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Trigger Viewer

TreasureRushv.1.1.w3x
Variables
Cinematics
IntroCine
IntroCineSkipped
EndingCine
ChooseYourHero
ChooseHero
PickHunter
PickMage
PickPaladin
Initialization
SomeSetUps
RumbleBats
SpikesHit
AICameraIn
AICameraOut
GameInfo
GameInfo
Quests
FloatingText
Hunter
BlindingShotSkill
NatureHealSkill
RapidFireSkill
NatureShotSkill
HasteSkill
Mage
PyroblastSkill
DeepFreezeSkill
BurningSoulSkill
FrostPrisonSkill
AbsorbManaSkill
FlamestrikeSkill
Paladin
CrusadersStrikeSkill
HolyLightSkill
DivineShieldSkill
LightsBlessingSkill
SurgeOfLightSkill
SpikeTraps
SpikeTrap01
SpikeTrapKill01
SpikeTrap02
SpikeTrapKill02
SpikeTrap03
SpikeTrapKill03
SpikeTrap04
SpikeTrapKill04
SpikeTrap05
SpikeTrapKill05
SpikeTrap06
SpikeTrapKill06
SpikeTrap07
SpikeTrapKill07
SpikeTrap08
SpikeTrapKill08
SpikeTrap09
SpikeTrapKill09
SpikeTrap10
SpikeTrapKill10
SpikeTrap11
SpikeTrapKill11
SpikeTrap12
SpikeTrapKill12
SpikeTrap13
SpikeTrapKill13
SpikeTrap14
SpikeTrapKill14
SpikeTrap15
SpikeTrapKill15
SpikeTrap16
SpikeTrapKill16
FireTraps
FireTrapSetUp01
FireTrapAnim01
FireTrapDamage01
FireTrapSetUp02
FireTrapAnim02
FireTrapDamage02
FireTrapSetUp03
FireTrapAnim03
FireTrapDamage03
FireTrapSetUp04
FireTrapAnim04
FireTrapDamage04
FireTrapSetUp05
FireTrapAnim05
FireTrapDamage05
FireTrapSetUp06
FireTrapAnim06
FireTrapDamage06
FireTrapSetUp07
FireTrapAnim07
FireTrapDamage07
FireTrapSetUp08
FireTrapAnim08
FireTrapDamage08
FireTrapSetUp09
FireTrapAnim09
FireTrapDamage09
FireTrapSetUp10
FireTrapAnim10
FireTrapDamage10
FireTrapSetUp11
FireTrapAnim11
FireTrapDamage11
FireTrapSetUp12
FireTrapAnim12
FireTrapDamage12
Abilities
HolySmite
NatureShot
Holy Light
NatureHeal
BlindingShot
DeepFreezeAlly
DeepFreezeEnemy
Pyroblast
PyroBlastOff
FlamestrikeDamage
SurgeOfLightDamage
CreepDies
CreepsBounty01
CreepsBounty02
CreepRevivalSystem
Initialization
Respawn
RandomCaveStuffs
Gate01Open
Gate01Close
Gate01Key
FootSwitchOff
Gate02Open
Gate04Activate
Gate04Close
HeroDied
Activate
ActivateComplete
GateHint01
GateHint02
Resurrection01
Resurrection02
VoidWalkerRaise
StrangeManMeet
StrangeManLeave
SpecialBat
GateKey
LeverTip
TrapTip
CameraLock
FireTrapHint
Warning
VoidDefeat
VoidMeet
VoidTaunt
MonsterRaise
BansheeSpeak
RuneSpawn
GameHint
IntoMusic
Defeat
LifeHint
NoMoreLives
Victory
LevelUp
MovementReports
Entering
TreasureChamber
RiddleStuffs
RandomRiddle
Remove01
Remove02
Remove04
Riddle01
Riddle01Start
Riddle01Button01
Riddle01Button02
Riddle01Button03
Riddle01Button04
Riddle02
Riddle02Start
Riddle02Button01
Riddle02Button02
Riddle02Button03
Riddle02Button04
Riddle03
Riddle03Start
Riddle03Button01
Riddle03Button02
Riddle03Button03
Riddle03Button04
Riddle04
Riddle04Start
Riddle04Button01
Riddle04Button02
Riddle04Button03
Riddle04Button04
Riddle05
Riddle05Start
Riddle05Button01
Riddle05Button02
Riddle05Button03
Riddle05Button04
Riddle06
Riddle06Start
Riddle06Button01
Riddle06Button02
Riddle06Button03
Riddle06Button04
Riddle07
Riddle07Start
Riddle07Button01
Riddle07Button02
Riddle07Button03
Riddle07Button04
Riddle08
Riddle08Start
Riddle08Button01
Riddle08Button02
Riddle08Button03
Riddle08Button04
Riddle09
Riddle09Start
Riddle09Button01
Riddle09Button02
Riddle09Button03
Riddle09Button04
Riddle10
Riddle10Start
Riddle10Button01
Riddle10Button02
Riddle10Button03
Riddle10Button04
EnemyAI
AIPlayerDied
BlueLevelUp
TealLevelUp
PurpleLevelUp
Destination

		
Name Type Is Array Initial Value
Activate integer No
AICamera integer No
Bl_Caster unit No
Bl_Target unit No
Boolean boolean Yes
BS_Caster unit No
BS_Point location No
BurningSoul integer No
CameraIn boolean No
CameraOut boolean No
ChooseHeroButtons button Yes
ChooseHeroDialog dialog No
color string Yes
Creep_Point location Yes
CreepLoc location No
CreepsBounty integer No
DF_Caster unit No
DF_Target unit No
DF_TargetPoint location No
DummyUnit unit No
Ev_Caster unit No
FireDamage01 group No
FireDamage02 group No
FireDamage03 group No
Fl_Caster unit No
Fl_Point location No
FloatingText texttag Yes
FS_Caster unit No
FS_Target unit No
GateEnable string No "notenable"
GateKey item No
GateOpen boolean No
GroupBats01 group No
GroupBats02 group No
HL_Caster unit No
