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Trigger Viewer

Magnador.w3x
Variables
Global
-----Notes
-----Version Info
-----Map Initialization
Initialization
Init Music
Init Special Effects
Init Units
Init ForgeValues
Init Doodads
Abilities
World Settings
Life Settings
Ally Settings
Color Settings
Start Monstertimer
Check Bounty
-----Game Start/Over
Start Inits
Victory
----- Abilities
Pentagram
Holy Fire
Holy Fire Level
Holy Fire Cancel
Plate of Kings
Avoid Combat
Avoid WearsOff
Avoid INCombat
Read Cookbook1
Read Cookbook2
----- Check Global
Check Difficulty
Check Talkies
----- Music
Check Desert Music
Music Standard
Music Desert
Music Cinematic
Music Boss
Inventory
Look at Inventory
----- Runes
Charge Heal Rune
Select Heal Rune
Use Heal Rune
Charge Mana Rune
Select Mana Rune
Use Mana Rune
Charge Restoration Rune
Select Restoration Rune
Use Restoration Rune
----- Lost Souls
Find Lost Soul 1
Find Lost Soul 2
Find Lost Soul 3
Find Lost Soul 4
Find Lost Soul 5
Find Lost Soul 6
Find Lost Soul 7
Find Lost Soul 8
Find Lost Soul 9
Find Lost Soul 10
Find Lost Soul 11
Find Lost Soul 12
All Lost Souls
----- Mini-Forge
Forging Enabled Check
Forge Helmets
Forge Weapons
Forge Shields
Forge Staffs
Forge Gloves
Forge Armor
----- Buy Items
SpellItems Remove
Buy Spell Item
Cinematics
-----Cinematic Stuff
Cinematic ON
Cinematic Allies
Cinematic OFF
Cine Clear Arena
-----Cinematic 1
Intro
Intro Skip
-----Cinematic 2
Gorwin 1
Gorwin 1 Skip
-----Cinematic 3
Priest 1
Priest 1 Skip
-----Cinematic 4
Blacksmith 1
Blacksmith 1 Skip
-----Cinematic 5
Akhuma 1
Akhuma 1 Skip
-----Cinematic 6
Ramuel
Ramuel Skip
-----Cinematic 7
Zeno 1
Zeno 1 Skip
-----Cinematic 8
Quorghk Angry
Quorghk Angry Skip
-----Cinematic 9
Akhuma 2
Akhuma 2 Skip
-----Cinematic 10
Rondolf 1
Rondolf 1 Skip
-----Cinematic 11
Lolo 1
Lolo 1 Skip
-----Cinematic 12
TamorhalOrc
TamorhalOrc Skip
-----Cinematic 13
Lolo 2a
Lolo 2a Skip
Lolo 2b
Lolo 2b Skip
-----Cinematic 14
Rondolf 2
Rondolf 2 Skip
-----Cinematic 15
Anna 1
Anna 1 Skip
-----Cinematic 16
MogRazhoul 1
MogRazhoul 1 Skip
-----Cinematic 17
Fiona 1
Fiona 1 Skip
-----Cinematic 18
Gorwin 2
Gorwin 2 Skip
-----Cinematic 19
Scepter 1
Scepter 1 Skip
-----Cinematic 20
Gorwin 3
Gorwin 3 Skip
-----Cinematic 21
Lord Vernon 1
Lord Vernon 1 Skip
-----Cinematic 22
Mog Dies 1
Mog Dies 1 Skip
-----Cinematic 23
Daron 1
Daron 1 Skip
-----Cinematic 24
HundredHoofs
HundredHoofs Skip
-----Cinematic 25
Heidi 1
Heidi 1 Skip
-----Cinematic 26
Urugath
Urugath Skip
-----Cinematic 27
Roggdor 1
Roggdor 1 Skip
-----Cinematic 28
Borok 1
Borok 1 Skip
-----Cinematic 29
Borok 2
Borok 2 Skip
-----Cinematic 30
Heidi 2
Heidi 2 Skip
-----Cinematic 31
Nameless
Nameless Skip
-----Cinematic 32
Roggdor 2
Roggdor 2 Skip
-----Cinematic 33
Roggdor 3
Roggdor 3 Skip
-----Cinematic 34
DwarvenCamp A
DwarvenCamp B
DwarvenCamp Skip
-----Cinematic 35
Rondolf 3
Rondolf 3 Skip
-----Cinematic 36
Blacksmith Job1
Blacksmith Job1 Skip
-----Cinematic 37
Daron 2
Daron 2 Skip
-----Cinematic 38
Blacksmith Job2
Blacksmith Job2 Skip
-----Cinematic 39
Quandragar 1
Quandragar 1 Skip
-----Cinematic 40
Quandragar 2
Quandragar 2 Skip
-----Cinematic 41
Bob 1
Bob 1 Skip
-----Cinematic 42
Roggdor 4
Roggdor 4 Skip
-----Cinematic 43
Sam 1
Sam 1 Skip
-----Cinematic 44
Cindra 1
Cindra 1 Skip
-----Cinematic 45
Cindra 2
Cindra 2 Skip
-----Cinematic 46
MogRazhoul 2
MogRazhoul 2 Skip
-----Cinematic 47
Roggdor 5
Roggdor 5 Skip
-----Cinematic 48
MogAdera
MogAdera Skip
-----Cinematic 49
Yaron
Yaron Skip
-----Cinematic 50
MogAdera Dead
MogAdera Dead Skip
-----Cinematic 51
Church
Church Special Effect
Church Skip
-----Cinematic 52
Priest 2
Priest 2 Skip
-----Cinematic 53
Sam 2
Sam 2 Skip
-----Cinematic 54
Hellforge
Hellforge Addon
Hellforge Skip
-----Cinematic 55
LastMog
LastMog Skip
-----Cinematic 56
Julius 1
Julius 1 Skip
-----Cinematic 57
Julius 2
Julius 2 Skip
-----Cinematic 58
Blacksmith Thief
Blacksmith Thief Skip
-----Cinematic 59
Last Adera
Last Adera Skip
-----Cinematic 60
Last Vernon
Last Vernon Skip
-----Cinematic 61
Lord Thoridaz 1
Lord Thoridaz 1 Skip
-----Cinematic 62
Marius
Marius Skip
-----Cinematic 63
Oggus
Oggus Skip
-----Cinematic 64
Fisherman Rescue
Fisherman Rescue Skip
-----Cinematic 65
BlueEagle Cave
BlueEagle Cave Skip
-----Cinematic 99
OUTRO
-----Cinematic 100
Help Inventory
Help Inventory Skip
-----Cinematic 101
Help Combat
Help Combat Skip
-----Cinematic 102
Help MiniForge
Help Miniforge Skip
-----Cinematic 111
Intro Credits
Intro Credits Skip
Outro Credits
Places
-----Global
Hero Dies at World
Sams Goblins
Yarons Talismans
Black Orb Quest
-----Feria
Feria Inn
Feria Destroyed
Arise BlueEagle
-----South of Feria
Julius Remove
Find Black Orb
Quorghs Home Dies
EatMeCake Found
Potion of Fire Bought
Pickup Annas Note
-----Ruins
Open ElvenGate
Activate GreenRune
Open RuinGate
Oggus Arrives
Husband Arrives
-----Tamorhal
Tamorhal Inn
HeidisBook Found
West Teleporter
-----Silenzium
May Not Enter Talk1
May Not Enter Talk2
Activate YellowRune
Activate RedRune
-----Everglade
Scepter of Gods
Cave2 Enter
-----HundredHoofs
Kids Play Something
HundredHoofs Inn
HundredHoofsFIGHT
HundredHoofsFIGHTMonsters
HundredHoofsFIGHTRegions
HundredHoofsFIGHTSpawn
HundredHoofsFIGHTMonDie
North Teleporter TurnOn
Daron Cheat
Daron Work
-----Desert
Yaron wrongItem
Yaron QuestItemOK
Yaron QuestItemWrong
DesertCave
South Teleporter
Activate BlueRune
Open DesertGate
-----Everwinter Garden
Quandragar wrongItem
Quandragar Mask
Quandragar Armor
Quandragar Shield
Cave1 Enter
-----Forbidden Area
Forbidden Teleporter
Activate ForbiddenSwitch
Eternal Night
Sound1
Sound2
-----Tauren Scout
Follow Tauren Scout01
Follow Tauren Scout02
Follow Tauren Scout03
Follow Tauren Scout04
Follow Tauren Scout05
Follow Tauren Scout06
Follow Tauren Scout07
Follow Tauren Scout08
Follow Tauren Scout09
Follow Tauren Scout10
Follow Tauren Scout11
Follow Tauren Scout12
Follow Tauren Scout13
Follow Tauren Scout14
Follow Tauren Scout15
Follow Tauren Scout16
Follow Tauren Scout17
Follow Tauren Scout18
Follow Tauren Scout19
Follow Tauren Scout20
Follow Tauren Scout21
Follow Tauren Scout22
Follow Tauren Scout23
Follow Tauren Scout24
Follow Tauren Scout25
Follow Tauren Scout26
Follow Tauren Scout27
Minigames
Gladiator Init
Gladiator BuyItem
Gladiator FIGHT
Gladiator EXIT
Gladiator Weapon Upgrade
Gladiator Armor Upgrade
Gladiator Regions
Gladiator CreateMiniEthan
Gladiator MiniEthan Refresh
Gladiator MonsterSet 1
Gladiator MonsterSpawn
Gladiator Monster Die
Gladiator WinRound
Gladiator LoseGame
Gladiator GameOver
Gladiator GameWON
Dialoges
-----Dialog 1
Combat lvl Up
set UpHero Ethan
set UpHero Zeno
set UpHero Fiona
set UpHero Ramuel
set UpHero Urugath
set UpHero Borok
set UpHero Cindra
set UpHero BlueEagle
Combat lvl Up A
-----Dialog 2
Spell lvl Ethan
Spell lvl Zeno
Spell lvl Fiona
Spell lvl Ramuel
Spell lvl Urugath
Spell lvl Borok
Spell lvl Cindra
Spell lvl BlueEagle
Spell lvl A
-----Dialog 3
Help
Help Action
-----Dialog 4
PartyExchange
PartyExchangeButtons
PartyExchangeAction
-----Dialog 5
Teleporter North
Teleporter North NOT
Teleporter South
Teleporter West
Teleporter Forbidden
Teleporter Action
-----Dialog 6
Arena
Arena Action
Hints/Boards
-----Hints
Hint Help
Hint Tavern
Hint PartyMembers
Hint NPCGive
Hint Doors
Hint Recharge Rune
Hint Green open
Hint Yellow open
Hint Forbidden
Hint Blue open
Hint Red open
-----Leaderboards
Lost Souls Board
Lost Souls update
-----Heroboard
Create Heroboard
Update Heroboard
Check Heroboard
Update Combat Points
Update Spell Points
Sync Board Points
Quests
Minimap Pinger
-----Lost Souls Quest
Quest Lost Souls Create
Quest Lost Souls Discovered
Quest Lost Souls Update1
Quest Lost Souls Completed
-----Orb Quest
Quest Orb Create
Quest Orb Discovered
Quest Orb Update1
Quest Orb Completed
-----Homeworld Quest
Quest Homeworld Create
Quest Homeworld Discovered
Quest Homeworld Update1
Quest Homeworld Update2
Quest Homeworld Update3
Quest Homeworld Update4
Quest Homeworld Update5
Quest Homeworld Update6
Quest Homeworld Update7
Quest Homeworld Update8
Quest Homeworld Update9
Quest Homeworld Update10
Quest Homeworld Update11
Quest Homeworld Show11
Quest Homeworld Completed
-----Thief Quest
Quest Thief Create
Quest Thief Discovered
Quest Thief Update1
Quest Thief Update2
Quest Thief Update3
Quest Thief Update4
Quest Thief Completed
-----Shrinked Quest
Quest Shrinked Create
Quest Shrinked Discovered
Quest Shrinked Update1
Quest Shrinked Completed
-----Squatter Quest
Quest Squatter Create
Quest Squatter Discovered
Quest Squatter Update1
Quest Squatter Completed
-----Fishermen Quest
Quest Fishermen Create
Quest Fishermen Discovered
Quest Fishermen Update1
Quest Fishermen Update2
Quest Fishermen Completed
-----Minigames
Quest Minigame Arena
-----Scepter Quest
Quest Scepter Create
Quest Scepter Discovered
Quest Scepter Update1
Quest Scepter Update2
Quest Scepter Update3
Quest Scepter Update4
Quest Scepter Update5
Quest Scepter Completed
-----TheDamned Quest
Quest TheDamned Create
Quest TheDamned Discovered
Quest TheDamned Update1
Quest TheDamned Update2
Quest TheDamned Update3
Quest TheDamned Update4
Quest TheDamned Update5
Quest TheDamned Update6
Quest TheDamned Update7
Quest TheDamned Completed
-----HundredHoofs Quest
Quest HundredHoofs Create
Quest HundredHoofs Discovered
Quest HundredHoofs Update1
Quest HundredHoofs Completed
-----Heidis Book Quest
Quest HeidisBook Create
Quest HeidisBook Discovered
Quest HeidisBook Update1
Quest HeidisBook Completed
-----Boroks Quest
Quest Borok Create
Quest Borok Discovered
Quest Borok Update1
Quest Borok Completed
-----TheJob Quest
Quest TheJob Create
Quest TheJob Discovered
Quest TheJob Update1
Quest TheJob Update2
Quest TheJob Completed
-----Collector Quest
Quest Collector Create
Quest Collector Discovered
Quest Collector Update1
Quest Collector Update2
Quest Collector Update3
Quest Collector Update Message
Quest Collector Completed
-----Goblins Quest
Quest Goblins Create
Quest Goblins Discovered
Quest Goblins Update1
Quest Goblins Update2
Quest Goblins Update3
Quest Goblins Update4
Quest Goblins Update5
Quest Goblins Update6
Quest Goblins Completed
Quest Goblins Description1
Quest Goblins Description2
Quest Goblins Description3
Quest Goblins Description4
