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Trigger Viewer

SILENT~1Hill.w3x
Variables
Game set
charge Adder
Battle form
Region
Map setting
View
home 01
home 02
home 03
area 01
area 02
area 03
area 04
Area 05
Glave 01
Glave 02
Park 01
Park 02
Park 03
Park 05
Park 04
Park 10
Park 08
Park 06
Park 09
E church 01
E church 02
E church 03
E church 05
E church 06
E church 07
E church 08
E church 14
E church 15
E church 11
E church 10
E church 09
E church 16
E church B1 01
E church B1 02
E church B1 03
E church B1 04
E church B1 05
E church B1 06
E church B1 07
E church B1 08
E church B1 09
E church B1 10
E church B2 03
N Church 12
N Church 11
N Church 08
N Church 07
N Church 06
N Church 06 복사
N Church 10
N Church 09
N Church 01
Area 06
Area 07
Area 08
Area 09
Area 10
Under 01
Toliet
Under 02
Under 04
Under 05
Tebun 02
Tebun 01
Tebun 03
Tebun 04
Tebun 05
Tebun B1 01
Tebun B1 02
Tebun B1 03
Tebun B1 04
Tebun B1 05
Tebun B1 06
Tebun F2 03
Tebun F2 05
Tebun F2 04
Tebun F2 06
Home 01
Home 02
home side 01
home side 02
home side 03
Church side
Aura Load
Bossway
Event 001
Control
Get gun
Shoot
lock cam
Move
Stear 01
Stear 02
Stear 05
Stear 03
Stear 04
Stear 06
serch event
Unlockd Dore
Dore 03
Dore 04
Dore 05
Dore 09
Dore 14
Dore 16
Dore 18
Dore 22
Dore 25
Dore 30
Dore 38
Dore 39
Dore 41
Dore 47
Dore 56
Dore 61
Jamd Dore
diction
Its need pass word
Its Locked
Its Someone
Its Danger
Its Jamed
Its Lcoked other side
Its Picture
Its Wyer
Its unloked
Its Can open
Its Not useful
Its not enough
Its can pass
Next End
Next
Event
Opning
Event 01
Event 02
Event 03
Event 04
Event 05
Event 06
Event 07
Event 08
Event 09
event next
event out
File Get 01
Open Curch
Gohe
Dark Church
Home side
Church Sheryl 1
Church Sheryl 2
Glave Sheryl
Tebun Sheryl
Load Sheryl
boss kill
Algo
Surch Tomb h
Surch Tomb w
Surch Tomb e
Surch Tomb s
Surch Tomb b
Surch Tomb m
Surch A
Surch B
Surch C
Surch D
Surch E
Surch alchol
Surch paint 01
Surch paint 02
Surch memo
Surch book
Make enemy
First Dead
Unlock move 18
Unlock move 56
Unlock Cage 02
Unlock Cage 01
Surch Cage 02
Surch Cage 01
Use Stear key
Use pench
Use Lope
Use Bar key
Use book
Use bong
Use fullbong
Use fire
Use camera
Use 3room key
Use unknownkey
Park Unlock 01
Park Unlock 02
Park Unlock 03
Get letter
Aura
Aura 01
Aura 02
Aura 03
Aura 04
Aura 05
Aura 06
Aura 07
Aura 08
Text
File in front of the dore
File under the bad
File of password
Henrys letter
cops
Sugi
memory
gun
Test
homeside
TEBUN
church
Aure
Area
Auto movemant
a 01
a 02
a 03
a 04
a 05
a 07
a 08
a 09

		
Name Type Is Array Initial Value
cage boolean Yes
chain boolean No
Currunt_Camera camerasetup No
distance real No
event_num integer No
foot_step sound No
Lock boolean Yes
Lock_00 boolean No true
next_unit unit No
paint boolean No
Pass_word boolean No
selected_unit unit No
sound rect No
tomb_item boolean Yes
unit_point integer No
wenddy unit No
function getItemN takes nothing returns integer
    local integer j = 0

    local integer i = 1
    local integer i_End = 6  
    loop
        exitwhen i > i_End
        if ( GetItemTypeId(UnitItemInSlotBJ(GetManipulatingUnit(), i )) == GetItemTypeId(GetManipulatedItem()) ) then
         set j = j + 1
        else
        endif
        set i = i + 1
    endloop

 return j
endfunction

function Trig_charge_Adder_Conditions takes nothing returns boolean
    if ( not ( GetItemCharges(GetManipulatedItem()) > 0 ) ) then
        return false
    else
    endif    
    if( not( getItemN() > 1 ) ) then
        return false      
    endif
    return true
endfunction

function Trig_charge_Adder_Func001C takes nothing returns boolean
    return true
endfunction

function Trig_charge_Adder_Actions takes nothing returns nothing
     local integer x = GetItemCharges(GetManipulatedItem())
     local integer y = GetItemTypeId(GetManipulatedItem())
     local integer i = 1
     local integer i_End = 6
     local item temp

     call RemoveItem( GetManipulatedItem() )

        loop
            exitwhen i > i_End
            set temp = UnitItemInSlotBJ(GetManipulatingUnit(), i)
            if ( GetItemTypeId(temp) == y ) then
                call SetItemCharges( temp, ( GetItemCharges(temp) + x ) )
            else
            endif
            set i = i + 1
        endloop
endfunction

//===========================================================================
function InitTrig_charge_Adder takes nothing returns nothing
    set gg_trg_charge_Adder = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_charge_Adder, EVENT_PLAYER_UNIT_PICKUP_ITEM )
    call TriggerAddCondition( gg_trg_charge_Adder, Condition( function Trig_charge_Adder_Conditions ) )
    call TriggerAddAction( gg_trg_charge_Adder, function Trig_charge_Adder_Actions )
endfunction