HL_Group group No
HL_Point location No
InCinematic boolean No
IntroSkip boolean No
IntroSkipCond boolean No
LR_Caster unit No
LR_Target unit No
MagePicked boolean No
MainQuest quest No
MainQuestReq questitem No
NH_Caster unit No
NH_Point location No
NS_Caster unit No
NS_Target unit No
PaladinPicked boolean No
PB_Caster unit No
PickedHero unit No
PlayerPickHero boolean No
Randomness integer Yes
Respawn_Time real No
Riddle01Buttons button Yes
Riddle02Buttons button Yes
Riddle03Buttons button Yes
Riddle04Buttons button Yes
Riddle05Buttons button Yes
Riddle06Buttons button Yes
Riddle07Buttons button Yes
Riddle08Buttons button Yes
Riddle09Buttons button Yes
Riddle10Buttons button Yes
RiddleDialog dialog Yes
RumbleBats location Yes
Temp_Integer integer No
TempUnit unit No
Timer timer No
Visibility fogmodifier No
IntroCine
  Events
    Map initialization
  Conditions
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Cinematic - Disable user control for (All players)
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Camera - Apply gg_cam_Camera_001 for Player 1 (Red) over 0 seconds
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Game - Display to (All players) for 4.00 seconds the text: |c006969FFSclammerz's Presents....|r
    Camera - Apply gg_cam_Camera_002 for Player 1 (Red) over 30.00 seconds
    Wait 5.00 seconds
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Camera - Apply gg_cam_Camera_003 for Player 1 (Red) over 0 seconds
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Game - Display to (All players) for 5.00 seconds the text: |cffffcc00TREASURE RUSH|r
    Camera - Apply gg_cam_Camera_004 for Player 1 (Red) over 30.00 seconds
    Wait 5.00 seconds
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Cinematic - Enable user control for (All players)
    Trigger - Run ChooseHero <gen> (ignoring conditions)
    Wait until (PlayerPickHero Equal to True), checking every 1 seconds
    Set IntroSkipCond = True
    If (IntroSkip Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - Apply gg_cam_Camera_005 for Player 1 (Red) over 0 seconds
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - Apply gg_cam_Camera_006 for Player 1 (Red) over 30.00 seconds
    Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display This place feels huge.. Modify duration: Set to 3.00 seconds and Wait
    If (IntroSkip Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display I don't know what horrors awaits me but the treasure is inside and it will be worth the risks.. Modify duration: Set to 8.00 seconds and Wait
    If (IntroSkip Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Camera - Apply gg_cam_Camera_007 for Player 1 (Red) over 0 seconds
    Camera - Apply gg_cam_Camera_008 for Player 1 (Red) over 30.00 seconds
    Unit - Make PickedHero face 360.00 over 0 seconds
    If (IntroSkip Equal to True) then do (Skip remaining actions) else do (Do nothing)
    Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display I hope those mongrels won't find this entrance but I doubt it if they'll find it.. Modify duration: Set to 9.00 seconds and Wait
    Unit - Make PickedHero face 95.00 over 0 seconds
    Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display I better make haste before those pirates could find and get the treasures for themselves.. Modify duration: Set to 4.00 seconds and Wait
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Set IntroSkipCond = False
    Wait 2 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Cinematic - Enable user control for (All players)
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Selection - Select PickedHero for Player 1 (Red)
    Camera - Reset camera for Player 1 (Red) to standard game-view over 3.00 seconds
    Camera - Lock camera target for Player 1 (Red) to PickedHero, offset by (0, 0) using Default rotation
    Trigger - Turn on CameraLock <gen>
    Unit - Unpause all units
    Trigger - Turn on Destination <gen>
    Wait 3.00 seconds
    Quest - Mark MainQuest as Discovered
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST:|rTreasure Hunt- Find your way through to the |cffffcc00Treasure Chamber|r before the other pirates does.