Quest Goblins Description5
Quest Goblins Description6
-----Orbs Quest
Quest Orbs Create
Quest Orbs Discovered
Quest Orbs Update1
Quest Orbs Update2
Quest Orbs Completed
-----Relics Quest
Quest Relics Create
Quest Relics Discovered
Quest Relics Update1
Quest Relics Update2
Quest Relics Update3
Quest Relics Update4
Quest Relics Update5
Quest Relics Update6
Quest Relics Update7
Quest Relics Update8
Quest Relics Update9
Quest Relics Update10
Quest Relics Update Message
Quest Relic Completed
Monsters
-----ArenaType TurnOff
Arena Off
Arena5 Off
-----ArenaType Tripwires
Arena1 On 1
Arena1 On 2
Arena2 On 1
Arena2 On 2
Arena3 On 1
Arena3 On 2
Arena3 On 3
Arena4 On 1
Arena4 On 2
Arena5 On 1
Arena6 On 1
Arena6 On 2
Arena6 On 3
Arena7 On 1
Arena7 On 2
Arena7 On 3
Arena8 On 1
Arena8 On 2
Arena8 On 3
Arena8 On 4
Arena8 On 5
Arena8 On 6
Arena9 On 1
Arena9 On 2
Arena9 On 3
Arena10 On 1
Arena10 On 2
Arena10 On 3
-----Wanderers
Wanderer Init
WandererSpawn v2
Wanderer at Ethan
Wanderer at Zeno
Wanderer at Fiona
Wanderer at Ramuel
Wanderer at Urugath
Wanderer at Borok
Wanderer at Cindra
Wanderer at BlueEagle
Drop Item
Random Item Spawn
HeroUnitDies
-----Bosses
Boss 1 Skeleton
Boss 2 Quorghk
Boss 4 Jabberwocky
Boss 5 Guardian
Boss 6 MogRazhoulEasy
Boss 7 FrostGiant
Boss 8 Gravedigger
Boss 11 SandGolem
Boss 12 Queens
Boss 14 MogAdera
Boss 15 Stitcher
Boss 16 LastMog
Boss 17 LastAdera
Boss 18 LastVernon
Boss 19 LordThoridaz
Boss 20 Winged Beast
Combat
Init Combat
Combat Regions
Combat Monster Set1
Combat Monster Set2
Combat Boss Set
Combat Spawn
Combat SpawnFix
Combat Endboss
Combat Monster Die
Combat Won
Combat Lost
Enemy Summons
Debug
TestGladiator
Axe Cheat
Cinematic Cheat
--- omg tEh lOadinG ---
Load Game
Load Heroes
Load Units
Load Inventory
Load Quests
Load Destructables


Nicht alles ist wie es scheint

		
Name Type Is Array Initial Value
Adera unit No
AderaLastHope boolean No
AderaP integer No
AderaTalky effect No
Anna unit No
AnnaTalky effect No
ArenaHeroCount boolean Yes
ArenaType integer No
AvoidActive boolean No
AvoidTimer timer No
BlacksmithSellsItems boolean No
BlueEagleCorpse unit No
BlueEagleinParty boolean No
Bob unit No
BobTalky effect No
BorokInParty boolean No
BorokTalky effect No
BossLevel integer No
BossMusic boolean No
BossTempUnit unit No
BossUnit unit No
CameraReturnPoint location No
Cave1Cleared boolean No
Cave2Cleared boolean No
CaveMogTalk boolean No
CindraInParty boolean No
CindraTalk boolean No
Cinematic integer No
CinematicActive boolean No
CinematicCM1 unit No
CinematicCM2 unit No
CinematicEthan unit No
CinematicItem item No
CinematicPath integer No
CinematicSound sound No
CinematicTempEffect effect No
CinematicTempEffect2 effect No
CinematicTempEffect3 effect No
CinematicTempUnit unit No
CinematicTempUnit2 unit No
CinematicTempUnit3 unit No
CinematicTempUnit4 unit No
CombatActive boolean No
CombatArenaRegion rect No
CombatHeroSpawn1 rect No
CombatHeroSpawn2 rect No
CombatHeroSpawn3 rect No
CombatLevelBlueEagle integer No
CombatLevelBorok integer No
CombatLevelCindra integer No
CombatLevelEthan integer No
CombatLevelFiona integer No
CombatLevelRamuel integer No
CombatLevelUrugath integer No
CombatLevelZeno integer No
CombatMember unit Yes
CombatMonsterAmount integer No
CombatMonsterDifficulty integer No
CombatMonsterMage unitcode No
CombatMonsters group No
CombatMonsterSpawn rect Yes
CombatMonsterTempReg rect No
CombatMonsterType unitcode Yes
CombatPerson unit No
Cookbook1Page integer No
Cookbook2Page integer No
Daron unit No
DaronTalky effect No
DeadHeroes group No
DesertCaveCleared boolean No
DesertMusic boolean No
DialogBox dialog No
DialogButton button Yes
DialogButtonCancel button No
DialogNumber integer No
DialogReturnTrigger trigger No
DummyItem item Yes
DwarvenRifler unit No
DyingHeroUnit unit No
EndbossFight boolean No
EthanHeroLevel integer No
EthanInParty boolean No
EthansWeapon effect No
ExchangeOKAY boolean No
ExchangeUnit unit No
ExchangeUnit2 unit No
ExchangeUnitCMInt integer No
ExchangeUnitName string No
ExpReduced boolean No
FeriaDestroyed boolean No
FeriaVis1 fogmodifier No
FeriaVis2 fogmodifier No
FeriaVis3 fogmodifier No
FionaInParty boolean No
FionaSleepEffect effect No
ForgedArmor boolean Yes
ForgedGloves boolean Yes
ForgedHelm boolean Yes
ForgedShield boolean Yes
ForgedStaff boolean Yes
ForgedWeapon boolean Yes
ForgeItem itemcode Yes
ForgeItemTempInteger integer Yes
ForgingLearned boolean No
GladiatorArmor integer No
GladiatorCamp unit No
GladiatorExitpressed boolean No
GladiatorItemAcquired boolean No
GladiatorLevel integer No
GladiatorMiniEthan unit No
GladiatorMonsterAmount integer No
GladiatorMonsters group No
GladiatorMonsterSpawn rect Yes
GladiatorMonsterType unitcode Yes
GladiatorREWARD integer No
GladiatorRewardMultiplier integer No
GladiatorSonic boolean No
GladiatorVis fogmodifier No
GladiatorWeapon integer No
GladiatorWeaponEffect effect No
Heidi unit No
HeidiTalky effect No
HeroBlueEagle unit No
Heroboard multiboard No
HeroboardColActive boolean Yes
HeroboardHeroName string Yes
HeroboardHeroSkill1 string Yes
HeroboardHeroSkill2 string Yes
HeroBorok unit No
HeroCindra unit No
HeroEthan unit No
HeroFiona unit No
HeroRamuel unit No
HeroTempMovePoint location No
HeroUrugath unit No
HeroZeno unit No
HiddenSilenziumUnits group No
HolyFireCast boolean No
HolyFireDamageLevel abilcode No
HolyFireDirection real No
HundredHoofsEnemies group No
HundredHoofsEnemyTimer timer No
InventoryActive boolean No
InventoryPerson unit No
ItemRandomAddon real No
ItemRandomValue real No
ItemTempPoint location No
ItemTempValue real No
ItemTempValue2 integer No
Julius unit No
LastAderaEnemyUnit unit No
LastArenaType integer No
Lolo unit No
LoloBabbled boolean No
LoloTalky effect No
LordThoridaz unit No
LordVernon unit No
LordVernonTalky effect No
LostFisherman unit No
LostSoulsBoard leaderboard No
LostSoulsFound integer No
LostSoulsMax integer No
MainQuestPings boolean No
Marius unit No
MenuDifficulty integer No
MiniForge unit No
MiniGameActive boolean No
MinigameOLDCASH integer No
MogP integer No
MogRazhoul unit No
MogRazhoulMessanger unit No
MogRazhoulTalky effect No
MonsterBossLevel integer No
MonsterCounterTime real No
MonsterDifficulty integer No
MonsterFixed boolean No
MonsterRandom integer No
MonsterRdmWandererRegion integer No
MonsterSpawnRegion rect No
MonsterTimer timer No
MonsterWanderers group No
MonsterWanderersMax integer No
MonsterWandererSpawn rect Yes
Music sound No
MusicStandard sound No
MusicVolume real No
NotusedPointsBlueEagle integer Yes
NotusedPointsBorok integer Yes
NotusedPointsCindra integer Yes
NotusedPointsEthan integer Yes
NotusedPointsFiona integer Yes
NotusedPointsRamuel integer Yes
NotusedPointsUrugath integer Yes
NotusedPointsZeno integer Yes
Oggus unit No
OggusTalky effect No
Orc unit No
OrcTalky effect No
PartyMembers integer No
Pent_index integer No
Pent_Point location Yes
Pent_SFX effect Yes
PentagramCast boolean No
QBorok quest No
QBorokP integer No
QBorokR1 questitem No
QBorokR2 questitem No
QCollector quest No
QCollectorP integer No
QCollectorR1 questitem No
QCollectorR2 questitem No
QCollectorR3 questitem No
QFisherman quest No
QFishermanP integer No
QFishermanR1 questitem No
QFishermanR2 questitem No
QFishermanR3 questitem No
QGoblins quest No
QGoblinsP integer No
QGoblinsR1 questitem No
QGoblinsR2 questitem No
QHeidi quest No
QHeidiP integer No
QHeidiR1 questitem No
QHeidiR2 questitem No
QHomeworld quest No
QHomeworldP integer No
QHomeworldR1 questitem No
QHomeworldR10 questitem No
QHomeworldR11 questitem No
QHomeworldR12 questitem No
QHomeworldR2 questitem No
QHomeworldR3 questitem No
QHomeworldR4 questitem No
QHomeworldR5 questitem No
QHomeworldR6 questitem No
QHomeworldR7 questitem No
QHomeworldR8 questitem No
QHomeworldR9 questitem No
QHundredHoofs quest No
QHundredHoofsP integer No
QHundredHoofsR1 questitem No
QHundredHoofsR2 questitem No
QLostSouls quest No
QLostSoulsP integer No
QLostSoulsR1 questitem No
QLostSoulsR2 questitem No
QMiniArenaP integer No
QMinigameArena quest No
QMinigameArenaR1 questitem No
QOrb quest No
QOrbP integer No
QOrbR1 questitem No
QOrbR2 questitem No
QOrbs quest No
QOrbsP integer No
QOrbsR1 questitem No
QOrbsR2 questitem No
QOrbsR3 questitem No
QRelics quest No
QRelicsP integer No
QRelicsR1 questitem No
QRelicsR10 questitem No
QRelicsR2 questitem No
QRelicsR3 questitem No
QRelicsR4 questitem No
QRelicsR5 questitem No
QRelicsR6 questitem No
QRelicsR7 questitem No
QRelicsR8 questitem No
QRelicsR9 questitem No
QScepter quest No
QScepterP integer No
QScepterR1 questitem No
QScepterR2 questitem No
QScepterR3 questitem No
QScepterR4 questitem No
QScepterR5 questitem No
QScepterR6 questitem No
QShrinked quest No
QShrinkedP integer No
QShrinkedR1 questitem No
QShrinkedR2 questitem No
QSquatter quest No
QSquatterP integer No
QSquatterR1 questitem No
QSquatterR2 questitem No
QTheDamned quest No
QTheDamnedP integer No
QTheDamnedR1 questitem No
QTheDamnedR2 questitem No
QTheDamnedR3 questitem No
QTheDamnedR4 questitem No
QTheDamnedR5 questitem No
QTheDamnedR6 questitem No
QTheDamnedR7 questitem No
QTheJob quest No
QTheJobP integer No
QTheJobR1 questitem No
QTheJobR2 questitem No
QTheJobR3 questitem No
QThief quest No
QThiefP integer No
QThiefR1 questitem No
QThiefR2 questitem No
QThiefR3 questitem No
QThiefR4 questitem No
QThiefR5 questitem No
QuorghksHome unit No
RamuelInParty boolean No
RandomForgeValue integer No
RandomItemForging integer No
RestoEffect effect No
Roggdor unit No
RoggdorTalk1 boolean No
RoggdorTalk2 boolean No
RoggdorTalky effect No
Rondolf unit No
RondolfDead boolean No
RondolfTalky effect No
RuneHealAcquired boolean No
RuneHealCharges integer No
RuneHealUnit unit No
RuneManaAcquired boolean No
RuneManaCharges integer No
RuneManaUnit unit No
RuneRestorationAcquired boolean No
RuneRestorationCharges integer No
RuneRestoreUnit unit No
Sam unit No
SamTalky effect No
ScoutFollow integer No
SilenziumTalk integer No
SkillLevelBlueEagle integer Yes
SkillLevelBorok integer Yes
SkillLevelCindra integer Yes
SkillLevelEthan integer Yes
SkillLevelFiona integer Yes
SkillLevelRamuel integer Yes
SkillLevelUrugath integer Yes
SkillLevelZeno integer Yes
Stash unit No
Stitcherdead boolean No
TalkAdera integer No
