions
    Unit Group - Order SpiderlingGroup to Attack-Move To PointEggAttackInitArea
Eggs01 Destroyed
  Events
    Destructible - A destructible within EggSacks01 <gen> dies
  Conditions
  Actions
    Set Eggs01DeadCount = (Eggs01DeadCount + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Eggs01DeadCount Greater than or equal to 10
      Then - Actions
        Countdown Timer - Pause Eggs01Timer
        Set Eggs01Done = True
        Trigger - Run Eggs_All_Stopped_Check <gen> (checking conditions)
      Else - Actions
Eggs02 Destroyed
  Events
    Destructible - A destructible within EggSacks02 <gen> dies
  Conditions
  Actions
    Set Eggs02DeadCount = (Eggs02DeadCount + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Eggs02DeadCount Greater than or equal to 10
      Then - Actions
        Countdown Timer - Pause Eggs02Timer
        Set Eggs02Done = True
        Trigger - Run Eggs_All_Stopped_Check <gen> (checking conditions)
      Else - Actions
Eggs03 Destroyed
  Events
    Destructible - A destructible within EggSacks03 <gen> dies
  Conditions
  Actions
    Set Eggs03DeadCount = (Eggs03DeadCount + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Eggs03DeadCount Greater than or equal to 10
      Then - Actions
        Countdown Timer - Pause Eggs03Timer
        Set Eggs03Done = True
        Trigger - Run Eggs_All_Stopped_Check <gen> (checking conditions)
      Else - Actions
Eggs04 Destroyed
  Events
    Destructible - A destructible within EggSacks04 <gen> dies
  Conditions
  Actions
    Set Eggs04DeadCount = (Eggs04DeadCount + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Eggs04DeadCount Greater than or equal to 10
      Then - Actions
        Countdown Timer - Pause Eggs04Timer
        Set Eggs04Done = True
        Trigger - Run Eggs_All_Stopped_Check <gen> (checking conditions)
      Else - Actions
Eggs01 Lever
  Events
    Destructible - Lever 0371 <gen> dies
  Conditions
  Actions
    Visibility - Disable VisibilityEggs01
    Animation - Play Rolling Stone Door 0222 <gen>'s birth animation
    Countdown Timer - Pause Eggs01Timer
    Set Eggs01Done = True
    Trigger - Run Eggs_All_Stopped_Check <gen> (checking conditions)
    Sound - Play ElevatorsSound at 100% volume, located at (Position of Rolling Stone Door 0222 <gen>) with Z offset 0
    Wait 1.50 seconds
    Destructible - Close Rolling Stone Door 0222 <gen>
Eggs02 Lever
  Events
    Destructible - Lever 0372 <gen> dies
  Conditions
  Actions
    Visibility - Disable VisibilityEggs02
    Animation - Play Rolling Stone Door 0221 <gen>'s birth animation
    Countdown Timer - Pause Eggs02Timer
    Set Eggs02Done = True
    Trigger - Run Eggs_All_Stopped_Check <gen> (checking conditions)
    Sound - Play ElevatorsSound at 100% volume, located at (Position of Rolling Stone Door 0221 <gen>) with Z offset 0
    Wait 1.50 seconds
    Destructible - Close Rolling Stone Door 0221 <gen>
Eggs03 Lever
  Events
    Destructible - Lever 0373 <gen> dies
  Conditions
  Actions
    Visibility - Disable VisibilityEggs03
    Animation - Play Rolling Stone Door 0225 <gen>'s birth animation
    Countdown Timer - Pause Eggs03Timer
    Set Eggs03Done = True
    Trigger - Run Eggs_All_Stopped_Check <gen> (checking conditions)
    Sound - Play ElevatorsSound at 100% volume, located at (Position of Rolling Stone Door 0225 <gen>) with Z offset 0
    Wait 1.50 seconds
    Destructible - Close Rolling Stone Door 0225 <gen>
Eggs04 Lever
  Events
    Destructible - Lever 0374 <gen> dies
  Conditions
  Actions
    Visibility - Disable VisibilityEggs04
    Animation - Play Rolling Stone Door 0223 <gen>'s birth animation
    Countdown Timer - Pause Eggs04Timer
    Set Eggs04Done = True
    Trigger - Run Eggs_All_Stopped_Check <gen> (checking conditions)
    Sound - Play ElevatorsSound at 100% volume, located at (Position of Rolling Stone Door 0223 <gen>) with Z offset 0
    Wait 1.50 seconds
    Destructible - Close Rolling Stone Door 0223 <gen>
Eggs All Stopped Check
  Events
  Conditions
    Eggs01Done Equal to True
    Eggs02Done Equal to True
    Eggs03Done Equal to True
    Eggs04Done Equal to True
  Actions
    Trigger - Turn off Spiderling_Heartbeat <gen>
EggsRollingDoorSound1
  Events
    Destructible - Rolling Stone Door 0222 <gen> dies
  Conditions
  Actions
    Sound - Play ElevatorsSound at 100% volume, located at (Position of Rolling Stone Door 0222 <gen>) with Z offset 0
EggsRollingDoorSound2