    Wait 2 seconds
    Trigger - Run LifeHint <gen> (ignoring conditions)
IntroCineSkipped
  Events
    Player - Player 1 (Red) skips a cinematic sequence
  Conditions
    IntroSkipCond Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Set IntroSkip = True
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Cinematic - Enable user control for (All players)
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Selection - Select PickedHero for Player 1 (Red)
    Camera - Reset camera for Player 1 (Red) to standard game-view over 3.00 seconds
    Camera - Lock camera target for Player 1 (Red) to PickedHero, offset by (0, 0) using Default rotation
    Trigger - Turn on CameraLock <gen>
    Unit - Unpause all units
    Trigger - Turn on Destination <gen>
    Wait 3.00 seconds
    Quest - Mark MainQuest as Discovered
    Quest - Display to (All players) the Quest Discovered message: |cffffcc00MAIN QUEST:|rTreasure Hunt- Find your way through to the |cffffcc00Treasure Chamber|r before the other pirates does.
    Wait 2 seconds
    Trigger - Run LifeHint <gen> (ignoring conditions)
EndingCine
  Events
  Conditions
    ((Triggering unit) is A structure) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Cinematic - Disable user control for (All players)
    Wait 3.00 seconds
    Selection - Clear selection for Player 1 (Red)
    Unit - Remove War Golem 0172 <gen> from the game
    Unit - Remove War Golem 0171 <gen> from the game
    Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Hide (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 1 (Red)) and do (Unpause (Picked unit))
    Unit - Change ownership of Pirate 0029 <gen> to Player 1 (Red) and Retain color
    Unit - Change ownership of Piratess 0025 <gen> to Player 1 (Red) and Retain color
    Unit - Change ownership of Piratess 0026 <gen> to Player 1 (Red) and Retain color
    Unit - Move PickedHero instantly to (Center of CordanaFinish <gen>)
    If ((Pirate 0029 <gen> is dead) Equal to True) then do (Instantly revive Pirate 0029 <gen> at (Center of TreasureChamber <gen>), Hide revival graphics) else do (Move Pirate 0029 <gen> instantly to (Center of TreasureChamber <gen>))
    If ((Piratess 0025 <gen> is dead) Equal to True) then do (Instantly revive Piratess 0025 <gen> at (Center of TreasureChamber <gen>), Hide revival graphics) else do (Move Piratess 0025 <gen> instantly to (Center of TreasureChamber <gen>))
    If ((Piratess 0026 <gen> is dead) Equal to True) then do (Instantly revive Piratess 0026 <gen> at (Center of TreasureChamber <gen>), Hide revival graphics) else do (Move Piratess 0026 <gen> instantly to (Center of TreasureChamber <gen>))
    Unit - Make PickedHero face Shadow Monster 0154 <gen> over 0 seconds
    Camera - Apply gg_cam_Camera_010 for Player 1 (Red) over 0 seconds
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - Apply gg_cam_Camera_011 for Player 1 (Red) over 30.00 seconds
    Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display These treasures belongs to us now. I must find a way how to get these out.. Modify duration: Set to 4.00 seconds and Wait
    Unit - Order Pirate 0029 <gen> to Move To (Center of Region_049 <gen>)
    Unit - Order Piratess 0025 <gen> to Move To (Center of Region_051 <gen>)
    Unit - Order Piratess 0026 <gen> to Move To (Center of Region_050 <gen>)
    Wait 2 seconds
    Camera - Apply gg_cam_Camera_012 for Player 1 (Red) over 0 seconds
    Camera - Apply gg_cam_Camera_013 for Player 1 (Red) over 30.00 seconds
    Cinematic - Send transmission to (All players) from Pirate 0029 <gen> named (Proper name of Pirate 0029 <gen>): Play No sound and display Need a hand?. Modify duration: Set to 3.00 seconds and Wait
    Unit - Make PickedHero face Pirate 0029 <gen> over 0 seconds
    Unit - Make Pirate 0029 <gen> face PickedHero over 0 seconds
    Unit - Make Piratess 0025 <gen> face PickedHero over 0 seconds
    Unit - Make Piratess 0026 <gen> face PickedHero over 0 seconds
    Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display Pirates! No, I don't need any.. Modify duration: Set to 4.00 seconds and Wait