TalkAkhuma integer No
TalkAnna integer No
TalkArchmage integer No
TalkBlacksmith integer No
TalkBob integer No
TalkBorok integer No
TalkDaron integer No
TalkHeidi integer No
TalkLolo integer No
TalkLordVernon integer No
TalkMogRazhoul integer No
TalkOggus integer No
TalkOrc integer No
TalkPriest integer No
TalkRoggdor integer No
TalkRondolf integer No
TalkSam integer No
TaurenMaybeRemoved boolean No
TaurenScout unit No
TeleportCount integer No
TeleportForbidden boolean No
TeleportNorth boolean No
TeleportSouth boolean No
TeleportWest boolean No
TempEffect effect No
TempPoint location No
TempPointCM1 location No
TempPointCM2 location No
TempPointEthan location No
TempUnitGroup group No
ThePortal unit No
ThoridazP integer No
TKidsRun integer No
TownAkhuma unit No
TownAkhumaTalky effect No
TownAltar unit No
TownArchmage unit No
TownArchmageTalky effect No
TownBlacksmith unit No
TownBlacksmithShop unit No
TownBlacksmithTalky effect No
TownGate destructable Yes
TownPriest unit No
TownPriestTalky effect No
UnitBlueEagle unit No
UnitsHidden group No
UnitsSelected group No
UpgradeArmor techcode No
UpgradeArmorCost integer No
UpgradeCombatAbility1 abilcode Yes
UpgradeCombatLevel integer No
UpgradeCombatSkillAbility abilcode No
UpgradeCombatSkillCost integer No
UpgradeCombatUnused integer No
UpgradeHero string No
UpgradeHeroUnit unit No
UpgradeWeapon techcode No
UpgradeWeaponCost integer No
UpSpellAbility1 abilcode No
UpSpellAbility2 abilcode No
UpSpellAbility3 abilcode No
UpSpellAbility4 abilcode No
UpSpellBlueEagle integer Yes
UpSpellBorok integer Yes
UpSpellCindra integer Yes
UpSpellCost integer Yes
UpSpellEthan integer Yes
UpSpellFiona integer Yes
UpSpellRamuel integer Yes
UpSpellRemove1 abilcode Yes
UpSpellRemove2 abilcode Yes
UpSpellRemove3 abilcode Yes
UpSpellRemove4 abilcode Yes
UpSpellUnused integer No
UpSpellUrugath integer Yes
UpSpellZeno integer Yes
UrugathInParty boolean No
VernonP integer No
YaronCombineCount integer No
YaronItems boolean Yes
YaronTalisCount integer No
ZenoInParty boolean No
If you want to use any imported files or triggers from this map, give the
rightful owner credit for it. I didn't protect this map to help the mappers
out there who wants to have a look on my triggers to see how I got things
to work. My triggers are of course far away from being perfect, but they
work fine for me.

I know there are 'map stealers' out there who take maps from other people
and put their names on it. If you see this map on any webpage with an other
author than 'BlueEagle', please contact me at blueeagle@paulinthenet.de

Don't steal stuff from other maps without permission! Thanks for reading.
THE LEGEND OF MAGNADOR
---------------------------
Version 1.04
date: 04.12.2004
- Fixed Secret Hero bug that could cause a fourth (bugged) partymember
- Fixed a little music bug that could cause the desert music to not play anymore
- Fixed Exorcism ability buff
- You cannot teleport out of HundredHoofs while it is under attack anymore
- Sleeping at an inn now resets all ability cooldowns of your party
- Now every owned Hero gets full health and mana when you sleep
- Moonlight Shadow Ability cooldown decreased, damage increased
- Cure Ability now heals life and mana, but cannot target self anymore
- Added 'Monster Counter' feature to options menu so you can change the
appearance delay of monster groups. Please note that I do not recommend
changing it, because it affects the gameplay balance very drastically.

---------------------------
Version 1.03
date: 14.09.2004
- Help dialog cannot be activated while in combat anymore
- Only one cinematic can be activated at a time now
- Fixed reverted secret Hero armor/weapon upgrades
- Fixed Secret Hero bug at 'Scepter' cinematic
- 'Water' ability now has correct damage output at every level
- Increased damage of 'Earth' and 'Fire' abilities slightly
- Decreased cooldown of 'Earth' ability
- Fixed 'inventory not available' message
- Fixed bug where the Secret Hero becomes Fiona in a cinematic
- Jon now really dies

---------------------------
Version 1.02
date: 02.09.2004
- Fixed skipped cinematic bug at Homeworld Quest

---------------------------
Version 1.01
date: 19.08.2004
- Fixed Shrinked Quest message
- Fixed Lolo "Ethan becomes Level 1" Bug
- It's now a lot easier to find the secret Hero

---------------------------
Version 1.00
date: 14.08.2004
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Trigger - Run Ally_Settings <gen> (checking conditions)
    Trigger - Run Init_Music <gen> (checking conditions)
    -------- Load Cache --------
    -------- Run Global Triggers --------
    Trigger - Run Init_Units <gen> (checking conditions)
    Trigger - Run Abilities <gen> (checking conditions)
    Trigger - Run World_Settings <gen> (checking conditions)
    Trigger - Run Life_Settings <gen> (checking conditions)
    Trigger - Run Color_Settings <gen> (checking conditions)
    Trigger - Run Init_Special_Effects <gen> (checking conditions)
    Set VariableSet MonsterCounterTime = 2.25
    Trigger - Run Start_Monstertimer <gen> (checking conditions)
    Trigger - Run Create_Heroboard <gen> (checking conditions)
    -------- Run Game --------
    Trigger - Run Start_Inits <gen> (checking conditions)
Init Music
  Events
  Conditions
  Actions
    Set VariableSet MusicStandard = Mount_Gagazet <gen>
    Sound - Clear the music list
    Sound - Stop music Immediately
    Set VariableSet MusicVolume = 70.00
Init Special Effects
  Events
  Conditions
  Actions
    Set VariableSet TalkAkhuma = 1
    Set VariableSet TalkRondolf = 1
    Set VariableSet TalkAnna = 1
    Set VariableSet TalkMogRazhoul = 1
    Set VariableSet TalkHeidi = 1
    Trigger - Run Check_Talkies <gen> (checking conditions)
    Special Effect - Create a special effect attached to the right hand (attachpoint) of HeroEthan using sword1.mdx
    Set VariableSet EthansWeapon = (Last created special effect)
    Animation - Play Firepot 0077 <gen>'s death (animationname) animation
    Animation - Change TownAkhuma's size to (40.00%, 40.00%, 40.00%) of its original size
Init Units
  Events
  Conditions
  Actions
    -------- Party Settings --------
    Set VariableSet PartyMembers = 1
    Set VariableSet EthanInParty = True
    -------- Units --------
    Set VariableSet HeroEthan = Gladiator 0084 <gen>
    Set VariableSet HeroZeno = Dark Paladin 0101 <gen>
    Set VariableSet HeroFiona = Warmaiden 0092 <gen>
    Set VariableSet HeroRamuel = Vampire Lord 0100 <gen>
    Set VariableSet HeroUrugath = Elementalist 0157 <gen>
    Set VariableSet HeroBorok = Tauren Warrior 0026 <gen>
    Set VariableSet HeroCindra = Enchantress 0161 <gen>
    Set VariableSet HeroBlueEagle = Saint 0113 <gen>
    Set VariableSet Stash = Item Box 0050 <gen>
    Set VariableSet MiniForge = Mini-Forge 0047 <gen>
    Set VariableSet TownAltar = Hero Shrine 0078 <gen>
    Set VariableSet TownArchmage = Archmage 0070 <gen>
    Set VariableSet TownBlacksmith = Blacksmith 0072 <gen>
    Set VariableSet UnitBlueEagle = Spell Breaker 0059 <gen>
    Set VariableSet TownPriest = Priest 0075 <gen>
    Set VariableSet Orc = Orc Warrior 0017 <gen>
    Set VariableSet TownAkhuma = Akhuma 0085 <gen>
    Set VariableSet TownBlacksmithShop = Blacksmith 0081 <gen>
    Set VariableSet QuorghksHome = Forest Troll Hut 0090 <gen>
    Set VariableSet Rondolf = Blacksmith 0060 <gen>
    Set VariableSet Lolo = Lolo 0000 <gen>
    Set VariableSet Marius = Marius 0001 <gen>
    Set VariableSet DwarvenRifler = Dwarven Soldier 0006 <gen>
    Set VariableSet Anna = Anna 0105 <gen>
    Set VariableSet MogRazhoul = Dark Necromancer 0088 <gen>
    Set VariableSet MogRazhoulMessanger = Old Man 0098 <gen>
    Set VariableSet LordVernon = Doom Knight 0089 <gen>
    Set VariableSet Adera = Nightmare Huntress 0087 <gen>
    Set VariableSet Daron = Daron 0149 <gen>
    Set VariableSet Bob = Bob 0112 <gen>
    Set VariableSet Roggdor = Tauren Chieftain 0154 <gen>
    Set VariableSet Heidi = Heidi 0152 <gen>
    Set VariableSet Sam = Sam 0040 <gen>
    Set VariableSet Julius = Julius 0018 <gen>
    Unit - Hide Quorghk 0091 <gen>
    Unit - Pause Quorghk 0091 <gen>
    Unit - Hide Guardian 0099 <gen>
    Unit - Pause Guardian 0099 <gen>
    Unit - Hide Frost Giant 0167 <gen>
    Unit - Pause Frost Giant 0167 <gen>
    Unit - Hide Winged Beast 0041 <gen>
    Unit - Pause Winged Beast 0041 <gen>
    Unit - Hide GladiatorCamp
    Unit - Pause GladiatorCamp
    Unit - Hide HeroFiona
    Unit - Pause HeroFiona
    Unit - Hide HeroBlueEagle
    Unit - Pause HeroBlueEagle
    Unit - Hide HeroRamuel
    Unit - Pause HeroRamuel
    Unit Group - Pick every unit in (Units in Silenzium_HidePeople <gen> owned by Player 3 (Teal)) and do (Actions)
      Loop - Actions
        Unit Group - Add (Picked unit) to HiddenSilenziumUnits
        Unit - Hide (Picked unit)
        Unit - Pause (Picked unit)
    Unit Group - Pick every unit in (Units in Gladiator_VisArea <gen> owned by Player 3 (Teal)) and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit)'s size to (70.00%, 70.00%, 70.00%) of its original size
    Unit - Hide HeroUrugath
    Unit - Pause HeroUrugath
    -------- Doodads --------
    Trigger - Run Init_Doodads <gen> (checking conditions)
    -------- Inventory --------
    Set VariableSet RuneHealUnit = Rune of Healing 0053 <gen>
    Unit - Pause RuneHealUnit
    Unit - Hide RuneHealUnit
    Set VariableSet RuneManaUnit = Rune of Mana 0048 <gen>
    Unit - Pause RuneManaUnit
    Unit - Hide RuneManaUnit
    Set VariableSet RuneRestoreUnit = Rune of Restoration 0049 <gen>
    Unit - Pause RuneRestoreUnit
    Unit - Hide RuneRestoreUnit
    -------- Items --------
    Trigger - Run Init_ForgeValues <gen> (checking conditions)
    -------- Shops --------
    -------- HundredHoofs --------
    Unit - Add Shop Purchase Item to Tauren Lounge 0033 <gen>
    Unit - Add Select Hero to Tauren Lounge 0033 <gen>
    Unit - Add Sell Items to Tauren Lounge 0033 <gen>
    Neutral Building - Add Potion of Healing to Tauren Lounge 0033 <gen> with 2 in stock and a max stock of 3
    Neutral Building - Add Potion of Mana to Tauren Lounge 0033 <gen> with 1 in stock and a max stock of 2