 
Battle form
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Bear Form
  Actions
    Animation - Play (Triggering unit)'s stand alternate (animationname) animation
Region
  Events
    Unit - A unit comes within 900.00 of 0000 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Neutral Hostile
  Actions
    Sound - Play AbominationAlternateDeath1 <gen> at 100% volume, attached to 0000 <gen>
Map setting
  Events
    Map initialization
  Conditions
  Actions
    Player - Make Player 1 (Red) treat Neutral Hostile as an Ally with shared vision
    Quest - Display to (All players) the Quest Update message: |c00000000-|r
    Cinematic - Turn cinematic mode On for (All players)
    Sound - Set music volume to 0.00%
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.20) and color (0.00%, 0.00%, 0.00%)
    Player - Turn Gives bounty Off for Neutral Hostile
    Game - Set the time of day to 12
    Game - Turn the day/night cycle Off
    Animation - Change 0031 <gen>'s vertex coloring to (100%, 100%, 100%) with 100.00% transparency
    Animation - Change 0030 <gen>'s animation speed to 0.00% of its original speed
    Selection - Clear selection for Player 1 (Red).
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
    Wait 3.00 seconds
    Sound - Add silent_hill___tears_of_pain23 <gen> across Opning_02 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - .Apply. gg_cam_Camera_082 for (Picked player) over 0 seconds
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
    Wait 7.00 seconds
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
    Wait 3.00 seconds
    Sound - Remove silent_hill___tears_of_pain23 <gen> across Opning_02 <gen>
    Cinematic - Turn cinematic mode Off for (All players)
    Set VariableSet Currunt_Camera = gg_cam_Camera_064
    Trigger - Run Opning <gen> (ignoring conditions)
home 01
  Events
    Unit - A unit enters E_home_01 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.20) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_010
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_010) with size (50.00, 50.00))
        Camera - .Apply. gg_cam_Camera_010 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
home 02
  Events
    Unit - A unit enters E_home_02 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.20) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_011
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_011) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_011 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
home 03
  Events
    Unit - A unit enters E_home_03 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.20) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_012
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_012) with size (200.00, 1.00))
        Camera - .Apply. gg_cam_Camera_012 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
area 01
  Events
    Unit - A unit enters area_01 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_001
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_001) with size (600.00, 50.00))
        Camera - .Apply. gg_cam_Camera_001 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
area 02
  Events
    Unit - A unit enters area_02 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_002
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_002) with size (30.00, 100.00))
        Camera - .Apply. gg_cam_Camera_002 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
area 03
  Events
    Unit - A unit enters area_03 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_003
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_003) with size (30.00, 30.00))
        Camera - .Apply. gg_cam_Camera_002 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
area 04
  Events
    Unit - A unit enters area_04 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_004
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_004) with size (30.00, 30.00))
        Camera - .Apply. gg_cam_Camera_004 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Area 05
  Events
    Unit - A unit enters Area_05 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_007
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_007) with size (200.00, 20.00))
        Camera - .Apply. gg_cam_Camera_007 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Glave 01
  Events
    Unit - A unit enters Glave_01 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_0053
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_0053) with size (300.00, 300.00))
        Camera - .Apply. gg_cam_Camera_0053 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Glave 02
  Events
    Unit - A unit enters Glave_02 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_005
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_005) with size (100.00, 100.00))
        Camera - .Apply. gg_cam_Camera_005 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Park 01
  Events
    Unit - A unit enters Park_01 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_008
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_008) with size (250.00, 250.00))
        Camera - .Apply. gg_cam_Camera_008 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Park 02
  Events
    Unit - A unit enters Park_02 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_013
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_013) with size (200.00, 200.00))
        Camera - .Apply. gg_cam_Camera_013 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Park 03
  Events
    Unit - A unit enters Park_03 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_014
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_014) with size (200.00, 200.00))
        Camera - .Apply. gg_cam_Camera_014 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Park 05
  Events
    Unit - A unit enters Park_05 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_009
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_009) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_009 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Park 04
  Events
    Unit - A unit enters Park_04 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_015
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_015) with size (200.00, 200.00))
        Camera - .Apply. gg_cam_Camera_015 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Park 10
  Events
    Unit - A unit enters Park_10 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_017
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_017) with size (100.00, 300.00))
        Camera - .Apply. gg_cam_Camera_017 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Park 08
  Events
    Unit - A unit enters Park_08 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_032
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_032) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_032 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Park 06
  Events
    Unit - A unit enters Park_06 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_033
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_033) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_033 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Park 09
  Events
    Unit - A unit enters Park_09 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_016
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_016) with size (100.00, 100.00))
        Camera - .Apply. gg_cam_Camera_016 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church 01
  Events
    Unit - A unit enters E_Church_01 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_011
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_018) with size (200.00, 200.00))
        Camera - .Apply. gg_cam_Camera_011 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church 02
  Events
    Unit - A unit enters E_Church_02 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_019
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_019) with size (0.00, 0.00))
        Camera - .Apply. gg_cam_Camera_019 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church 03
  Events
    Unit - A unit enters E_Church_03 <gen>
    Unit - A unit enters E_Church_17 <gen>
    Unit - A unit enters E_Church_04 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_021
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_021) with size (300.00, 300.00))
        Camera - .Apply. gg_cam_Camera_021 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church 05
  Events
    Unit - A unit enters E_Church_05 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_020
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_020) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_020 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church 06
  Events
    Unit - A unit enters E_Church_06 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_022
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_022) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_022 for Player 1 (Red) over 0 seconds
        Camera - Lock camera target for Player 1 (Red) to 0000 <gen>, offset by (0, 0) using Default rotation
E church 07
  Events
    Unit - A unit enters E_Church_13 <gen>
    Unit - A unit enters E_Church_07 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_024
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_024) with size (400.00, 400.00))
        Camera - .Apply. gg_cam_Camera_024 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church 08
  Events
    Unit - A unit enters E_Church_08 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_023
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_023) with size (0.00, 0.00))
        Camera - .Apply. gg_cam_Camera_023 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church 14
  Events
    Unit - A unit enters E_Church_14 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_025
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_025) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_025 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church 15
  Events
    Unit - A unit enters E_Church_15 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_026
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_026) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_026 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church 11
  Events
    Unit - A unit enters E_Church_11 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_029
        Set VariableSet foot_step = foot_bond <gen>
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_029) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_029 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church 10
  Events
    Unit - A unit enters E_Church_10 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_031
        Set VariableSet foot_step = foot_bond <gen>
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_031) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_031 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church 09
  Events
    Unit - A unit enters E_Church_09 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_030
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_030) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_030 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church 16
  Events
    Unit - A unit enters E_Church_16 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_027
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_027) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_027 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church B1 01
  Events
    Unit - A unit enters E_church_B1_01 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (50.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_041
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_041) with size (300.00, 20.00))
        Camera - .Apply. gg_cam_Camera_041 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church B1 02
  Events
    Unit - A unit enters E_church_B1_02 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (50.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_042
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_042) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_042 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church B1 03
  Events
    Unit - A unit enters E_church_B1_03 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (50.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_0888