    Cinematic - Send transmission to (All players) from Pirate 0029 <gen> named (Proper name of Pirate 0029 <gen>): Play No sound and display Well, you can share those to us 100% if you like.. Modify duration: Set to 5.00 seconds and Wait
    Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display 100%? is that even sharing? Never!. Modify duration: Set to 5.00 seconds and Wait
    If (PaladinPicked Equal to True) then do (Send transmission to (All players) from Pirate 0029 <gen> named (Proper name of Pirate 0029 <gen>): Play No sound and display Then you leave us no choice. Girls, get him!. Modify duration: Set to 4.00 seconds and Wait) else do (Send transmission to (All players) from Pirate 0029 <gen> named (Proper name of Pirate 0029 <gen>): Play No sound and display Then you leave us no choice. Girls, get her!. Modify duration: Set to 4.00 seconds and Wait)
    Cinematic - Send transmission to (All players) from Piratess 0026 <gen> named (Proper name of Piratess 0026 <gen>): Play No sound and display Aye, aye captain!. Modify duration: Set to 5.00 seconds and Wait
    Unit - Order Piratess 0025 <gen> to Move To (Random point in FinishLine <gen>)
    Unit - Order Piratess 0026 <gen> to Move To (Random point in FinishLine <gen>)
    Wait 0.80 seconds
    Unit - Order Piratess 0025 <gen> to Stop
    Unit - Order Piratess 0026 <gen> to Stop
    Unit Group - Pick every unit in (Units owned by Player 1 (Red)) and do (Make (Picked unit) face Shadow Monster 0154 <gen> over 0 seconds)
    Camera - Apply gg_cam_Camera_014 for Player 1 (Red) over 0 seconds
    Sound - Play FrostmourneChant1 <gen> at 100% volume, located at (Center of CordanaFinish <gen>) with Z offset 0
    Wait 5.00 seconds
    Sound - Play PowerOfDarkness <gen>
    Sound - Play SargerasRoar <gen> at 100% volume, located at (Center of CordanaFinish <gen>) with Z offset 0
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 2 seconds
    Unit - Unhide Shadow Monster 0154 <gen>
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
    Camera - Apply gg_cam_Camera_015 for Player 1 (Red) over 30.00 seconds
    Cinematic - Send transmission to (All players) from Shadow Monster 0154 <gen> named Shadow Monster: Play No sound and display I do not think so!. Modify duration: Set to 4.00 seconds and Wait
    If (PaladinPicked Equal to True) then do (Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display Another shadow spawn!. Modify duration: Set to 4.00 seconds and Wait) else do (Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display Another of this dungeon, monsters!. Modify duration: Set to 4.00 seconds and Wait)
    Cinematic - Send transmission to (All players) from Shadow Monster 0154 <gen> named Shadow Monster: Play No sound and display You came here to steal my treasures? Don't you?. Modify duration: Set to 5.00 seconds and Wait
    Unit - Make Shadow Monster 0154 <gen> face Pirate 0029 <gen> over 0 seconds
    Cinematic - Send transmission to (All players) from Pirate 0029 <gen> named (Proper name of Pirate 0029 <gen>): Play No sound and display This is yours? You can't even use it cause you're a shadow.. Modify duration: Set to 7.00 seconds and Wait
    Cinematic - Send transmission to (All players) from Shadow Monster 0154 <gen> named Shadow Monster: Play No sound and display Pathetic, Mortal!. Modify duration: Set to 2.00 seconds and Wait
    Camera - Apply gg_cam_Camera_016 for Player 1 (Red) over 0 seconds
    Special Effect - Create a special effect attached to the origin of Pirate 0029 <gen> using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
    Sound - Play DeathCoilSpecialArt1 <gen> at 100% volume, located at (Position of Pirate 0029 <gen>) with Z offset 0
    Wait 1.00 seconds
    Animation - Play Pirate 0029 <gen>'s death animation
    Sound - Play HeroPaladinDeath <gen> at 100% volume, located at (Position of Pirate 0029 <gen>) with Z offset 0
    Unit Group - Pick every unit in (Units owned by Player 1 (Red)) and do (Make (Picked unit) face (Position of Pirate 0029 <gen>) over 0 seconds)