    Neutral Building - Add Potion of Greater Mana to Tauren Lounge 0033 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Potion of Greater Healing to Tauren Lounge 0033 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Stone of Healing to Tauren Lounge 0033 <gen> with 3 in stock and a max stock of 5
    Neutral Building - Add Archer Bow to Tauren Lounge 0033 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Towershield to Tauren Lounge 0033 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Magic Pendant to Tauren Lounge 0033 <gen> with 1 in stock and a max stock of 1
    -------- Zardox --------
    Unit - Add Shop Purchase Item to Zardox 0211 <gen>
    Unit - Add Select Hero to Zardox 0211 <gen>
    Unit - Add Sell Items to Zardox 0211 <gen>
    Neutral Building - Add Stone of Healing to Zardox 0211 <gen> with 3 in stock and a max stock of 5
    Neutral Building - Add Nova Ring to Zardox 0211 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Ring of the Spider to Zardox 0211 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Leon's Ring to Zardox 0211 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Elven Ring to Zardox 0211 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Amulet of the Wolf to Zardox 0211 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Amulet of Titans to Zardox 0211 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Wooden Dreams to Zardox 0211 <gen> with 1 in stock and a max stock of 1
    Neutral Building - Add Blood Bowl to Zardox 0211 <gen> with 1 in stock and a max stock of 1
    Wait 0.10 seconds
    Unit - Create a permanent Skeletal Spell Breaker corpse for Player 3 (Teal) at (Center of BlueEagle_Corpse <gen>) facing 130.00 degrees
    Set VariableSet BlueEagleCorpse = (Last created unit)
Init ForgeValues
  Events
  Conditions
  Actions
    Set VariableSet RandomForgeValue = (Random integer number between 0 and 9)
    For each (Integer A) from 1 to 10, do (Actions)
      Loop - Actions
        Set VariableSet ForgeItemTempInteger[(Integer A)] = ((Integer A) + (10 - RandomForgeValue))
        If (ForgeItemTempInteger[(Integer A)] Greater than 10) then do (Set VariableSet ForgeItemTempInteger[(Integer A)] = (ForgeItemTempInteger[(Integer A)] - 10)) else do (Do nothing)
    Set VariableSet ForgeItem[ForgeItemTempInteger[1]] = Voodoo Doll
    Set VariableSet ForgeItem[ForgeItemTempInteger[2]] = Talons
    Set VariableSet ForgeItem[ForgeItemTempInteger[3]] = Silvershine Herbs
    Set VariableSet ForgeItem[ForgeItemTempInteger[4]] = Bat Wing
    Set VariableSet ForgeItem[ForgeItemTempInteger[5]] = Demon Blood
    Set VariableSet ForgeItem[ForgeItemTempInteger[6]] = Bones
    Set VariableSet ForgeItem[ForgeItemTempInteger[7]] = Runestone
    Set VariableSet ForgeItem[ForgeItemTempInteger[8]] = Magic Scroll
    Set VariableSet ForgeItem[ForgeItemTempInteger[9]] = Glowing Leaf
    Set VariableSet ForgeItem[ForgeItemTempInteger[10]] = Stardust
Init Doodads
  Events
  Conditions
  Actions
    -------- Town Gates --------
    Set VariableSet TownGate[2] = Demonic Gate 0001 <gen>
    Set VariableSet TownGate[3] = Demonic Gate 0003 <gen>
    Set VariableSet TownGate[4] = Demonic Gate 0002 <gen>
    For each (Integer A) from 2 to 4, do (Actions)
      Loop - Actions
        Destructible - Make TownGate[(Integer A)] Invulnerable
    -------- Rocks --------
    Destructible - Pick every destructible in Rocks1 <gen> and do (Actions)
      Loop - Actions
        Destructible - Make (Picked destructible) Invulnerable
    Destructible - Pick every destructible in Rocks3 <gen> and do (Actions)
      Loop - Actions
        Destructible - Make (Picked destructible) Invulnerable
    Destructible - Pick every destructible in Rocks4 <gen> and do (Actions)
      Loop - Actions
        Destructible - Make (Picked destructible) Invulnerable
    -------- Rolling Doors --------
    Destructible - Make Rolling Stone Door 0274 <gen> Invulnerable
    Destructible - Make Elven Gate 0470 <gen> Invulnerable
    Destructible - Make Demonic Gate 0469 <gen> Invulnerable
    Destructible - Make Rolling Stone Door 0482 <gen> Invulnerable
    Destructible - Make Rolling Stone Door 1090 <gen> Invulnerable
    Destructible - Make Rolling Stone Door 0583 <gen> Invulnerable
    Destructible - Make City Entrance 1511 <gen> Invulnerable
    Destructible - Make Rolling Stone Door 2143 <gen> Invulnerable
    Destructible - Make Rolling Stone Door 2425 <gen> Invulnerable
    Destructible - Make Ruined Gate 3024 <gen> Invulnerable
    Destructible - Make Rolling Stone Door 3000 <gen> Invulnerable
    Destructible - Make Lever 2845 <gen> Invulnerable
    Destructible - Make Rolling Stone Door 3362 <gen> Invulnerable
    Destructible - Make Elven Gate 3406 <gen> Invulnerable
    Destructible - Make Elven Gate 1607 <gen> Invulnerable
    Destructible - Make City Entrance 3447 <gen> Invulnerable
Abilities
  Events
  Conditions
  Actions
    Player - Disable Shadow Meld for Player 3 (Teal)
World Settings
  Events
  Conditions
  Actions
    Set VariableSet MonsterDifficulty = 1
    Set VariableSet EthanHeroLevel = 1
    Game - Disable ally color button and Disable creep camp button
    Environment - Set fog to style Linear, z-start 1500.00, z-end 7500.00, density 3.00 and color (100.00%, 75.00%, 65.00%)
    Environment - Set sky to Dalaran Sky
    Game - Set time of day speed to 50.00% of the default speed
    Game - Set game speed to Fastest
    Game - Lock the game speed
    Game - Set ally color filtering to 0
    Game - Set the time of day to 6.00
    Cinematic - Turn subtitle display override On
    Player - Disable sleeping for all creeps
    Neutral Building - Change the special minimap icon to UI\Minimap\Minimap-Entrance
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Inventory_Region <gen>
    Unit Group - Pick every unit in (Units of type Zone Indicator (Custom Campaign)) and do (Actions)
      Loop - Actions
        Neutral Building - Turn special minimap icon On for (Picked unit)
Life Settings
  Events
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Make (Picked unit) Invulnerable)
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Make (Picked unit) Invulnerable)
Ally Settings
  Events
  Conditions
  Actions
    Player - Hide Player 2 (Blue) in the post-game score screen
    Player - Hide Player 3 (Teal) in the post-game score screen
    Player - Hide Player 4 (Purple) in the post-game score screen
    -------- Player --------
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
    Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally
    Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally
    Player - Make Player 1 (Red) treat Neutral Hostile as an Enemy
    -------- Enemy Towns --------
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally
    Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally
    Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Enemy
    Player - Make Player 2 (Blue) treat Neutral Hostile as an Ally
    -------- Allied People --------
    Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally
    Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally
    Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally
    Player - Make Player 3 (Teal) treat Neutral Hostile as an Ally
    -------- Allied Fighters --------
    Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally
    Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally
    Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally
    Player - Make Player 4 (Purple) treat Neutral Hostile as an Enemy
    -------- Enemies --------
    Player - Make Neutral Hostile treat Player 1 (Red) as an Enemy
    Player - Make Neutral Hostile treat Player 2 (Blue) as an Ally
    Player - Make Neutral Hostile treat Player 3 (Teal) as an Ally
    Player - Make Neutral Hostile treat Player 4 (Purple) as an Enemy
Color Settings
  Events
  Conditions
  Actions
    Player - Change color of Player 1 (Red) to Blue, Changing color of existing units
    Player - Change color of Player 2 (Blue) to Purple, Changing color of existing units
    Player - Change color of Player 3 (Teal) to Light Blue, Changing color of existing units
    Player - Change color of Player 4 (Purple) to Light Blue, Changing color of existing units
    Unit - Change color of Marius to Maroon
    Unit - Change color of Arena 0010 <gen> to Maroon
Start Monstertimer
  Events
  Conditions
  Actions
    Countdown Timer - Start MonsterTimer as a Repeating timer that will expire in MonsterCounterTime seconds
Check Bounty
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        EthanHeroLevel Less than 15
      Then - Actions
        Hero - Make Player 1 (Red) Heroes gain 95.00% experience from future kills
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        EthanHeroLevel Greater than or equal to 15
        EthanHeroLevel Less than 25
      Then - Actions
        Hero - Make Player 1 (Red) Heroes gain 85.00% experience from future kills
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        EthanHeroLevel Greater than or equal to 25
        EthanHeroLevel Less than 27
      Then - Actions
        Hero - Make Player 1 (Red) Heroes gain 75.00% experience from future kills
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        EthanHeroLevel Greater than or equal to 27
      Then - Actions
        Hero - Make Player 1 (Red) Heroes gain 65.00% experience from future kills
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        EthanHeroLevel Greater than or equal to 28
      Then - Actions
        Hero - Make Player 1 (Red) Heroes gain 55.00% experience from future kills
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        EthanHeroLevel Greater than or equal to 29
      Then - Actions
        Hero - Make Player 1 (Red) Heroes gain 50.00% experience from future kills
      Else - Actions
Start Inits
  Events
  Conditions
  Actions
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 0.00 seconds
    Game - Display to (All players) for 7.00 seconds the text: |cff666666Loading...|r
    Wait 7.00 seconds
    Cinematic - Clear the screen of text messages for (All players).