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_0888) with size (0.00, 0.00))
        Camera - .Apply. gg_cam_Camera_0888 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church B1 04
  Events
    Unit - A unit enters E_church_B1_04 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (50.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_046556
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_046556) with size (400.00, 20.00))
        Camera - .Apply. gg_cam_Camera_046556 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church B1 05
  Events
    Unit - A unit enters E_church_B1_05 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (50.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_045
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_045) with size (0.00, 300.00))
        Camera - .Apply. gg_cam_Camera_045 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church B1 06
  Events
    Unit - A unit enters E_church_B1_06 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (50.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_044
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_044) with size (1.00, 300.00))
        Camera - .Apply. gg_cam_Camera_044 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church B1 07
  Events
    Unit - A unit enters E_church_B1_07 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (50.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_046
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_046) with size (200.00, 1.00))
        Camera - .Apply. gg_cam_Camera_046 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church B1 08
  Events
    Unit - A unit enters E_church_B1_08 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (50.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_044337
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_044337) with size (20.00, 200.00))
        Camera - .Apply. gg_cam_Camera_044337 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church B1 09
  Events
    Unit - A unit enters E_church_B1_09 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (50.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_048
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_048) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_048 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church B1 10
  Events
    Unit - A unit enters E_church_B1_10 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (50.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_049
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_049) with size (800.00, 20.00))
        Camera - .Apply. gg_cam_Camera_049 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
E church B2 03
  Events
    Unit - A unit enters E_church_B2_03 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (50.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_050
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_050) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_050 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
N Church 12
  Events
    Unit - A unit enters N_Church_12 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_0277779
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_0277779) with size (1.00, 1.00))
        Camera - .Apply. gg_cam_Camera_0277779 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
N Church 11
  Events
    Unit - A unit enters N_Church_11 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_0182
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_0182) with size (50.00, 50.00))
        Camera - .Apply. gg_cam_Camera_0182 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
N Church 08
  Events
    Unit - A unit enters N_Church_08 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_019123
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_019123) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_019123 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
N Church 07
  Events
    Unit - A unit enters N_Church_07 <gen>
    Unit - A unit enters N_Church_05 <gen>
    Unit - A unit enters N_Church_03 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_0211111
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_0211111) with size (300.00, 300.00))
        Camera - .Apply. gg_cam_Camera_0211111 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
N Church 06
  Events
    Unit - A unit enters N_Church_06 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_020222
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_020222) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_020222 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
N Church 06 복사
  Events
    Unit - A unit enters N_Church_06 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_020222
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_020222) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_020222 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
N Church 10
  Events
    Unit - A unit enters N_Church_10 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_025009
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_025009) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_025009 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
N Church 09
  Events
    Unit - A unit enters N_Church_09 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_026886
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_026886) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_026886 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
N Church 01
  Events
    Unit - A unit enters N_Church_01 <gen>
    Unit - A unit enters N_Church_02 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_024233
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_024233) with size (400.00, 400.00))
        Camera - .Apply. gg_cam_Camera_024233 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Area 06
  Events
    Unit - A unit enters Area_06 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_059
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_059) with size (1.00, 1.00))
        Camera - .Apply. gg_cam_Camera_059 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Area 07
  Events
    Unit - A unit enters Area_07 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_060
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_060) with size (1300.00, 20.00))
        Camera - .Apply. gg_cam_Camera_060 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Area 08
  Events
    Unit - A unit enters Area_08 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_061
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_061) with size (20.00, 2100.00))
        Camera - .Apply. gg_cam_Camera_061 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Area 09
  Events
    Unit - A unit enters Area_09 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_062
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_062) with size (1500.00, 20.00))
        Camera - .Apply. gg_cam_Camera_062 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Area 10
  Events
    Unit - A unit enters Area_10 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_063
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_063) with size (200.00, 20.00))
        Camera - .Apply. gg_cam_Camera_063 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Under 01
  Events
    Unit - A unit enters Under_01 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_055
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_055) with size (20.00, 500.00))
        Camera - .Apply. gg_cam_Camera_055 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Toliet
  Events
    Unit - A unit enters Toliet <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.20) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_064
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_064) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_064 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Under 02
  Events
    Unit - A unit enters Under_02 <gen>
    Unit - A unit enters Under_03 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_056
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_056) with size (400.00, 600.00))
        Camera - .Apply. gg_cam_Camera_056 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Under 04
  Events
    Unit - A unit enters Under_04 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_057
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_057) with size (10.00, 10.00))
        Camera - .Apply. gg_cam_Camera_057 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Under 05
  Events
    Unit - A unit enters Under_05 <gen>
    Unit - A unit enters Under_06 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_058
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_058) with size (200.00, 10.00))
        Camera - .Apply. gg_cam_Camera_058 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun 02
  Events
    Unit - A unit enters Tebun_02 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_074
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_074) with size (1.00, 1.00))
        Camera - .Apply. gg_cam_Camera_074 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun 01
  Events
    Unit - A unit enters Tebun_01 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_073
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_073) with size (300.00, 400.00))
        Camera - .Apply. gg_cam_Camera_073 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun 03
  Events
    Unit - A unit enters Tebun_03 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_079
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_079) with size (150.00, 150.00))
        Camera - .Apply. gg_cam_Camera_079 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun 04
  Events
    Unit - A unit enters Tebun_04 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_075
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_075) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_075 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun 05
  Events
    Unit - A unit enters Tebun_05 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_076
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_076) with size (1.00, 1.00))
        Camera - .Apply. gg_cam_Camera_076 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun B1 01
  Events
    Unit - A unit enters Tebun_B1_01 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_065
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_065) with size (300.00, 1.00))
        Camera - .Apply. gg_cam_Camera_065 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun B1 02
  Events
    Unit - A unit enters Tebun_B1_02 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_067
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_067) with size (1.00, 200.00))
        Camera - .Apply. gg_cam_Camera_067 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun B1 03
  Events
    Unit - A unit enters Tebun_B1_03 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_066
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_066) with size (400.00, 1.00))
        Camera - .Apply. gg_cam_Camera_066 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun B1 04
  Events
    Unit - A unit enters Tebun_B1_04 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_0887
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_0887) with size (350.00, 1.00))
        Camera - .Apply. gg_cam_Camera_0887 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun B1 05
  Events
    Unit - A unit enters Tebun_B1_05 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_089
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_089) with size (1.00, 1.00))
        Camera - .Apply. gg_cam_Camera_089 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun B1 06
  Events
    Unit - A unit enters Tebun_B1_06 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_090
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_090) with size (250.00, 250.00))
        Camera - .Apply. gg_cam_Camera_090 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun F2 03
  Events
    Unit - A unit enters Tebun_F2_03 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_069
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_069) with size (1.00, 300.00))
        Camera - .Apply. gg_cam_Camera_069 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun F2 05
  Events
    Unit - A unit enters Tebun_F2_05 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_070