  Events
    Destructible - Rolling Stone Door 0221 <gen> dies
  Conditions
  Actions
    Sound - Play ElevatorsSound at 100% volume, located at (Position of Rolling Stone Door 0221 <gen>) with Z offset 0
EggsRollingDoorSound3
  Events
    Destructible - Rolling Stone Door 0223 <gen> dies
  Conditions
  Actions
    Sound - Play ElevatorsSound at 100% volume, located at (Position of Rolling Stone Door 0223 <gen>) with Z offset 0
EggsRollingDoorSound4
  Events
    Destructible - Rolling Stone Door 0225 <gen> dies
  Conditions
  Actions
    Sound - Play ElevatorsSound at 100% volume, located at (Position of Rolling Stone Door 0225 <gen>) with Z offset 0
SpawnTentacle01
  Events
    Unit - A unit enters TentacleTripwire01 <gen>
  Conditions
    GameOver Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Set TentacleSpawnPoint = (Center of TentacleSpawn01 <gen>)
    Unit - Create 1 Sorceress for AP6_FacelessOnes at PointTentacleCasterCreate01 facing Default building facing degrees
    Set TentacleCaster01 = (Last created unit)
    Unit - Hide TentacleCaster01
    Unit - Set mana of TentacleCaster01 to 100%
    Unit - Reset ability cooldowns for TentacleCaster01
    Custom script: call IssuePointOrderLocBJ( udg_TentacleCaster01, "ward", udg_TentacleSpawnPoint )
    Wait 0.50 seconds
    Unit - Remove TentacleCaster01 from the game
SpawnTentacle02
  Events
    Unit - A unit enters TentacleTripwire02 <gen>
  Conditions
    GameOver Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Set TentacleSpawnPoint = (Center of TentacleSpawn02 <gen>)
    Unit - Create 1 Sorceress for AP6_FacelessOnes at PointTentacleCasterCreate01 facing Default building facing degrees
    Set TentacleCaster02 = (Last created unit)
    Unit - Hide TentacleCaster02
    Unit - Set mana of TentacleCaster02 to 100%
    Unit - Reset ability cooldowns for TentacleCaster02
    Custom script: call IssuePointOrderLocBJ( udg_TentacleCaster02, "ward", udg_TentacleSpawnPoint )
    Wait 0.50 seconds
    Unit - Remove TentacleCaster02 from the game
SpawnTentacle03
  Events
    Unit - A unit enters TentacleTripwire03 <gen>
  Conditions
    GameOver Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Set TentacleSpawnPoint = (Center of TentacleSpawn03 <gen>)
    Unit - Create 1 Sorceress for AP6_FacelessOnes at PointTentacleCasterCreate01 facing Default building facing degrees
    Set TentacleCaster03 = (Last created unit)
    Unit - Hide TentacleCaster03
    Unit - Set mana of TentacleCaster03 to 100%
    Unit - Reset ability cooldowns for TentacleCaster03
    Custom script: call IssuePointOrderLocBJ( udg_TentacleCaster03, "ward", udg_TentacleSpawnPoint )
    Wait 0.50 seconds
    Unit - Remove TentacleCaster03 from the game
SpawnTentacle04
  Events
    Unit - A unit enters TentacleTripwire04 <gen>
  Conditions
    GameOver Equal to False
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to AP01_SharedPlayer
        (Owner of (Entering unit)) Equal to AP04_Arthas
        (Owner of (Entering unit)) Equal to AP12_Anubarak
    (Unit-type of (Entering unit)) Not equal to Locust
  Actions
    Trigger - Turn off (This trigger)
    Set TentacleSpawnPoint = (Center of TentacleSpawn04 <gen>)
    Set TempPoint = (Center of TentacleCasterCreate02 <gen>)
    Unit - Create 1 Sorceress for AP6_FacelessOnes at TempPoint facing Default building facing degrees
    Custom script: call RemoveLocation( udg_TempPoint )
    Set TentacleCaster04 = (Last created unit)
    Unit - Hide TentacleCaster04
    Unit - Set mana of TentacleCaster04 to 100%
    Unit - Reset ability cooldowns for TentacleCaster04
    Custom script: call IssuePointOrderLocBJ( udg_TentacleCaster04, "ward", udg_TentacleSpawnPoint )
    Wait 0.50 seconds
    Unit - Remove TentacleCaster04 from the game
SpawnFacelessFriendsTimerExpire
  Events
    Time - SpawnFacelessFriendsTimer expires
  Conditions
    GameOver Equal to False
    InFOCombat Equal to True
  Actions
    Set FacelessFriendCounter = (FacelessFriendCounter + 1)
    Set TempPoint = (Center of FacelessFriendTarget <gen>)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        FacelessFriendCounter Less than 3
      Then - Actions
        Unit - Create 1 Faceless One Trickster for AP6_FacelessOnes at PointVictoryFacelessSpawn04 facing Default building facing degrees
        Unit Group - Add (Last created unit) to FOFriends
        Unit - Order (Last created unit) to Attack-Move To TempPoint