    Cinematic - Send transmission to (All players) from Piratess 0025 <gen> named (Proper name of Piratess 0025 <gen>): Play No sound and display Captain!. Modify duration: Set to 3.00 seconds and Wait
    Cinematic - Send transmission to (All players) from Pirate 0029 <gen> named (Proper name of Pirate 0029 <gen>): Play No sound and display I..I can't move!. Modify duration: Set to 4.00 seconds and Wait
    Camera - Apply gg_cam_Camera_017 for Player 1 (Red) over 0 seconds
    Unit - Make Shadow Monster 0154 <gen> face PickedHero over 0 seconds
    Unit Group - Pick every unit in (Units owned by Player 1 (Red)) and do (Make (Picked unit) face (Position of Shadow Monster 0154 <gen>) over 0 seconds)
    Cinematic - Send transmission to (All players) from Shadow Monster 0154 <gen> named Shadow Monster: Play No sound and display Now, who's next?. Modify duration: Set to 4.00 seconds and Wait
    Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display Run!. Modify duration: Set to 3.00 seconds and Wait
    Camera - Apply gg_cam_Camera_018 for Player 1 (Red) over 0 seconds
    Camera - Apply gg_cam_Camera_017 for Player 1 (Red) over 30.00 seconds
    Unit - Order Piratess 0025 <gen> to Move To (Player 2 (Blue) start location)
    Unit - Order Piratess 0026 <gen> to Move To (Player 3 (Teal) start location)
    Unit - Order PickedHero to Move To (Random point in Region_052 <gen>)
    Wait 3.00 seconds
    Camera - Apply gg_cam_CaptainArea for Player 1 (Red) over 0 seconds
    Cinematic - Send transmission to (All players) from Pirate 0029 <gen> named (Proper name of Pirate 0029 <gen>): Play No sound and display Hey! How about me? Girls! Girls!. Modify duration: Set to 4.00 seconds and Wait
    Cinematic - Send transmission to (All players) from Piratess 0026 <gen> named (Proper name of Piratess 0026 <gen>): Play No sound and display You are on your own now, Captain! Peace!. Modify duration: Set to 4.00 seconds and Wait
    Camera - Apply gg_cam_Camera_017 for Player 1 (Red) over 15.00 seconds
    Cinematic - Send transmission to (All players) from Shadow Monster 0154 <gen> named Shadow Monster: Play No sound and display Trying to run? You can't outrun the death itself!. Modify duration: Set to 5.00 seconds and Wait
    Camera - Shake the camera for Player 1 (Red) with magnitude 8.00
    Animation - Play the birth animation for all doodads of type ZZcd (doodadcode) within (Playable map area)
    Sound - Play BridgeDeath <gen> at 100% volume, located at (Center of CordanaFinish <gen>) with Z offset 0
    Sound - Play SargerasLaugh <gen> at 100% volume, located at (Position of Shadow Monster 0154 <gen>) with Z offset 0
    Cinematic - Send transmission to (All players) from Shadow Monster 0154 <gen> named Shadow Monster: Play No sound and display You will all die!. Modify duration: Set to 4.00 seconds and Wait
    Animation - Play the birth animation for all doodads of type ZZcd (doodadcode) within (Playable map area)
    Sound - Play BridgeDeath <gen> at 100% volume, located at (Center of CordanaFinish <gen>) with Z offset 0
    Unit - Change ownership of Pirate 0029 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Piratess 0025 <gen> to Player 2 (Blue) and Change color
    Unit - Change ownership of Piratess 0026 <gen> to Player 3 (Teal) and Change color
    Wait 4.00 seconds
    Cinematic - Fade out over 2 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Wait 4.00 seconds
    Camera - Lock camera target for Player 1 (Red) to PickedHero, offset by (0, 0) using Default rotation
    If (PaladinPicked Equal to True) then do (Play HeroPaladinDeath <gen> at 100% volume, located at (Position of PickedHero) with Z offset 0) else do (If (MagePicked Equal to True) then do (Play JainaOnFootDeath1 <gen> at 100% volume, located at (Position of PickedHero) with Z offset 0) else do (Play ArcherDeath1 <gen> at 100% volume, located at (Position of PickedHero) with Z offset 0))
    Wait 2 seconds
    Sound - Play GoodJob <gen> at 100% volume, located at (Position of PickedHero) with Z offset 0
    Game - Display to (All players) for 3.00 seconds the text: END?