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_070) with size (1.00, 1.00))
        Camera - .Apply. gg_cam_Camera_070 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun F2 04
  Events
    Unit - A unit enters Tebun_F2_04 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_071
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_071) with size (1.00, 1.00))
        Camera - .Apply. gg_cam_Camera_071 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Tebun F2 06
  Events
    Unit - A unit enters Tebun_F2_06 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_072
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_072) with size (1.00, 1.00))
        Camera - .Apply. gg_cam_Camera_072 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Home 01
  Events
    Unit - A unit enters Home_02 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_077
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_077) with size (1.00, 1.00))
        Camera - .Apply. gg_cam_Camera_077 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Home 02
  Events
    Unit - A unit enters Home_01 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 2, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 20.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_078
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_078) with size (200.00, 200.00))
        Camera - .Apply. gg_cam_Camera_078 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
home side 01
  Events
    Unit - A unit enters Home_side_01 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 1, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (100%, 100%, 100%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (100.00%, 100.00%, 100.00%) with 10.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_083
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_083) with size (300.00, 300.00))
        Camera - .Apply. gg_cam_Camera_083 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
home side 02
  Events
    Unit - A unit enters Home_side_02 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 1, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (100%, 100%, 100%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (100.00%, 100.00%, 100.00%) with 10.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_084
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_084) with size (200.00, 200.00))
        Camera - .Apply. gg_cam_Camera_084 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
home side 03
  Events
    Unit - A unit enters Home_side_03 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 1, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (100%, 100%, 100%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (100.00%, 100.00%, 100.00%) with 10.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_085
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_085) with size (200.00, 200.00))
        Camera - .Apply. gg_cam_Camera_085 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Church side
  Events
    Unit - A unit enters churchside_02 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 1, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (20.00%, 20.00%, 20.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (30.00%, 30.00%, 30.00%) with 10.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_08910
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_08910) with size (1.00, 1.00))
        Camera - .Apply. gg_cam_Camera_08910 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Aura Load
  Events
    Unit - A unit enters Aura_load_01 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 1, z-start 0.00, z-end 8000, density (0.01 x 0.20) and color (0.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 10.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_0903
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_0903) with size (1.00, 5000.00))
        Camera - .Apply. gg_cam_Camera_0903 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Bossway
  Events
    Unit - A unit enters sama <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Environment - Set fog to style Exponential 1, z-start 0.00, z-end 8000, density (0.01 x 0.20) and color (30.00%, 0.00%, 0.00%)
        Cinematic - Fade out over 0.00 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 10.00% transparency
        Set VariableSet Currunt_Camera = gg_cam_Camera_0912
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_0912) with size (2000.00, 2000.00))
        Camera - .Apply. gg_cam_Camera_0912 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Event 001
  Events
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Set VariableSet Currunt_Camera = gg_cam_Camera_086
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_086) with size (20.00, 20.00))
        Camera - .Apply. gg_cam_Camera_086 for (Picked player) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
Get gun
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item carried by (Triggering unit) of type Rifle)) Equal to Rifle
  Actions
    Item - Remove (Item carried by (Triggering unit) of type Rifle)
Shoot
  Events
    Unit - A unit Is issued an order targeting a point
    Unit - A unit Is issued an order targeting an object
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Unit - Move (Triggering unit) instantly to (Position of (Triggering unit)), facing (Target point of issued order)
    Unit - Move (Triggering unit) instantly to (Position of (Triggering unit)), facing (Position of (Target unit of issued order))
    Unit - Order Flying Machine 0016 <gen> to Human Archmage - Blizzard.(Target point of issued order)
    Unit - Order Flying Machine 0016 <gen> to Human Archmage - Blizzard.(Position of (Target unit of issued order))
    Unit - Order 0000 <gen> to Night Elf Druid Of The Claw - Roar.
    Sound - Play Gunfire <gen>
    Trigger - Turn off (This trigger)
    Wait 2.00 seconds
    Trigger - Turn on (This trigger)
lock cam
  Events
    Time - Every 2 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Set (Picked player)'s camera Distance to target to (Distance to target of Currunt_Camera) over 0 seconds
        Camera - Set (Picked player)'s camera Angle of attack to (Angle of attack of Currunt_Camera) over 0 seconds
        Camera - Set (Picked player)'s camera Rotation to (Rotation of Currunt_Camera) over 0 seconds
        Camera - Lock camera target for (Picked player) to 0000 <gen>, offset by (0, 0) using Default rotation
    Destructible - Pick every destructible in bngngn <gen> and do (Queue (Picked destructible)'s stand hit (animationname) animation)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        event_num Greater than 2
      Then - Actions
        Unit Group - Pick every unit in (Units of type Wendy) and do (Order (Picked unit) to Follow. 0000 <gen>)
      Else - Actions
        Do nothing
Stear 01
  Events
    Unit - A unit enters Stear_01 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.10 seconds
    Animation - Play 0000 <gen>'s stand (animationname) animation
    Sound - Play foot_bond <gen>
    Unit - Move (Triggering unit) instantly to (Center of st_point_01 <gen>), facing 0.00 degrees
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.20 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 0.30% transparency
Stear 02
  Events
    Unit - A unit enters stear_02 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.10 seconds
    Sound - Play foot_bond <gen>
    Animation - Play 0000 <gen>'s stand (animationname) animation
    Unit - Move (Triggering unit) instantly to (Center of st_point_02 <gen>), facing 0.00 degrees
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.20 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 0.30% transparency
Stear 05
  Events
    Unit - A unit enters Stear_03 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.10 seconds
    Sound - Play foot_bond <gen>
    Animation - Play 0000 <gen>'s stand (animationname) animation
    Unit - Move (Triggering unit) instantly to (Center of st_point_06 <gen>), facing 180.00 degrees
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.20 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 0.30% transparency
Stear 03
  Events
    Unit - A unit enters Stear_04 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.10 seconds
    Sound - Play foot_bond <gen>
    Animation - Play 0000 <gen>'s stand (animationname) animation
    Unit - Move (Triggering unit) instantly to (Center of st_point_03 <gen>), facing 0.00 degrees
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.20 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 0.30% transparency
Stear 04
  Events
    Unit - A unit enters Stear_05 <gen>
  Conditions
  Actions
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.10 seconds
    Sound - Play foot_bond <gen>
    Animation - Play 0000 <gen>'s stand (animationname) animation
    Unit - Move (Triggering unit) instantly to (Center of st_point_05 <gen>), facing 180.00 degrees
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.20 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 0.30% transparency
Stear 06
  Events
    Unit - A unit enters Stear_06 <gen>
  Conditions
    (Unit-type of (Triggering unit)) Equal to
  Actions
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 1.10 seconds
    Sound - Play foot_bond <gen>
    Animation - Play 0000 <gen>'s stand (animationname) animation
    Unit - Move (Triggering unit) instantly to (Center of st_point_04 <gen>), facing 180.00 degrees
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 0.20 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 0.30% transparency
serch event
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
  Actions
    If ((move_01 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_02 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_03 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_03 <gen> (checking conditions)) else do (Do nothing)
    If ((move_04 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_04 <gen> (checking conditions)) else do (Do nothing)
    If ((move_05 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_05 <gen> (checking conditions)) else do (Do nothing)
    If ((move_06 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_07 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_08 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_09 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_09 <gen> (checking conditions)) else do (Do nothing)
    If ((move_10 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_11 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_12 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_13 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_14 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_14 <gen> (checking conditions)) else do (Do nothing)
    If ((move_15 <gen> contains 0000 <gen>) Equal to True) then do (Run Jamd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_16 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_16 <gen> (checking conditions)) else do (Do nothing)
    If ((move_17 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_18 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_18 <gen> (checking conditions)) else do (Do nothing)
    If ((move_19 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_20 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_21 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_20_______u <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_22 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_22 <gen> (checking conditions)) else do (Do nothing)
    If ((move_23 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_24 <gen> contains 0000 <gen>) Equal to True) then do (Run Jamd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_25 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_25 <gen> (checking conditions)) else do (Do nothing)
    If ((move_26 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_27 <gen> contains 0000 <gen>) Equal to True) then do (Run Jamd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_28 <gen> contains 0000 <gen>) Equal to True) then do (Run Jamd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_29 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_30 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_30 <gen> (checking conditions)) else do (Do nothing)