    Trigger - Run Intro_Credits <gen> (checking conditions)
Victory
  Events
  Conditions
  Actions
    Game - Victory Player 1 (Red) (Skip dialogs, Show scores)
Pentagram
  Events
    Unit - A unit owned by Player 1 (Red).Is issued an order with no target
  Conditions
    (Issued order) Equal to (Order(thunderclap))
    PentagramCast Equal to False
  Actions
    Set VariableSet PentagramCast = True
    Wait 0.30 seconds
    For each (Integer A) from 0 to 31, do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at ((Position of (Ordered unit)) offset by 250.00 towards ((Real((Integer A))) x (360.00 / 32.00)) degrees.) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
        Set VariableSet Pent_SFX[Pent_index] = (Last created special effect)
        Set VariableSet Pent_index = (Pent_index + 1)
    Set VariableSet Pent_index = 0
    For each (Integer A) from 0 to 4, do (Actions)
      Loop - Actions
        Set VariableSet Pent_Point[Pent_index] = ((Position of (Ordered unit)) offset by 250.00 towards ((Real((Integer A))) x (360.00 / 5.00)) degrees.)
        Set VariableSet Pent_index = (Pent_index + 1)
    Set VariableSet Pent_index = 32
    For each (Integer A) from 0 to 19, do (Actions)
      Loop - Actions
        Special Effect - Create a special effect at (Pent_Point[0] offset by ((Real((Integer A))) x ((Distance between Pent_Point[0] and Pent_Point[2]) / 20.00)) towards (Angle from Pent_Point[0] to Pent_Point[2]) degrees.) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
        Set VariableSet Pent_SFX[Pent_index] = (Last created special effect)
        Set VariableSet Pent_index = (Pent_index + 1)
        Special Effect - Create a special effect at (Pent_Point[2] offset by ((Real((Integer A))) x ((Distance between Pent_Point[2] and Pent_Point[4]) / 20.00)) towards (Angle from Pent_Point[2] to Pent_Point[4]) degrees.) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
        Set VariableSet Pent_SFX[Pent_index] = (Last created special effect)
        Set VariableSet Pent_index = (Pent_index + 1)
        Special Effect - Create a special effect at (Pent_Point[4] offset by ((Real((Integer A))) x ((Distance between Pent_Point[4] and Pent_Point[1]) / 20.00)) towards (Angle from Pent_Point[4] to Pent_Point[1]) degrees.) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
        Set VariableSet Pent_SFX[Pent_index] = (Last created special effect)
        Set VariableSet Pent_index = (Pent_index + 1)
        Special Effect - Create a special effect at (Pent_Point[1] offset by ((Real((Integer A))) x ((Distance between Pent_Point[1] and Pent_Point[3]) / 20.00)) towards (Angle from Pent_Point[1] to Pent_Point[3]) degrees.) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
        Set VariableSet Pent_SFX[Pent_index] = (Last created special effect)
        Set VariableSet Pent_index = (Pent_index + 1)
        Special Effect - Create a special effect at (Pent_Point[3] offset by ((Real((Integer A))) x ((Distance between Pent_Point[3] and Pent_Point[0]) / 20.00)) towards (Angle from Pent_Point[3] to Pent_Point[0]) degrees.) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
        Set VariableSet Pent_SFX[Pent_index] = (Last created special effect)
        Set VariableSet Pent_index = (Pent_index + 1)
    Wait 0.30 seconds
    Set VariableSet Pent_index = 0
    For each (Integer A) from 0 to 256, do (Actions)
      Loop - Actions
        Special Effect - Destroy Pent_SFX[(Integer A)]
    Set VariableSet PentagramCast = False
Holy Fire
  Events
    Unit - A unit owned by Player 1 (Red).Is issued an order with no target
  Conditions
    (Issued order) Equal to (Order(howlofterror))
    HolyFireCast Equal to False
  Actions
    Wait 0.10 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            HolyFireDamageLevel Equal to HolyFire (Level1)
            HolyFireDamageLevel Equal to HolyFire (Level2)
            HolyFireDamageLevel Equal to HolyFire (Level3)
            HolyFireDamageLevel Equal to HolyFire (Level4)
      Then - Actions
        Set VariableSet HolyFireCast = True
      Else - Actions
        Skip remaining actions
    Wait 0.40 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        HolyFireCast Equal to True
      Then - Actions
        Set VariableSet HolyFireDirection = 0.00
        For each (Integer A) from 1 to 8, do (Actions)
          Loop - Actions
            Unit - Create 1.SpellCaster for Player 1 (Red) at (Position of (Ordered unit)) facing HolyFireDirection degrees
            Unit - Add HolyFireDamageLevel to (Last created unit)
            Unit - Order (Last created unit) to Neutral Brewmaster - Breath Of Fire.((Position of (Triggering unit)) offset by 256 towards HolyFireDirection degrees.)
            Set VariableSet HolyFireDirection = (HolyFireDirection + 45.00)
        Wait 1.00 seconds
        Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to SpellCaster)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
        Set VariableSet HolyFireCast = False
      Else - Actions
Holy Fire Level
  Events
    Unit - A unit owned by Player 1 (Red).Begins casting an ability
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Holy Fire1
      Then - Actions
        Set VariableSet HolyFireDamageLevel = HolyFire (Level1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Holy Fire2
      Then - Actions
        Set VariableSet HolyFireDamageLevel = HolyFire (Level2)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Holy Fire3
      Then - Actions
        Set VariableSet HolyFireDamageLevel = HolyFire (Level3)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Holy Fire4
      Then - Actions
        Set VariableSet HolyFireDamageLevel = HolyFire (Level4)
      Else - Actions
Holy Fire Cancel
  Events
    Unit - A unit owned by Player 1 (Red).Is issued an order with no target
    Unit - A unit owned by Player 1 (Red).Is issued an order targeting a point
    Unit - A unit owned by Player 1 (Red).Is issued an order targeting an object
  Conditions
    HolyFireCast Equal to True
    (Unit-type of (Triggering unit)) Equal to Warmaiden
    (Issued order) Not equal to (Order(howlofterror))
  Actions
    Set VariableSet HolyFireCast = False
Plate of Kings
  Events
    Unit - A unit owned by Player 1 (Red).Is attacked
  Conditions
    ((Attacked unit) has an item of type Plate of Kings) Equal to True
    ((Triggering unit) is A Hero) Equal to True
    ((Attacked unit) is alive) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Random integer number between 0 and 100) Less than or equal to 10
      Then - Actions
        Unit - Create 1 SpellCaster for Player 1 (Red) at (Position of (Attacked unit)) facing (Position of (Attacking unit))
        Unit - Add FIREINTHEHOLE to (Last created unit)
        Unit - Order (Last created unit) to Human Mountain King - Storm Bolt.(Attacking unit)
        Wait 1.00 seconds
        Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to SpellCaster)) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
      Else - Actions
Avoid Combat
  Events
    Unit - A unit owned by Player 1 (Red).Begins casting an ability
  Conditions
    (Ability being cast) Equal to Avoid (Ethan)
    (Casting unit) Equal to HeroEthan
    CombatActive Equal to False
    AvoidActive Equal to False
  Actions
    Set VariableSet AvoidActive = True
    Unit Group - Pick every unit in MonsterWanderers and do (Actions)
      Loop - Actions
        Unit Group - Remove (Picked unit) from MonsterWanderers.
        Unit - Remove (Picked unit) from the game
    Countdown Timer - Start AvoidTimer as a One-shot timer that will expire in 20.00 seconds
Avoid WearsOff
  Events
    Time - AvoidTimer expires
  Conditions
  Actions
    Set VariableSet AvoidActive = False
Avoid INCombat
  Events
    Unit - A unit owned by Player 1 (Red).Begins casting an ability
  Conditions
    (Ability being cast) Equal to Avoid (Ethan)
    (Casting unit) Equal to HeroEthan
    CombatActive Equal to True
  Actions
    Wait 1.00 seconds
    Unit - Remove Wind Walk buff from (Triggering unit)
Read Cookbook1
  Events
    Unit - A unit owned by Player 1 (Red).Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Wooden Dreams
  Actions
    Set VariableSet Cookbook1Page = (Cookbook1Page + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Cookbook1Page Equal to 1
      Then - Actions
        Sound - Play QuestActivateWhat1 <gen>
        Game - Display to (All players) for 10.00 seconds the text: Page 1 'The Lumberjack Mask'
        Item - Create ForgeItem[3] at (Center of ItemDummyPos <gen>)
        Set VariableSet DummyItem[1] = (Last created item)
        Game - Display to (All players) for 10.00 seconds the text: (1 + (Name of DummyItem[1]))
        Item - Create ForgeItem[6] at (Center of ItemDummyPos <gen>)
        Set VariableSet DummyItem[2] = (Last created item)
        Game - Display to (All players) for 10.00 seconds the text: (1 + (Name of DummyItem[2]))
        Game - Display to (All players) for 10.00 seconds the text: 1 Unprocessed Helmet
        Game - Display to (All players) for 10.00 seconds the text: Et voila! The brand new mask for your personal wooden stuff collection appears!
        Item - Remove DummyItem[1]
        Item - Remove DummyItem[2]
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Cookbook1Page Equal to 2
      Then - Actions
        Sound - Play QuestActivateWhat1 <gen>
        Game - Display to (All players) for 10.00 seconds the text: Page 2 'The Bark Shield'
        Item - Create ForgeItem[3] at (Center of ItemDummyPos <gen>)
        Set VariableSet DummyItem[1] = (Last created item)
        Game - Display to (All players) for 10.00 seconds the text: (1 + (Name of DummyItem[1]))
        Item - Create ForgeItem[10] at (Center of ItemDummyPos <gen>)
        Set VariableSet DummyItem[2] = (Last created item)
        Game - Display to (All players) for 10.00 seconds the text: (1 + (Name of DummyItem[2]))
        Game - Display to (All players) for 10.00 seconds the text: 1 Unprocessed Shield
        Game - Display to (All players) for 10.00 seconds the text: This ultramodern shield can protect you from everything you can imagine ... or not.