      Else - Actions
        Unit - Create 1 Faceless One Terror for AP6_FacelessOnes at PointVictoryFacelessSpawn04 facing Default building facing degrees
        Unit - Order (Last created unit) to Attack-Move To TempPoint
        Unit Group - Add (Last created unit) to FOFriends
        Set FacelessFriendCounter = 0
    Custom script: call RemoveLocation( udg_TempPoint )
ForgottenOneCombatDetected01
  Events
    Unit - A unit owned by Player 1 (Red) Is attacked
    Unit - A unit owned by Player 4 (Purple) Is attacked
    Unit - A unit owned by Player 12 (Brown) Is attacked
  Conditions
    (Attacking unit) Equal to TheForgottenOne
  Actions
    Countdown Timer - Start CombatCheckTimer as a One-shot timer that will expire in 3.00 seconds
    Set InFOCombat = True
ForgottenOneCombatDetected02
  Events
    Unit - A unit owned by Player 6 (Orange) Is attacked
  Conditions
    (Attacked unit) Equal to TheForgottenOne
  Actions
    Countdown Timer - Start CombatCheckTimer as a One-shot timer that will expire in 3.00 seconds
    Set InFOCombat = True
ForgottenOneCombatResolved
  Events
    Time - CombatCheckTimer expires
  Conditions
  Actions
    Set InFOCombat = False
FOFriendsHeartbeat
  Events
    Time - Every 2.00 seconds of game time
  Conditions
    GameOver Equal to False
    (Number of units in FOFriends) Greater than 0
  Actions
    Unit Group - Pick every unit in FOFriends and do (Actions)
      Loop - Actions
        Set TempPoint = (Position of (Random unit from (Units in VisibilityBoss <gen> matching (((Matching player) is in APG1_Player) Equal to True))))
        Unit - Order (Picked unit) to Attack-Move To TempPoint
        Custom script: call RemoveLocation( udg_TempPoint )
FOFriend Dies
  Events
    Unit - A unit owned by Player 6 (Orange) Dies
  Conditions
    ((Dying unit) is in FOFriends) Equal to True
  Actions
    Unit Group - Remove (Dying unit) from FOFriends
Prisoners Setup
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    -------- All Prisoners --------
    Set TempUnitGroup = (Units in PrisonersRoom04 <gen> owned by AP2_Rescuables)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - ((Random real number between 0.50 and 0.80) x (Max life of (Picked unit))))
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set TempUnitGroup = (Units in PrisonerLastRoom <gen> owned by AP2_Rescuables)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - ((Random real number between 0.50 and 0.80) x (Max life of (Picked unit))))
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    -------- Individual Prisoners --------
    Set TempUnitGroup = (Units in Prisoner01 <gen> owned by AP2_Rescuables)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Set life of Crypt Fiend 0076 <gen> to 62.00%
        Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Orc\Ensnare\ensnareTarget.mdl
        Set Ensnare01 = (Last created special effect)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set TempUnitGroup = (Units in Prisoner02 <gen> owned by AP2_Rescuables)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Orc\Ensnare\ensnareTarget.mdl
        Set Ensnare02 = (Last created special effect)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set TempUnitGroup = (Units in Prisoner03 <gen> owned by AP2_Rescuables)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Orc\Ensnare\ensnareTarget.mdl
        Set Ensnare03 = (Last created special effect)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set TempUnitGroup = (Units in Prisoner04 <gen> owned by AP2_Rescuables)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Orc\Ensnare\ensnareTarget.mdl
        Set Ensnare04 = (Last created special effect)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set TempUnitGroup = (Units in Prisoner05 <gen> owned by AP2_Rescuables)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Orc\Ensnare\ensnareTarget.mdl
        Set Ensnare05 = (Last created special effect)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set TempUnitGroup = (Units in Prisoner10 <gen> owned by AP2_Rescuables)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Orc\Ensnare\ensnareTarget.mdl
        Set Ensnare10 = (Last created special effect)
    Custom script: call DestroyGroup( udg_TempUnitGroup )
    Set TempUnitGroup = (Units in Prisoner11 <gen> owned by AP2_Rescuables)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Orc\Ensnare\ensnareTarget.mdl