    If ((move_31 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_32 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_33 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_34 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_36 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_37 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_38 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_39 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_39 <gen> (checking conditions)) else do (Do nothing)
    If ((move_40 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_41 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_41 <gen> (checking conditions)) else do (Do nothing)
    If ((move_42 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_43 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_44 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_45 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_47 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_47 <gen> (checking conditions)) else do (Do nothing)
    If ((move_48 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_49 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_51 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_52 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_53 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_54 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_55 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_56 <gen> contains 0000 <gen>) Equal to True) then do (Run Dore_56 <gen> (checking conditions)) else do (Do nothing)
    If ((move_59 <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
    If ((move_14_______u <gen> contains 0000 <gen>) Equal to True) then do (Run Unlockd_Dore <gen> (checking conditions)) else do (Do nothing)
Unlockd Dore
  Events
  Conditions
  Actions
    Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play Switch <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
    Wait 0.50 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Move wenddy instantly to (Position of 0000 <gen>)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_01 <gen> owned by Player 1 (Red))) instantly to (Center of target_01 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_02 <gen> owned by Player 1 (Red))) instantly to (Center of target_02 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_06 <gen> owned by Player 1 (Red))) instantly to (Center of target_06 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_07 <gen> owned by Player 1 (Red))) instantly to (Center of target_07 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_08 <gen> owned by Player 1 (Red))) instantly to (Center of target_08 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_10 <gen> owned by Player 1 (Red))) instantly to (Center of target_10 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_11 <gen> owned by Player 1 (Red))) instantly to (Center of target_11 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_12 <gen> owned by Player 1 (Red))) instantly to (Center of target_12 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_13 <gen> owned by Player 1 (Red))) instantly to (Center of target_13 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_17 <gen> owned by Player 1 (Red))) instantly to (Center of target_17 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_19 <gen> owned by Player 1 (Red))) instantly to (Center of target_19 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_20 <gen> owned by Player 1 (Red))) instantly to (Center of target_20 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_21 <gen> owned by Player 1 (Red))) instantly to (Center of target_21 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_20_______u <gen> owned by Player 1 (Red))) instantly to (Center of target_43 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_23 <gen> owned by Player 1 (Red))) instantly to (Center of target_23 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_26 <gen> owned by Player 1 (Red))) instantly to (Center of target_26 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_29 <gen> owned by Player 1 (Red))) instantly to (Center of target_29 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_31 <gen> owned by Player 1 (Red))) instantly to (Center of target_31 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_32 <gen> owned by Player 1 (Red))) instantly to (Center of target_32 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_33 <gen> owned by Player 1 (Red))) instantly to (Center of target_33 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_34 <gen> owned by Player 1 (Red))) instantly to (Center of target_34 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_36 <gen> owned by Player 1 (Red))) instantly to (Center of target_034 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_37 <gen> owned by Player 1 (Red))) instantly to (Center of target_37 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_40 <gen> owned by Player 1 (Red))) instantly to (Center of target_40 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_42 <gen> owned by Player 1 (Red))) instantly to (Center of target_42 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_43 <gen> owned by Player 1 (Red))) instantly to (Center of target_43 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_44 <gen> owned by Player 1 (Red))) instantly to (Center of target_44 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_45 <gen> owned by Player 1 (Red))) instantly to (Center of target_21_______u <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in target_43 <gen> owned by Player 1 (Red))) instantly to (Center of Home_01 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_48 <gen> owned by Player 1 (Red))) instantly to (Center of target_48 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_49 <gen> owned by Player 1 (Red))) instantly to (Center of target_49 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_51 <gen> owned by Player 1 (Red))) instantly to (Center of target_51 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_52 <gen> owned by Player 1 (Red))) instantly to (Center of target_52 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_53 <gen> owned by Player 1 (Red))) instantly to (Center of target_53 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_54 <gen> owned by Player 1 (Red))) instantly to (Center of target_54 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_55 <gen> owned by Player 1 (Red))) instantly to (Center of target_55 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_59 <gen> owned by Player 1 (Red))) instantly to (Center of Aura_load_01 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_14_______u <gen> owned by Player 1 (Red))) instantly to (Center of target_14 <gen>)) else do (Do nothing)
    If (Lock_00 Equal to True) then do (Move (Random unit from (Units in move_38 <gen> owned by Player 1 (Red))) instantly to (Center of target_38 <gen>)) else do (Do nothing)
Dore 03
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[3] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Play Switch <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Wait 1.10 seconds
        Unit - Move 0000 <gen> instantly to (Center of target_03 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
        Trigger - Run Its_Locked <gen> (checking conditions)
Dore 04
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[4] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Wait 1.10 seconds
        Sound - Play Switch <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Unit - Move 0000 <gen> instantly to (Center of target_04 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
        Trigger - Run Its_Locked <gen> (checking conditions)
Dore 05
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[5] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Play Switch <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Wait 1.10 seconds
        Unit - Move 0000 <gen> instantly to (Center of target_05 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
        Trigger - Run Its_Locked <gen> (checking conditions)
Dore 09
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[9] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Play Switch <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Wait 1.10 seconds
        Unit - Move 0000 <gen> instantly to (Center of target_09 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
        Trigger - Run Its_Wyer <gen> (checking conditions)
Dore 14
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[14] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Play Switch <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Wait 1.10 seconds
        Unit - Move 0000 <gen> instantly to (Center of target_14 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
Dore 16
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[16] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Play Switch <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Wait 1.10 seconds
        Unit - Move 0000 <gen> instantly to (Center of target_16 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
        Trigger - Run Its_Lcoked_other_side <gen> (checking conditions)
Dore 18
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[18] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Play Switch <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Wait 1.10 seconds
        Unit - Move 0000 <gen> instantly to (Center of target_18 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
        Trigger - Run Its_need_pass_word <gen> (checking conditions)
Dore 22
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[22] Equal to True
      Then - Actions
        Trigger - Run Its_Jamed <gen> (checking conditions)
      Else - Actions
        Trigger - Run Its_Jamed <gen> (checking conditions)
Dore 25
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[25] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Play Switch <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Wait 1.10 seconds
        Unit - Move 0000 <gen> instantly to (Center of target_25 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
        Trigger - Run Its_Locked <gen> (checking conditions)
Dore 30
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[30] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Play Switch <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Wait 1.10 seconds
        Unit - Move 0000 <gen> instantly to (Center of target_30 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
        Trigger - Run Its_Picture <gen> (checking conditions)
Dore 38
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[38] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Play ReviveUndead <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Wait 1.10 seconds
        Unit - Move 0000 <gen> instantly to (Center of target_38 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
        Trigger - Run Its_Locked <gen> (checking conditions)
Dore 39
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[39] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Play ReviveUndead <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Wait 1.10 seconds
        Unit - Move 0000 <gen> instantly to (Center of target_39 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
        Trigger - Run Its_Danger <gen> (checking conditions)
Dore 41
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[41] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Play Switch <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Wait 1.10 seconds
        Unit - Move 0000 <gen> instantly to (Center of target_06 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
        Trigger - Run Its_Locked <gen> (checking conditions)
Dore 47
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[47] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Play Switch <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Wait 1.10 seconds
        Unit - Move 0000 <gen> instantly to (Center of target_47 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
        Trigger - Run Its_Someone <gen> (checking conditions)
Dore 56
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Lock[56] Equal to True
      Then - Actions
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
        Sound - Play Switch <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
        Wait 1.10 seconds
        Unit - Move 0000 <gen> instantly to (Center of target_56 <gen>)