        Item - Remove DummyItem[1]
        Item - Remove DummyItem[2]
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Cookbook1Page Equal to 3
      Then - Actions
        Sound - Play QuestActivateWhat1 <gen>
        Game - Display to (All players) for 10.00 seconds the text: Page 3 'Sexy Armor - made of wood...'
        Item - Create ForgeItem[5] at (Center of ItemDummyPos <gen>)
        Set VariableSet DummyItem[1] = (Last created item)
        Game - Display to (All players) for 10.00 seconds the text: (1 + (Name of DummyItem[1]))
        Item - Create ForgeItem[7] at (Center of ItemDummyPos <gen>)
        Set VariableSet DummyItem[2] = (Last created item)
        Game - Display to (All players) for 10.00 seconds the text: (1 + (Name of DummyItem[2]))
        Game - Display to (All players) for 10.00 seconds the text: 1 Unprocessed Armor
        Game - Display to (All players) for 10.00 seconds the text: Make sure you're alone when you forge this.
        Item - Remove DummyItem[1]
        Item - Remove DummyItem[2]
        Set VariableSet Cookbook1Page = 0
        Skip remaining actions
      Else - Actions
Read Cookbook2
  Events
    Unit - A unit owned by Player 1 (Red).Uses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Blood Bowl
  Actions
    Set VariableSet Cookbook2Page = (Cookbook2Page + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Cookbook2Page Equal to 1
      Then - Actions
        Sound - Play QuestActivateWhat1 <gen>
        Game - Display to (All players) for 10.00 seconds the text: Page 1 'The Shield of Harmony'
        Item - Create ForgeItem[3] at (Center of ItemDummyPos <gen>)
        Set VariableSet DummyItem[1] = (Last created item)
        Game - Display to (All players) for 10.00 seconds the text: (1 + (Name of DummyItem[1]))
        Item - Create ForgeItem[9] at (Center of ItemDummyPos <gen>)
        Set VariableSet DummyItem[2] = (Last created item)
        Game - Display to (All players) for 10.00 seconds the text: (1 + (Name of DummyItem[2]))
        Game - Display to (All players) for 10.00 seconds the text: 1 Unprocessed Shield
        Game - Display to (All players) for 10.00 seconds the text: 'This shield is teh awesome!' - Magnador Times
        Item - Remove DummyItem[1]
        Item - Remove DummyItem[2]
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Cookbook2Page Equal to 2
      Then - Actions
        Sound - Play QuestActivateWhat1 <gen>
        Game - Display to (All players) for 10.00 seconds the text: Page 2 'Bash 'n Heal Hammer'
        Item - Create ForgeItem[2] at (Center of ItemDummyPos <gen>)
        Set VariableSet DummyItem[1] = (Last created item)
        Game - Display to (All players) for 10.00 seconds the text: (1 + (Name of DummyItem[1]))
        Item - Create ForgeItem[4] at (Center of ItemDummyPos <gen>)
        Set VariableSet DummyItem[2] = (Last created item)
        Game - Display to (All players) for 10.00 seconds the text: (1 + (Name of DummyItem[2]))
        Game - Display to (All players) for 10.00 seconds the text: 1 Unprocessed Weapon
        Game - Display to (All players) for 10.00 seconds the text: This hammer will bring great pleasure to every modern warrior.
        Item - Remove DummyItem[1]
        Item - Remove DummyItem[2]
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Cookbook2Page Equal to 3
      Then - Actions
        Sound - Play QuestActivateWhat1 <gen>
        Game - Display to (All players) for 10.00 seconds the text: Page 3 'Wand of Destruction'
        Item - Create ForgeItem[6] at (Center of ItemDummyPos <gen>)
        Set VariableSet DummyItem[1] = (Last created item)
        Game - Display to (All players) for 10.00 seconds the text: (1 + (Name of DummyItem[1]))
        Item - Create ForgeItem[10] at (Center of ItemDummyPos <gen>)
        Set VariableSet DummyItem[2] = (Last created item)
        Game - Display to (All players) for 10.00 seconds the text: (1 + (Name of DummyItem[2]))
        Game - Display to (All players) for 10.00 seconds the text: 1 Unprocessed Wand
        Game - Display to (All players) for 10.00 seconds the text: Creates dozens of fried chicken with ease.
        Item - Remove DummyItem[1]
        Item - Remove DummyItem[2]
        Set VariableSet Cookbook2Page = 0
        Skip remaining actions
      Else - Actions
Check Difficulty
  Events
    Unit - A unit owned by Player 1 (Red).Gains a level
  Conditions
    (Triggering unit) Equal to HeroEthan
  Actions
    Set VariableSet EthanHeroLevel = (EthanHeroLevel + 1)
    Set VariableSet MonsterDifficulty = (EthanHeroLevel - 1)
    Trigger - Run Check_Bounty <gen> (checking conditions)
Check Talkies
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkArchmage Greater than 0
      Then - Actions
        Special Effect - Destroy TownArchmageTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of TownArchmage using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet TownArchmageTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkArchmage = 0
        Special Effect - Destroy TownArchmageTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkBlacksmith Greater than 0
      Then - Actions
        Special Effect - Destroy TownBlacksmithTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of TownBlacksmith using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet TownBlacksmithTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkBlacksmith = 0
        Special Effect - Destroy TownBlacksmithTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkOrc Greater than 0
      Then - Actions
        Special Effect - Destroy OrcTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Orc using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet OrcTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkOrc = 0
        Special Effect - Destroy OrcTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkPriest Greater than 0
      Then - Actions
        Special Effect - Destroy TownPriestTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of TownPriest using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet TownPriestTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkPriest = 0
        Special Effect - Destroy TownPriestTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkAkhuma Greater than 0
      Then - Actions
        Special Effect - Destroy TownAkhumaTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of TownAkhuma using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet TownAkhumaTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkAkhuma = 0
        Special Effect - Destroy TownAkhumaTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkRondolf Greater than 0
      Then - Actions
        Special Effect - Destroy RondolfTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Rondolf using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet RondolfTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkRondolf = 0
        Special Effect - Destroy RondolfTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkLolo Greater than 0
      Then - Actions
        Special Effect - Destroy LoloTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Lolo using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet LoloTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkLolo = 0
        Special Effect - Destroy LoloTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkAnna Greater than 0
      Then - Actions
        Special Effect - Destroy AnnaTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Anna using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet AnnaTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkAnna = 0
        Special Effect - Destroy AnnaTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkOggus Greater than 0
      Then - Actions
        Special Effect - Destroy OggusTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Oggus using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet OggusTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkOggus = 0
        Special Effect - Destroy OggusTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkMogRazhoul Greater than 0
      Then - Actions
        Special Effect - Destroy MogRazhoulTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of MogRazhoul using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet MogRazhoulTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkMogRazhoul = 0
        Special Effect - Destroy MogRazhoulTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkAdera Greater than 0
      Then - Actions
        Special Effect - Destroy AderaTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Adera using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet AderaTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkAdera = 0
        Special Effect - Destroy AderaTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkLordVernon Greater than 0
      Then - Actions
        Special Effect - Destroy LordVernonTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of LordVernon using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet LordVernonTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkLordVernon = 0
        Special Effect - Destroy LordVernonTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkDaron Greater than 0
      Then - Actions
        Special Effect - Destroy DaronTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Daron using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet DaronTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkDaron = 0
        Special Effect - Destroy DaronTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkBob Greater than 0
      Then - Actions
        Special Effect - Destroy BobTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Bob using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet BobTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkBob = 0
        Special Effect - Destroy BobTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkHeidi Greater than 0
      Then - Actions
        Special Effect - Destroy HeidiTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Heidi using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet HeidiTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkHeidi = 0
        Special Effect - Destroy HeidiTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkRoggdor Greater than 0
      Then - Actions
        Special Effect - Destroy RoggdorTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Roggdor using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet RoggdorTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkRoggdor = 0
        Special Effect - Destroy RoggdorTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkBorok Greater than 0
      Then - Actions
        Special Effect - Destroy BorokTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of HeroBorok using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet BorokTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkBorok = 0
        Special Effect - Destroy BorokTalky
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TalkSam Greater than 0
      Then - Actions
        Special Effect - Destroy SamTalky
        Special Effect - Create a special effect attached to the overhead (attachpoint) of Sam using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Set VariableSet SamTalky = (Last created special effect)
      Else - Actions
        Set VariableSet TalkSam = 0
        Special Effect - Destroy SamTalky
Check Desert Music
  Events
  Conditions
    BossMusic Equal to False
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DesertMusic Equal to False
        Or - Any (Conditions) are true
          Conditions
            ArenaType Equal to 8
            ArenaType Equal to 9
            ArenaType Equal to 10
      Then - Actions
        Set VariableSet DesertMusic = True
        Sound - Stop Music After fading
        Sound - Play Guadsalam <gen>
        Set VariableSet Music = (Last played sound)
        Sound - Set volume of Music to MusicVolume%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        DesertMusic Equal to True
        Or - Any (Conditions) are true
          Conditions
            ArenaType Less than 8
            ArenaType Greater than 10
      Then - Actions
        Set VariableSet DesertMusic = False
        Trigger - Run Music_Standard <gen> (checking conditions)
      Else - Actions
Music Standard
  Events
  Conditions
  Actions
    Set VariableSet DesertMusic = False
    Sound - Stop Music After fading
    Sound - Play MusicStandard
    Set VariableSet Music = (Last played sound)
    Sound - Set volume of Music to MusicVolume%
Music Desert
  Events
  Conditions
  Actions
    Sound - Stop Music After fading
    Sound - Play Guadsalam <gen>
    Set VariableSet Music = (Last played sound)
    Sound - Set volume of Music to MusicVolume%
Music Cinematic
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Cinematic Greater than 0
      Then - Actions
        Sound - Stop Music After fading
        Sound - Play Shuyins_Theme <gen>
        Set VariableSet Music = (Last played sound)
        Sound - Set volume of Music to MusicVolume%
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Cinematic Equal to 0
      Then - Actions
        If (DesertMusic Equal to True) then do (Run Music_Desert <gen> (checking conditions)) else do (Run Music_Standard <gen> (checking conditions))
      Else - Actions
Music Boss
  Events
  Conditions
  Actions
    Set VariableSet BossMusic = True
    Sound - Stop Music After fading
    Sound - Play Turmoil <gen>
    Set VariableSet Music = (Last played sound)
    Sound - Set volume of Music to MusicVolume%
Look at Inventory
  Events
    Unit - A unit owned by Player 1 (Red).Is issued an order with no target
  Conditions
    (Issued order) Equal to (Order(roar))
  Actions
    -------- Safety Check --------
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            CombatActive Equal to True
            CinematicActive Equal to True
      Then - Actions
        Game - Display to (All players) the text: Inventory not available
        Skip remaining actions
      Else - Actions
    -------- Real Trigger --------
    Set VariableSet InventoryPerson = (Triggering unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        InventoryActive Equal to True
      Then - Actions
        Unit - Move HeroEthan instantly to HeroTempMovePoint
        Unit - Move CombatMember[1] instantly to HeroTempMovePoint
        Unit - Move CombatMember[2] instantly to HeroTempMovePoint
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            InventoryPerson Equal to HeroEthan
          Then - Actions
            If (PartyMembers Greater than 1) then do (Set VariableSet ArenaHeroCount[2] = ArenaHeroCount[1]) else do (Do nothing)
            If (PartyMembers Greater than 2) then do (Set VariableSet ArenaHeroCount[3] = ArenaHeroCount[1]) else do (Do nothing)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            InventoryPerson Equal to CombatMember[1]
          Then - Actions
            Set VariableSet ArenaHeroCount[1] = ArenaHeroCount[2]
            If (PartyMembers Greater than 2) then do (Set VariableSet ArenaHeroCount[3] = ArenaHeroCount[2]) else do (Do nothing)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            InventoryPerson Equal to CombatMember[2]
          Then - Actions
            Set VariableSet ArenaHeroCount[1] = ArenaHeroCount[3]
            Set VariableSet ArenaHeroCount[2] = ArenaHeroCount[3]
          Else - Actions
        Camera - Pan camera for Player 1 (Red) to (Position of HeroEthan) over 0 seconds
        Set VariableSet InventoryActive = False
        Trigger - Run Start_Monstertimer <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
    Camera - Pan camera for Player 1 (Red) to (Center of Inventory_Region <gen>) over 0 seconds
    Set VariableSet HeroTempMovePoint = (Position of InventoryPerson)
    Unit - Move HeroEthan instantly to (Center of Inv_Ethan <gen>)
    Unit - Move CombatMember[1] instantly to (Center of Inv_Member1 <gen>)
    Unit - Move CombatMember[2] instantly to (Center of Inv_Member2 <gen>)
    Set VariableSet InventoryActive = True
    Countdown Timer - Pause MonsterTimer
Charge Heal Rune
  Events
    Unit - A unit owned by Player 1 (Red).Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Stone of Healing
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RuneHealCharges Less than 8
      Then - Actions
        Set VariableSet RuneHealCharges = (RuneHealCharges + 1)
        Game - Display to (All players) for 1.00 seconds the text: |cffFF8800Rune of Healing|r
        Game - Display to (All players) for 1.00 seconds the text: ((String(RuneHealCharges)) + /8 charges.)