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
      Else - Actions
        Trigger - Run Its_need_pass_word <gen> (checking conditions)
Dore 61
  Events
  Conditions
    Lock[61] Equal to True
  Actions
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Sound - Play DevourMagic <gen>
    Wait 1.10 seconds
    Sound - Play ReviveUndead <gen> at 100% volume, located at (Center of (Playable map area)) with Z offset 0
    Unit - Move 0000 <gen> instantly to (Center of target_61 <gen>)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
Jamd Dore
  Events
  Conditions
  Actions
    If (Lock[15] Equal to True) then do (Move (Random unit from (Units in move_15 <gen> owned by Player 1 (Red))) instantly to (Center of target_15 <gen>)) else do (If ((Number of units in (Units in move_15 <gen> owned by Player 1 (Red))) Equal to 1) then do (Run Its_Someone <gen> (checking conditions)) else do (Do nothing))
    If (Lock[24] Equal to True) then do (Move (Random unit from (Units in move_24 <gen> owned by Player 1 (Red))) instantly to (Center of target_24 <gen>)) else do (If ((Number of units in (Units in move_24 <gen> owned by Player 1 (Red))) Equal to 1) then do (Run Its_Someone <gen> (checking conditions)) else do (Do nothing))
    If (Lock[27] Equal to True) then do (Move (Random unit from (Units in move_27 <gen> owned by Player 1 (Red))) instantly to (Center of target_26 <gen>)) else do (If ((Number of units in (Units in move_27 <gen> owned by Player 1 (Red))) Equal to 1) then do (Run Its_Jamed <gen> (checking conditions)) else do (Do nothing))
    If (Lock[28] Equal to True) then do (Move (Random unit from (Units in move_28 <gen> owned by Player 1 (Red))) instantly to (Center of target_26 <gen>)) else do (If ((Number of units in (Units in move_28 <gen> owned by Player 1 (Red))) Equal to 1) then do (Run Its_Jamed <gen> (checking conditions)) else do (Do nothing))
Its need pass word
  Events
  Conditions
  Actions
    Sound - Play FlareTarget4 <gen> at 100% volume, attached to 0000 <gen>
    Set VariableSet Pass_word = True
    Cinematic - Fade out over 0.50 seconds using texture war3mapImported\Fade_pass word.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select It needs password. just fucking type it in. 0044 <gen> for (Picked player)
Its Locked
  Events
  Conditions
  Actions
    Sound - Play MetalHeavyChopMetal2 <gen> at 100% volume, attached to 0000 <gen>
    Cinematic - Fade out over 0.50 seconds using texture war3mapImported\Fade_lock.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Fuck it's Locked… 0006 <gen> for (Picked player)
    Set VariableSet selected_unit = Fuck it's Locked… 0006 <gen>
Its Someone
  Events
  Conditions
  Actions
    Sound - Play FlareTarget4 <gen> at 100% volume, attached to 0000 <gen>
    Cinematic - Fade out over 0.50 seconds using texture Black Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Set VariableSet selected_unit = Some thing blocked the door damit. 0009 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Some thing blocked the door damit. 0009 <gen> for (Picked player)
Its Danger
  Events
  Conditions
  Actions
    Sound - Play DevourMagic <gen> at 100% volume, attached to 0000 <gen>
    Cinematic - Fade out over 0.50 seconds using texture Black Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Set VariableSet selected_unit = Shit to far to jump hmm i wonder if there some rope somewere? 0032 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Shit to far to jump hmm i wonder if there some rope somewere? 0032 <gen> for (Picked player)
Its Jamed
  Events
  Conditions
  Actions
    Cinematic - Fade out over 0.50 seconds using texture war3mapImported\Fade_lock.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Sound - Play MetalHeavyChopMetal2 <gen> at 100% volume, attached to 0000 <gen>
    Set VariableSet selected_unit = This lock it scrwed 0005 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select This lock it scrwed 0005 <gen> for (Picked player)
Its Lcoked other side
  Events
  Conditions
  Actions
    Sound - Play FlareTarget4 <gen> at 100% volume, attached to 0000 <gen>
    Set VariableSet selected_unit = Dam i think it locked at the other side… 0004 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Dam i think it locked at the other side… 0004 <gen> for (Picked player)
Its Picture
  Events
  Conditions
  Actions
    Set VariableSet selected_unit = Curious, that picture is stamped at the wall. 0010 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Curious, that picture is stamped at the wall. 0010 <gen> for (Picked player)
Its Wyer
  Events
  Conditions
  Actions
    Cinematic - Fade out over 2 seconds using texture war3mapImported\Fade_wyer.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Set VariableSet selected_unit = I can't pass because of this fucking wire 0008 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select I can't pass because of this fucking wire 0008 <gen> for (Picked player)
Its unloked
  Events
  Conditions
  Actions
    Cinematic - Fade out over 2 seconds using texture war3mapImported\Fade_lock.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Sound - Play Lever <gen> at 100% volume, attached to 0000 <gen>
    Set VariableSet selected_unit = Finaly i got it unlocked.. 0013 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Finaly i got it unlocked.. 0013 <gen> for (Picked player)
Its Can open
  Events
  Conditions
  Actions
    Cinematic - Fade out over 0.00 seconds using texture war3mapImported\Fade_pass word.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Sound - Play Lever <gen> at 100% volume, attached to 0000 <gen>
    Set VariableSet selected_unit = Finaly i got it unlocked.. 0013 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Correct ! 0047 <gen> for (Picked player)
Its Not useful
  Events
  Conditions
  Actions
    Set VariableSet selected_unit = Dam, I can't use it here. 0026 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Dam, I can't use it here. 0026 <gen> for (Picked player)
Its not enough
  Events
  Conditions
  Actions
    Set VariableSet selected_unit = Dam need a bigger flame. 0039 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Dam need a bigger flame. 0039 <gen> for (Picked player)
Its can pass
  Events
  Conditions
  Actions
    Unit - Remove 0003 <gen> from the game
    Set VariableSet selected_unit = I can get throu now. 0028 <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select I can get throu now. 0028 <gen> for (Picked player)
Next End
  Events
    Unit - A unit owned by Player 1 (Red).Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Next End
  Actions
    Set VariableSet Pass_word = False
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select 0000 <gen> for (Picked player)
Next
  Events
    Unit - A unit owned by Player 1 (Red).Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Next next
  Actions
    Wait 0.25 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select next_unit for (Picked player)
Opning
  Events
  Conditions
  Actions
    Trigger - Turn on lock_cam <gen>
    Trigger - Run Toliet <gen> (ignoring conditions)
    Set VariableSet event_num = 0
    Selection - Select Henry: where am I…… and who ma I……. 0037 <gen> for Player 1 (Red)
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Trigger - Turn off (This trigger)
Event 01
  Events
    Unit - A unit enters Event_02 <gen>
  Conditions
  Actions
    Set VariableSet event_num = 2
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Wendy: Hey, do you know where we are? 0066 <gen> for (Picked player)
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Trigger - Turn off (This trigger)
Event 02
  Events
    Unit - A unit enters Home_02 <gen>
  Conditions
  Actions
    Set VariableSet event_num = 6
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Sam: You awake? 0074 <gen> for (Picked player)
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Trigger - Turn off (This trigger)
Event 03
  Events
  Conditions
  Actions
    Set VariableSet event_num = 14
    Animation - Play 0000 <gen>'s stand (animationname) animation
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Wendy: Hey, what happen to you? 0082 <gen> for (Picked player)
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Trigger - Turn off (This trigger)
Event 04
  Events
    Unit - A unit enters Home_02 <gen>
  Conditions
  Actions
    Set VariableSet event_num = 16
    Animation - Play 0000 <gen>'s stand (animationname) animation
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Henry: here…… same to his home. 0084 <gen> for (Picked player)
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Trigger - Turn off (This trigger)
Event 05
  Events
  Conditions
  Actions
    Set VariableSet event_num = 18
    Animation - Play 0000 <gen>'s stand (animationname) animation
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Wendy: Her voice……! 0043 <gen> for (Picked player)
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Trigger - Turn off (This trigger)
Event 06
  Events
    Unit - A unit enters E_Church_10 <gen>
  Conditions
    Lock[5] Equal to True
  Actions
    Set VariableSet event_num = 19
    Animation - Play 0000 <gen>'s stand (animationname) animation
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Wendy: Do you remember that time? 0046 <gen> for (Picked player)
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Trigger - Turn off (This trigger)
Event 07
  Events
    Unit - A unit enters Area_06 <gen>
  Conditions
  Actions
    Set VariableSet event_num = 26
    Animation - Play 0000 <gen>'s stand (animationname) animation
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Henry: Wendy……? 0054 <gen> for (Picked player)
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Trigger - Turn off (This trigger)
Event 08
  Events
    Unit - A unit enters fbfhfh <gen>
  Conditions
  Actions
    Set VariableSet event_num = 28
    Animation - Play 0000 <gen>'s stand (animationname) animation
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Wendy: Henry, I'm Here. 0018 <gen> for (Picked player)
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Trigger - Turn off (This trigger)
    Trigger - Turn on Glave_Sheryl <gen>
Event 09
  Events
    Unit - A unit enters sama <gen>
  Conditions
  Actions
    Set VariableSet event_num = 34
    Animation - Play 0000 <gen>'s stand (animationname) animation
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select Wendy: You know what? we marriage here. 0102 <gen> for (Picked player)
    Visibility - Disable fog of war
    Visibility - Disable black mask
    Trigger - Turn off (This trigger)
    Trigger - Turn on Glave_Sheryl <gen>
event next
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Next next(Event)
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        If (event_num Equal to 0) then do (Run event_out <gen> (checking conditions)) else do (Do nothing)
        If (event_num Equal to 2) then do (Select Wendy: um… I don't think so. 0067 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 3) then do (Select Henry: Why do you follow me?Trying to rape me? 0071 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 3) then do (Order 0014 <gen> to Follow. 0000 <gen>) else do (Do nothing)
        If (event_num Equal to 4) then do (Select Wendy: Are u just going to leave me here!? 0073 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 5) then do (Run event_out <gen> (checking conditions)) else do (Do nothing)
        If (event_num Equal to 6) then do (Select Sam: You were uncontchus 0075 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 7) then do (Select Henry: What?.. 0076 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 8) then do (Select Sam: I found you there…… on Evons road 0077 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 9) then do (Select Sam: You just don't looks like homeless…… 0078 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 10) then do (Select Sam: What business do you have here? 0079 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 11) then do (Select Henry: uh, I just don't remember. 0080 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 12) then do (Select Sam: What? You can't remember anything dude your fucked up. 0081 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 13) then do (Run event_out <gen> (checking conditions)) else do (Do nothing)
        If (event_num Equal to 14) then do (Select Wendy: You look so nervous. 0083 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 15) then do (Run event_out <gen> (checking conditions)) else do (Do nothing)
        If (event_num Equal to 16) then do (Select Wendy: Who? 0085 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 17) then do (Select Henry: I don't know. 0086 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 18) then do (Run event_out <gen> (checking conditions)) else do (Do nothing)
        If (event_num Equal to 19) then do (Select Wendy: When I propose you. 0051 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 20) then do (Select Wendy: I give you the ring, then, you show me ring too. 0048 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 21) then do (Select Wendy: I just drop it on you. 0049 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 22) then do (Select Henry: Dude are u ok? 0052 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 23) then do (Select Henry: What are you talking about? 0053 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 24) then do (Select Wendy: You forget again? You were always so forgotful. 0050 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 25) then do (Run event_out <gen> (checking conditions)) else do (Do nothing)
        If (event_num Equal to 26) then do (Select Henry: Where is she…… 0055 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 27) then do (Run event_out <gen> (checking conditions)) else do (Do nothing)
        If (event_num Equal to 28) then do (Select Wendy: Henry, I'm Here. 0018 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 29) then do (Select Henry: Who…… are you…… 0017 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 30) then do (Select Wendy: Don't you remember yet? 0024 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 31) then do (Select Wendy: or you play something…? 0023 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 32) then do (Select Henry: I don't know. 0019 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 33) then do (Run event_out <gen> (checking conditions)) else do (Do nothing)
        If (event_num Equal to 34) then do (Select Wendy: You know what? we marriage here. 0102 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 35) then do (Select Henry: Yes…… 0100 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 36) then do (Select Wendy: Henry…… 0103 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 36) then do (Select Henry: We were on the way to erika's school. 0104 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 37) then do (Select Henry: We…… Couldn't get there. 0105 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 38) then do (Select Wendy: Becuase of you. 0101 <gen> for (Picked player)) else do (Do nothing)
        If (event_num Equal to 39) then do (Run event_out <gen> (checking conditions)) else do (Do nothing)
    Set VariableSet event_num = (event_num + 1)
event out
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Unpause (Picked unit))
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Selection - Select 0000 <gen> for (Picked player)
    Wait 1.00 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0.00%, 0.00%, 0.00%) with 0.30% transparency
File Get 01
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item carried by 0000 <gen> of type Password)) Equal to Password
    (Item-type of (Item carried by 0000 <gen> of type Key)) Equal to Key
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Fade out over 2 seconds using texture BeerKegCombo.blp (cinefiltertexture) and color (0%, 0%, 0%) with 0% transparency
    Wait 3.00 seconds
    Item - Remove (Item carried by 0000 <gen> of type Password)
    Cinematic - Send transmission to (All players) from (Picked unit) named Little girl's voice: Play No sound and display Because of you my mom……. Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Unit - Move 0000 <gen> instantly to (Center of jhgngh <gen>), facing 61.00 degrees
    Cinematic - Turn cinematic mode Off for (All players)
    Unit - Create 1.Wendy for Player 3 (Teal) at (Center of gbhghghg <gen>) facing 235.50 degrees
    Unit - Order (Last created unit) to Follow.(Triggering unit)
    Trigger - Run Event_03 <gen> (checking conditions)
    Trigger - Turn off (This trigger)
Open Curch
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Number of units in (Units in move_14 <gen> owned by Player 1 (Red))) Equal to 1
    (Ability being cast) Equal to detection
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Picked unit) named 웬디: Play No sound and display Your Fault.. Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn off (This trigger)
    Set VariableSet Lock[14] = True
    Trigger - Run Dore_14 <gen> (checking conditions)
    Unit - Remove 0040 <gen> from the game
    Unit - Remove 0007 <gen> from the game
    Unit - Remove 0002 <gen> from the game
Gohe
  Events
    Unit - A unit enters N_Church_09 <gen>
  Conditions
  Actions
    Wait 0.50 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Picked unit) named Man's voice: Play No sound and display I made her die.. Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Send transmission to (All players) from (Picked unit) named Man's voice: Play No sound and display It was accident.. Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Send transmission to (All players) from (Picked unit) named Man's voice: Play No sound and display But…… It was my foult.. Modify duration: Set to 3.00 seconds and Wait
    Wait 2 seconds
    Sound - Play Lever <gen>
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn off (This trigger)
    Set VariableSet Lock[47] = True
Dark Church
  Events
    Unit - A unit enters E_Church_11 <gen>
  Conditions
  Actions
    Wait 0.10 seconds
    Trigger - Turn off lock_cam <gen>
    Cinematic - Turn cinematic mode On for (All players)
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Set the camera bounds for (Picked player) to (Entire map)
        Camera - .Apply. gg_cam_Camera_087 for (Picked player) over 0 seconds
        Camera - .Apply. gg_cam_Camera_088 for (Picked player) over 3.00 seconds
    Wait 3.00 seconds
    Sound - Play Scream <gen>
    Wait 0.50 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn off (This trigger)
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Set the camera bounds for (Picked player) to (Region centered at (Target of gg_cam_Camera_031) with size (20.00, 20.00))
    Trigger - Run E_church_11 <gen> (checking conditions)
    Trigger - Run Event_05 <gen> (checking conditions)
    Trigger - Turn on lock_cam <gen>
Home side
  Events
    Unit - A unit enters Home_side_02 <gen>
  Conditions
  Actions
    Wait 3.00 seconds
    Cinematic - Fade out and back in over 0.10 seconds using texture White Mask and color (60.00%, 0%, 0%) with 0% transparency
    Trigger - Turn off lock_cam <gen>
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Set the camera bounds for (Picked player) to (Entire map)
        Camera - .Apply. gg_cam_Camera_093 for (Picked player) over 0 seconds
        Camera - .Apply. gg_cam_Camera_093 for (Picked player) over 3.00 seconds
    Sound - Play FaerieDragonPissed1 <gen> at 100% volume, located at (Position of High Elf 0124 <gen>) with Z offset 0
    Wait 0.50 seconds
    Trigger - Turn off (This trigger)
    Trigger - Run home_side_02 <gen> (checking conditions)
    Trigger - Turn on lock_cam <gen>
Church Sheryl 1
  Events
    Unit - A unit enters N_Church_12 <gen>
  Conditions
  Actions
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display Mom was nice person.. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display I know that, Because you truly love her, you marride her.. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display actually i know you didn't mean to.. Modify duration: Add 0 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn off (This trigger)
Church Sheryl 2
  Events
    Unit - A unit enters E_church_B1_08 <gen>
  Conditions
  Actions
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display You hear me?. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display She said me "sheryl, he likes you.".. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display "So, You sould say him your real imotion.". Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display I said OK. but it was lie.. Modify duration: Add 0 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn off (This trigger)
Glave Sheryl
  Events
    Unit - A unit enters Glave_02 <gen>
  Conditions
  Actions
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display I think you don't like me.. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display Because I'm not your real daughter.. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display Because I'm obstacle.. Modify duration: Add 0 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn off (This trigger)
Tebun Sheryl
  Events
    Unit - A unit enters Tebun_F2_03 <gen>
  Conditions
  Actions
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display Maybe…… she was right.. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display Maybe you like me.. Modify duration: Add 0 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn off (This trigger)
Load Sheryl
  Events
    Unit - A unit enters Aura_load_08 <gen>
  Conditions
  Actions
    Wait 1.00 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display 편지 잘 읽었어요.. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display 미안해요…….. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 여자 아이의 목소리: Play No sound and display 엄마도 원할거예요. 나랑 아저씨 아니, 아빠랑 행복해지는걸.. Modify duration: Add 0 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn off (This trigger)
boss kill
  Events
    Unit - 0058 <gen> Dies
    Player - Player 1 (Red) types a chat message containing win (stringnoformat) as An exact match
  Conditions
  Actions
    Wait 3.00 seconds
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - Set the camera bounds for (Picked player) to (Entire map)
        Camera - .Apply. gg_cam_Camera_082 for (Picked player) over 0 seconds
    Sound - Set Ambient Sounds to 50.00%
    Sound - Set Animation and Spell Sounds to 50.00%
    Sound - Set Combat Sounds to 50.00%
    Sound - Set Fire Sounds to 50.00%
    Sound - Set Unit Movement Sounds to 50.00%
    Trigger - Turn off lock_cam <gen>
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 4.00 seconds
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - .Apply. gg_cam_Camera_082 for (Picked player) over 0 seconds
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display Too dark……. Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 헨리: Play No sound and display Umm……. Modify duration: Set to 3.00 seconds and Wait
    Environment - Set fog to style Exponential 1, z-start 0.00, z-end 8000, density (0.01 x 0.10) and color (20.00%, 20.00%, 20.00%)
    Sound - Play silent_hill___tears_of_pain23 <gen>
    Wait 2 seconds
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 쉐릴: Play No sound and display Are you conscious?. Modify duration: Set to 3.00 seconds and Wait
    Wait 2 seconds
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 헨리: Play No sound and display Sheryl? you……. Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 헨리: Play No sound and display You attend me?. Modify duration: Set to 3.00 seconds and Wait
    Wait 2 seconds
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named 쉐릴: Play No sound and display see…… I'm sorry.. Modify duration: Set to 3.00 seconds and Wait
    Wait 5.00 seconds
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display That accident takes my eye, and wendy.. Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display curious to say, I can see something.. Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display maybe…… it's hope.. Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display Thanks for play. Modify duration: Set to 50.00 seconds and Don't wait
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - .Apply. gg_cam_Camera_091 for (Picked player) over 0 seconds
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Camera - .Apply. gg_cam_Camera_0921 for (Picked player) over 50.00 seconds
    Wait 46.00 seconds
    Cinematic - Fade out over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 5.00 seconds
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Game - Victory (Picked player) (Skip dialogs, Skip scores)
4