      Else - Actions
        Game - Display to (All players) for 1.00 seconds the text: |cffFF8800Rune of Healing|r
        Game - Display to (All players) for 1.00 seconds the text: too many (8/8).
Select Heal Rune
  Events
    Unit - Rune of Healing 0053 <gen> Is selected
  Conditions
    RuneHealAcquired Equal to True
  Actions
    Game - Display to (All players) for 2.00 seconds the text: |cffFF8800Rune of Healing|r
    Game - Display to (All players) for 2.00 seconds the text: ((String(RuneHealCharges)) + /8 charges)
Use Heal Rune
  Events
    Unit - A unit enters Inv_Health_Rune <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
    RuneHealAcquired Equal to True
    (Percentage life of (Triggering unit)) Less than 100.00
    RuneHealCharges Greater than 0
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Triggering unit) using Abilities\Spells\Human\Heal\HealTarget.mdl
    Unit - Set life of (Triggering unit) to 100%
    Set VariableSet RuneHealCharges = (RuneHealCharges - 1)
    Game - Display to (All players) for 1.00 seconds the text: |cffFF8800Rune of Healing|r
    Game - Display to (All players) for 1.00 seconds the text: ((String(RuneHealCharges)) + /8 charges.)
Charge Mana Rune
  Events
    Unit - A unit owned by Player 1 (Red).Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Stone of Mana
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RuneManaCharges Less than 6
      Then - Actions
        Set VariableSet RuneManaCharges = (RuneManaCharges + 1)
        Game - Display to (All players) for 1.00 seconds the text: |cff00bbffRune of Mana|r
        Game - Display to (All players) for 1.00 seconds the text: ((String(RuneManaCharges)) + /6 charges.)
      Else - Actions
        Game - Display to (All players) for 1.00 seconds the text: |cff00bbffRune of Mana|r
        Game - Display to (All players) for 1.00 seconds the text: too many (6/6).
Select Mana Rune
  Events
    Unit - Rune of Mana 0048 <gen> Is selected
  Conditions
    RuneManaAcquired Equal to True
  Actions
    Game - Display to (All players) for 2.00 seconds the text: |cff00bbffRune of Mana|r
    Game - Display to (All players) for 2.00 seconds the text: ((String(RuneManaCharges)) + /6 charges)
Use Mana Rune
  Events
    Unit - A unit enters Inv_Mana_Rune <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
    RuneManaAcquired Equal to True
    (Percentage mana of (Triggering unit)) Less than 100.00
    RuneManaCharges Greater than 0
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Triggering unit) using Abilities\Spells\Items\AIma\AImaTarget.mdl
    Unit - Set mana of (Triggering unit) to 100%
    Set VariableSet RuneManaCharges = (RuneManaCharges - 1)
    Game - Display to (All players) for 1.00 seconds the text: |cff00bbffRune of Mana|r
    Game - Display to (All players) for 1.00 seconds the text: ((String(RuneManaCharges)) + /6 charges.)
Charge Restoration Rune
  Events
    Unit - A unit owned by Player 1 (Red).Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Stone of Restoration
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        RuneRestorationCharges Less than 4
      Then - Actions
        Set VariableSet RuneRestorationCharges = (RuneRestorationCharges + 1)
        Game - Display to (All players) for 1.00 seconds the text: |cffff00bbRune of Restoration|r
        Game - Display to (All players) for 1.00 seconds the text: ((String(RuneRestorationCharges)) + /4 charges.)
      Else - Actions
        Game - Display to (All players) for 1.00 seconds the text: |cffff00bbRune of Restoration|r
        Game - Display to (All players) for 1.00 seconds the text: too many (4/4).
Select Restoration Rune
  Events
    Unit - Rune of Restoration 0049 <gen> Is selected
  Conditions
    RuneRestorationAcquired Equal to True
  Actions
    Game - Display to (All players) for 2.00 seconds the text: |cffff00bbRune of Restoration|r
    Game - Display to (All players) for 2.00 seconds the text: ((String(RuneRestorationCharges)) + /4 charges)
Use Restoration Rune
  Events
    Unit - A unit enters Inv_Regen_Rune <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
    RuneRestorationAcquired Equal to True
    RuneRestorationCharges Greater than 0
  Actions
    Special Effect - Create a special effect attached to the origin (attachpoint) of (Triggering unit) using Abilities\Spells\Items\AIre\AIreTarget.mdl
    Set VariableSet RestoEffect = (Last created special effect)
    Unit - Set mana of (Triggering unit) to 100%
    Unit - Set life of (Triggering unit) to 100%
    Set VariableSet RuneRestorationCharges = (RuneRestorationCharges - 1)
    Game - Display to (All players) for 1.00 seconds the text: |cffff00bbRune of Restoration|r
    Game - Display to (All players) for 1.00 seconds the text: ((String(RuneRestorationCharges)) + /4 charges.)
    Wait 1.50 seconds
    Special Effect - Destroy RestoEffect
Find Lost Soul 1
  Events
    Unit - A unit comes within 256.00 of Lost Soul 0102 <gen>
  Conditions
    ((Triggering unit) has an item of type Holy Water) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Kill Lost Soul 0102 <gen>
    Set VariableSet LostSoulsFound = (LostSoulsFound + 1)
    Player - Add 1 to Player 1 (Red).Food used
    Sound - Play ShimmeringPortalEntrance <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LostSoulsFound Less than 12
      Then - Actions
        Game - Display to (All players) the text: You've cleansed a Lost Soul.
      Else - Actions
        Game - Display to (All players) the text: You've cleansed every Lost Soul.
        Trigger - Run All_Lost_Souls <gen> (checking conditions)
    Trigger - Run Lost_Souls_update <gen> (checking conditions)
Find Lost Soul 2
  Events
    Unit - A unit comes within 256.00 of Lost Soul 0011 <gen>
  Conditions
    ((Triggering unit) has an item of type Holy Water) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Kill Lost Soul 0011 <gen>
    Set VariableSet LostSoulsFound = (LostSoulsFound + 1)
    Player - Add 1 to Player 1 (Red).Food used
    Sound - Play ShimmeringPortalEntrance <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LostSoulsFound Less than 12
      Then - Actions
        Game - Display to (All players) the text: You've cleansed a Lost Soul.
      Else - Actions
        Game - Display to (All players) the text: You've cleansed every Lost Soul.
        Trigger - Run All_Lost_Souls <gen> (checking conditions)
    Trigger - Run Lost_Souls_update <gen> (checking conditions)
Find Lost Soul 3
  Events
    Unit - A unit comes within 256.00 of Lost Soul 0095 <gen>
  Conditions
    ((Triggering unit) has an item of type Holy Water) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Kill Lost Soul 0095 <gen>
    Set VariableSet LostSoulsFound = (LostSoulsFound + 1)
    Player - Add 1 to Player 1 (Red).Food used
    Sound - Play ShimmeringPortalEntrance <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LostSoulsFound Less than 12
      Then - Actions
        Game - Display to (All players) the text: You've cleansed a Lost Soul.
      Else - Actions
        Game - Display to (All players) the text: You've cleansed every Lost Soul.
        Trigger - Run All_Lost_Souls <gen> (checking conditions)
    Trigger - Run Lost_Souls_update <gen> (checking conditions)
Find Lost Soul 4
  Events
    Unit - A unit comes within 256.00 of Lost Soul 0103 <gen>
  Conditions
    ((Triggering unit) has an item of type Holy Water) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Kill Lost Soul 0103 <gen>
    Set VariableSet LostSoulsFound = (LostSoulsFound + 1)
    Player - Add 1 to Player 1 (Red).Food used
    Sound - Play ShimmeringPortalEntrance <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LostSoulsFound Less than 12
      Then - Actions
        Game - Display to (All players) the text: You've cleansed a Lost Soul.
      Else - Actions
        Game - Display to (All players) the text: You've cleansed every Lost Soul.
        Trigger - Run All_Lost_Souls <gen> (checking conditions)
    Trigger - Run Lost_Souls_update <gen> (checking conditions)
Find Lost Soul 5
  Events
    Unit - A unit comes within 256.00 of Lost Soul 0155 <gen>
  Conditions
    ((Triggering unit) has an item of type Holy Water) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Kill Lost Soul 0155 <gen>
    Set VariableSet LostSoulsFound = (LostSoulsFound + 1)
    Player - Add 1 to Player 1 (Red).Food used
    Sound - Play ShimmeringPortalEntrance <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LostSoulsFound Less than 12
      Then - Actions
        Game - Display to (All players) the text: You've cleansed a Lost Soul.
      Else - Actions
        Game - Display to (All players) the text: You've cleansed every Lost Soul.
        Trigger - Run All_Lost_Souls <gen> (checking conditions)
    Trigger - Run Lost_Souls_update <gen> (checking conditions)
Find Lost Soul 6
  Events
    Unit - A unit comes within 256.00 of Lost Soul 0156 <gen>
  Conditions
    ((Triggering unit) has an item of type Holy Water) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Kill Lost Soul 0156 <gen>
    Set VariableSet LostSoulsFound = (LostSoulsFound + 1)
    Player - Add 1 to Player 1 (Red).Food used
    Sound - Play ShimmeringPortalEntrance <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LostSoulsFound Less than 12
      Then - Actions
        Game - Display to (All players) the text: You've cleansed a Lost Soul.
      Else - Actions
        Game - Display to (All players) the text: You've cleansed every Lost Soul.
        Trigger - Run All_Lost_Souls <gen> (checking conditions)
    Trigger - Run Lost_Souls_update <gen> (checking conditions)
Find Lost Soul 7
  Events
    Unit - A unit comes within 256.00 of Lost Soul 0042 <gen>
  Conditions
    ((Triggering unit) has an item of type Holy Water) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Kill Lost Soul 0042 <gen>
    Set VariableSet LostSoulsFound = (LostSoulsFound + 1)
    Player - Add 1 to Player 1 (Red).Food used
    Sound - Play ShimmeringPortalEntrance <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LostSoulsFound Less than 12
      Then - Actions
        Game - Display to (All players) the text: You've cleansed a Lost Soul.