3
Surch Tomb h
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in tomb_01 <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Fade out over 0.50 seconds using texture war3mapImported\Fade_tomb.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display Henry. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Wait 0.25 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
5

2
Surch Tomb w
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in tomb_02 <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Fade out over 0.50 seconds using texture war3mapImported\Fade_tomb.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display wendy. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Wait 0.25 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
1

1547
Surch Tomb e
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in tomb_03 <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Fade out over 0.50 seconds using texture war3mapImported\Fade_tomb.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display evan. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Wait 0.25 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
7

4


Surch Tomb s
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in tomb_04 <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Fade out over 0.50 seconds using texture war3mapImported\Fade_tomb.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display Sheryl. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Wait 0.25 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
9
Surch Tomb b
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in tomb_05 <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Fade out over 0.50 seconds using texture war3mapImported\Fade_tomb.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display bush. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Wait 0.25 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
3
Surch Tomb m
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in tomb_06 <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Fade out over 0.50 seconds using texture war3mapImported\Fade_tomb.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display muhyon. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Wait 0.25 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
4

3
Surch A
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in uijhj <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named A: Play No sound and display 'B' is a Liar. 'the sum total of four number' is less then 15 'First number' is even number.. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
4

3
Surch B
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in clan_rec <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named B: Play No sound and display 'A' is a Liar. 'First number' is not a prime number. 'Third number' is less then 7.. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
4

3
Surch C
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in Ek_za <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named C: Play No sound and display 'D' is a Liar. "Third number' doesn't bigger then 7. 'Second number' is bigger then 'First number'.. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
4

3
Surch D
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in ohne <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named D: Play No sound and display 'B' is a Liar. 'Second number' is less then 5. There's no 0.. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
4

3
Surch E
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in yrgvc <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display Thay know password of the door.You need four number.. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
Surch alchol
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in alchol <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display some thing leaks in the barrel.. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display It's no wine. It's…… Gasoline?. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Wait 0.25 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
Surch paint 01
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in N_Church_06 <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Fade out over 0.50 seconds using texture war3mapImported\Fade_paint.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display There is some sumber. there is……. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Wait 0.25 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
Surch paint 02
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in E_Church_05 <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Fade out over 0.50 seconds using texture war3mapImported\Fade_paint.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display There is some sumber. there is……. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Wait 0.25 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
Surch memo
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in Event_D <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Fade out over 0.50 seconds using texture war3mapImported\Fade_moes.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display The password writen under the bed in the central room.. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Wait 0.25 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
Surch book
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to detection
    (Number of units in (Units in E_Church_12 <gen> owned by Player 1 (Red))) Equal to 1
  Actions
    Cinematic - Fade out over 0.50 seconds using texture war3mapImported\Fade_book.blp (cinefiltertexture) and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Send transmission to (All players) from (Last Haunted Gold Mine) named : Play No sound and display Holly bible 1,2,3,4,6. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Turn cinematic mode Off for (All players)
    Wait 0.25 seconds
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
Make enemy
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Next End
  Actions
    Unit - Remove 0014 <gen> from the game
    Trigger - Run Event_001 <gen> (checking conditions)
    Unit - Create 1. for Neutral Hostile at (Center of Event_001 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Attack. 0000 <gen>
    Trigger - Turn off (This trigger)
    Cinematic - Fade out over 0.10 seconds using texture Dream and color (0%, 0%, 0%) with 0% transparency
First Dead
  Events
    Unit - 0000 <gen> Takes damage
  Conditions
  Actions
    Unit - Pause (Last created unit)
    Unit - Pause 0000 <gen>
    Animation - Play 0000 <gen>'s death (animationname) animation
    Wait 1.00 seconds
    Cinematic - Fade out over 2 seconds using texture White Mask and color (50.00%, 0%, 0%) with 0% transparency
    Wait 7.00 seconds
    Unit - Unpause 0000 <gen>
    Unit - Move 0000 <gen> instantly to (Center of Home_02 <gen>), facing 36.00 degrees
    Unit - Remove (Last created unit) from the game
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (50.00%, 0%, 0%) with 0% transparency
    Trigger - Turn off (This trigger)
Unlock move 18
  Events
    Player - Player 1 (Red) types a chat message containing 2475 (stringnoformat) as An exact match
  Conditions
    Pass_word Equal to True
  Actions
    Trigger - Run Its_Can_open <gen> (checking conditions)
    Set VariableSet Lock[18] = True
    Trigger - Turn off (This trigger)
Unlock move 56
  Events
    Player - Player 1 (Red) types a chat message containing 2670 (stringnoformat) as An exact match
  Conditions
    Pass_word Equal to True
  Actions
    Trigger - Run Its_Can_open <gen> (checking conditions)
    Set VariableSet Lock[56] = True
    Trigger - Turn off (This trigger)
Unlock Cage 02
  Events
    Player - Player 1 (Red) types a chat message containing 16284 (stringnoformat) as An exact match
  Conditions
    Pass_word Equal to True
  Actions
    Trigger - Run Its_Can_open <gen> (checking conditions)
    Hero - Create 3 key and give it to 0000 <gen>
    Set VariableSet cage[2] = True
    Trigger - Turn off (This trigger)
Unlock Cage 01
  Events
    Player - Player 1 (Red) types a chat message containing 1547 (stringnoformat) as An exact match
  Conditions
    Pass_word Equal to True
  Actions
    Trigger - Run Its_Can_open <gen> (checking conditions)
    Hero - Create Bar key and give it to 0000 <gen>
    Set VariableSet cage[1] = True
    Trigger - Turn off (This trigger)
Surch Cage 02
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Number of units in (Units in cage <gen> owned by Player 1 (Red))) Equal to 1
    (Ability being cast) Equal to detection
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        cage[2] Equal to True
      Then - Actions
        If (cage[2] Equal to True) then do (Select Fuck nothings here.. 0025 <gen> for Player 1 (Red)) else do (If ((Number of units in (Units in cage <gen> owned by Player 1 (Red))) Equal to 1) then do (Run Its_need_pass_word <gen> (checking conditions)) else do (Do nothing))
      Else - Actions
        Trigger - Run Its_need_pass_word <gen> (checking conditions)
Surch Cage 01
  Events
    Unit - 0000 <gen> Starts the effect of an ability
  Conditions
    (Number of units in (Units in adsd <gen> owned by Player 1 (Red))) Equal to 1
    (Ability being cast) Equal to detection
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        cage[1] Equal to True
      Then - Actions
        If (cage[1] Equal to True) then do (Select Fuck nothings here.. 0025 <gen> for Player 1 (Red)) else do (If ((Number of units in (Units in cage <gen> owned by Player 1 (Red))) Equal to 1) then do (Run Its_need_pass_word <gen> (checking conditions)) else do (Do nothing))
      Else - Actions
        Trigger - Run Its_need_pass_word <gen> (checking conditions)
Use Stear key
  Events