      Else - Actions
        Game - Display to (All players) the text: You've cleansed every Lost Soul.
        Trigger - Run All_Lost_Souls <gen> (checking conditions)
    Trigger - Run Lost_Souls_update <gen> (checking conditions)
Find Lost Soul 8
  Events
    Unit - A unit comes within 256.00 of Lost Soul 0172 <gen>
  Conditions
    ((Triggering unit) has an item of type Holy Water) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Kill Lost Soul 0172 <gen>
    Set VariableSet LostSoulsFound = (LostSoulsFound + 1)
    Player - Add 1 to Player 1 (Red).Food used
    Sound - Play ShimmeringPortalEntrance <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LostSoulsFound Less than 12
      Then - Actions
        Game - Display to (All players) the text: You've cleansed a Lost Soul.
      Else - Actions
        Game - Display to (All players) the text: You've cleansed every Lost Soul.
        Trigger - Run All_Lost_Souls <gen> (checking conditions)
    Trigger - Run Lost_Souls_update <gen> (checking conditions)
Find Lost Soul 9
  Events
    Unit - A unit comes within 256.00 of Lost Soul 0230 <gen>
  Conditions
    ((Triggering unit) has an item of type Holy Water) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Kill Lost Soul 0230 <gen>
    Set VariableSet LostSoulsFound = (LostSoulsFound + 1)
    Player - Add 1 to Player 1 (Red).Food used
    Sound - Play ShimmeringPortalEntrance <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LostSoulsFound Less than 12
      Then - Actions
        Game - Display to (All players) the text: You've cleansed a Lost Soul.
      Else - Actions
        Game - Display to (All players) the text: You've cleansed every Lost Soul.
        Trigger - Run All_Lost_Souls <gen> (checking conditions)
    Trigger - Run Lost_Souls_update <gen> (checking conditions)
Find Lost Soul 10
  Events
    Unit - A unit comes within 256.00 of Lost Soul 0233 <gen>
  Conditions
    ((Triggering unit) has an item of type Holy Water) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Kill Lost Soul 0233 <gen>
    Set VariableSet LostSoulsFound = (LostSoulsFound + 1)
    Player - Add 1 to Player 1 (Red).Food used
    Sound - Play ShimmeringPortalEntrance <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LostSoulsFound Less than 12
      Then - Actions
        Game - Display to (All players) the text: You've cleansed a Lost Soul.
      Else - Actions
        Game - Display to (All players) the text: You've cleansed every Lost Soul.
        Trigger - Run All_Lost_Souls <gen> (checking conditions)
    Trigger - Run Lost_Souls_update <gen> (checking conditions)
Find Lost Soul 11
  Events
    Unit - A unit comes within 256.00 of Lost Soul 0234 <gen>
  Conditions
    ((Triggering unit) has an item of type Holy Water) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Kill Lost Soul 0234 <gen>
    Set VariableSet LostSoulsFound = (LostSoulsFound + 1)
    Player - Add 1 to Player 1 (Red).Food used
    Sound - Play ShimmeringPortalEntrance <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LostSoulsFound Less than 12
      Then - Actions
        Game - Display to (All players) the text: You've cleansed a Lost Soul.
      Else - Actions
        Game - Display to (All players) the text: You've cleansed every Lost Soul.
        Trigger - Run All_Lost_Souls <gen> (checking conditions)
    Trigger - Run Lost_Souls_update <gen> (checking conditions)
Find Lost Soul 12
  Events
    Unit - A unit comes within 256.00 of Lost Soul 0214 <gen>
  Conditions
    ((Triggering unit) has an item of type Holy Water) Equal to True
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Unit - Kill Lost Soul 0214 <gen>
    Set VariableSet LostSoulsFound = (LostSoulsFound + 1)
    Player - Add 1 to Player 1 (Red).Food used
    Sound - Play ShimmeringPortalEntrance <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        LostSoulsFound Less than 12
      Then - Actions
        Game - Display to (All players) the text: You've cleansed a Lost Soul.
      Else - Actions
        Game - Display to (All players) the text: You've cleansed every Lost Soul.
        Trigger - Run All_Lost_Souls <gen> (checking conditions)
    Trigger - Run Lost_Souls_update <gen> (checking conditions)
All Lost Souls
  Events
  Conditions
  Actions
    Wait 2 seconds
    Trigger - Run Quest_Lost_Souls_Update1 <gen> (checking conditions)
    Leaderboard - Destroy LostSoulsBoard
    Set VariableSet TalkPriest = 1
    Trigger - Run Check_Talkies <gen> (checking conditions)

Forging Enabled Check
  Events
    Unit - A unit owned by Player 1 (Red).Acquires an item
  Conditions
    (Triggering unit) Equal to MiniForge
    ForgingLearned Equal to False
  Actions
    For each (Integer A) from 1 to 3, do (Actions)
      Loop - Actions
        Hero - Drop the item from slot (Integer A) of MiniForge.
    Game - Display to (All players) the text: Forging not learned yet.
Forge Helmets
  Events
    Unit - A unit owned by Player 1 (Red).Acquires an item
  Conditions
    (Triggering unit) Equal to MiniForge
    ((Triggering unit) has an item of type Unprocessed Helmet) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[1]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[2]) Equal to True
        ForgedHelm[1] Equal to False
      Then - Actions
        Set VariableSet ForgedHelm[1] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Bone Helm at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[3]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[7]) Equal to True
        ForgedHelm[2] Equal to False
      Then - Actions
        Set VariableSet ForgedHelm[2] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Goliath Helm at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[4]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[5]) Equal to True
        ForgedHelm[3] Equal to False
      Then - Actions
        Set VariableSet ForgedHelm[3] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Dark Helm at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[1]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[10]) Equal to True
        ForgedHelm[4] Equal to False
      Then - Actions
        Set VariableSet ForgedHelm[4] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Mask of Honor at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[8]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[9]) Equal to True
        ForgedHelm[5] Equal to False
      Then - Actions
        Set VariableSet ForgedHelm[5] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Ice Helm at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[6]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[7]) Equal to True
        ForgedHelm[6] Equal to False
      Then - Actions
        Set VariableSet ForgedHelm[6] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Meteor Helm at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[4]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[8]) Equal to True
        ForgedHelm[7] Equal to False
      Then - Actions
        Set VariableSet ForgedHelm[7] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Runed Mask at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[2]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[5]) Equal to True
        ForgedHelm[8] Equal to False
      Then - Actions
        Set VariableSet ForgedHelm[8] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Crown of the Dead at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[3]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[6]) Equal to True
        ForgedHelm[9] Equal to False
      Then - Actions
        Set VariableSet ForgedHelm[9] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Wooden Mask at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[9]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[10]) Equal to True
        ForgedHelm[10] Equal to False
      Then - Actions
        Set VariableSet ForgedHelm[10] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Elven Crown at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
Forge Weapons
  Events
    Unit - A unit owned by Player 1 (Red).Acquires an item
  Conditions
    (Triggering unit) Equal to MiniForge
    ((Triggering unit) has an item of type Unprocessed Weapon) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[2]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[4]) Equal to True
        ForgedWeapon[1] Equal to False
      Then - Actions
        Set VariableSet ForgedWeapon[1] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Holy Hammer at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[1]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[5]) Equal to True
        ForgedWeapon[2] Equal to False
      Then - Actions
        Set VariableSet ForgedWeapon[2] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Sledge Hammer at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[1]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[3]) Equal to True
        ForgedWeapon[3] Equal to False
      Then - Actions
        Set VariableSet ForgedWeapon[3] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Elven Spear at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[2]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[9]) Equal to True
        ForgedWeapon[4] Equal to False
      Then - Actions
        Set VariableSet ForgedWeapon[4] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Venom Spear at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[3]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[8]) Equal to True
        ForgedWeapon[5] Equal to False
      Then - Actions
        Set VariableSet ForgedWeapon[5] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Silver Glaive at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[4]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[10]) Equal to True
        ForgedWeapon[6] Equal to False
      Then - Actions
        Set VariableSet ForgedWeapon[6] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Lightning Sword at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[5]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[7]) Equal to True
        ForgedWeapon[7] Equal to False
      Then - Actions
        Set VariableSet ForgedWeapon[7] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Slashing Trident at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[6]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[8]) Equal to True
        ForgedWeapon[8] Equal to False
      Then - Actions
        Set VariableSet ForgedWeapon[8] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Heavy Axe of Maiming at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[6]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[9]) Equal to True
        ForgedWeapon[9] Equal to False
      Then - Actions
        Set VariableSet ForgedWeapon[9] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Mining Pick at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[7]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[10]) Equal to True
        ForgedWeapon[10] Equal to False
      Then - Actions
        Set VariableSet ForgedWeapon[10] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Raven Sword at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
Forge Shields
  Events
    Unit - A unit owned by Player 1 (Red).Acquires an item
  Conditions
    (Triggering unit) Equal to MiniForge
    ((Triggering unit) has an item of type Unprocessed Shield) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[1]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[4]) Equal to True
        ForgedShield[1] Equal to False
      Then - Actions
        Set VariableSet ForgedShield[1] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Black Shield at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[1]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[8]) Equal to True
        ForgedShield[2] Equal to False
      Then - Actions
        Set VariableSet ForgedShield[2] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Edged Shield at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[2]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[6]) Equal to True
        ForgedShield[3] Equal to False
      Then - Actions
        Set VariableSet ForgedShield[3] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Golden Roundshield at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[2]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[7]) Equal to True
        ForgedShield[4] Equal to False
      Then - Actions
        Set VariableSet ForgedShield[4] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Iron Shield at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[3]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[9]) Equal to True
        ForgedShield[5] Equal to False
      Then - Actions
        Set VariableSet ForgedShield[5] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Raven Shield at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[4]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[7]) Equal to True
        ForgedShield[6] Equal to False
      Then - Actions
        Set VariableSet ForgedShield[6] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Flawed Shield at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[5]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[6]) Equal to True
        ForgedShield[7] Equal to False
      Then - Actions
        Set VariableSet ForgedShield[7] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Steel Roundshield at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[5]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[9]) Equal to True
        ForgedShield[8] Equal to False
      Then - Actions
        Set VariableSet ForgedShield[8] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Gladiator Shield at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[8]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[10]) Equal to True
        ForgedShield[9] Equal to False
      Then - Actions
        Set VariableSet ForgedShield[9] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Unholy Shield at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[3]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[10]) Equal to True
        ForgedShield[10] Equal to False
      Then - Actions
        Set VariableSet ForgedShield[10] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Wooden Shield at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
Forge Staffs
  Events
    Unit - A unit owned by Player 1 (Red).Acquires an item
  Conditions
    (Triggering unit) Equal to MiniForge
    ((Triggering unit) has an item of type Unprocessed Staff) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[1]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[7]) Equal to True
        ForgedStaff[1] Equal to False
      Then - Actions
        Set VariableSet ForgedStaff[1] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Blue Staff at (Center of Inv_MiniForgeItem <gen>)
        Special Effect - Create a special effect at (Position of MiniForge) using Abilities\Spells\Other\Doom\DoomDeath.mdl
        Sound - Play forge <gen>
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Triggering unit) has an item of type ForgeItem[1]) Equal to True
        ((Triggering unit) has an item of type ForgeItem[9]) Equal to True
        ForgedStaff[2] Equal to False
      Then - Actions
        Set VariableSet ForgedStaff[2] = True
        For each (Integer A) from 1 to 3, do (Actions)
          Loop - Actions
            Item - Remove (Item carried by MiniForge in slot (Integer A))
        Item - Create Brilliance Staff at (Center of Inv_MiniForgeItem <gen>)
        Special Effect