    Wait 3.00 seconds
    Cinematic - Clear the screen of text messages for (All players)
    Sound - Play GoodJob <gen> at 100% volume, located at (Position of PickedHero) with Z offset 0
    Game - Display to (All players) the text: Thank you for playing!
    Wait 2 seconds
    Cinematic - Clear the screen of text messages for (All players)
    Sound - Play GoodJob <gen> at 100% volume, located at (Position of PickedHero) with Z offset 0
    Game - Display to (All players) the text: I hope you enjoy playing it, as much as I enjoy creating it.
    Wait 2 seconds
    Cinematic - Clear the screen of text messages for (All players)
    Sound - Play GoodJob <gen> at 100% volume, located at (Position of PickedHero) with Z offset 0
    Game - Display to (All players) the text: I would like to thank |cffffcc00Hive Workshop|r for the different models, skins and icons they have to make this map.
    Wait 5.00 seconds
    Sound - Play GoodJob <gen> at 100% volume, located at (Position of PickedHero) with Z offset 0
    Cinematic - Clear the screen of text messages for (All players)
    Game - Display to (All players) the text: I would like to thank also |cffffcc00Blizzard Entertainment|r for this wonderful game!
    Wait 4.00 seconds
    Game - Victory Player 1 (Red) (Show dialogs, Show scores)
ChooseHero
  Events
  Conditions
  Actions
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Cinematic - Enable user control for (All players)
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Lock camera target for Player 1 (Red) to Stone of Heroes 0179 <gen>, offset by (0, 0) using Default rotation
    Selection - Select Stone of Heroes 0179 <gen> for Player 1 (Red)
    Cinematic - Fade in over 2 seconds using texture White Mask and color (0%, 0%, 0%) with 0% transparency
PickHunter
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Pick Hunter
  Actions
    Trigger - Turn off (This trigger)
    Unit - Remove (Sold unit) from the game
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Selection - Clear selection for Player 1 (Red)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2.00 seconds
    Wait 2 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Disable user control for (All players)
    Unit - Remove Circle of Power 0180 <gen> from the game
    Unit - Remove Stone of Heroes 0179 <gen> from the game
    Unit - Create 1 Hunter for Player 1 (Red) at (Player 1 (Red) start location) facing 95.00 degrees
    Set PickedHero = (Last created unit)
    Hero - Create Bow of Dexterity and give it to PickedHero
    Set PlayerPickHero = True
PickMage
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Pick Mage
  Actions
    Trigger - Turn off (This trigger)
    Unit - Remove (Sold unit) from the game
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Selection - Clear selection for Player 1 (Red)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Wait 2 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Disable user control for (All players)
    Unit - Remove Circle of Power 0180 <gen> from the game
    Unit - Remove Stone of Heroes 0179 <gen> from the game
    Unit - Create 1 Mage for Player 1 (Red) at (Player 1 (Red) start location) facing 95.00 degrees
    Set PickedHero = (Last created unit)
    Hero - Create Magister's Locket and give it to PickedHero
    Set MagePicked = True
    Set PlayerPickHero = True
PickPaladin
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Pick Paladin
  Actions
    Trigger - Turn off (This trigger)
    Unit - Remove (Sold unit) from the game
    Cinematic - Fade out over 0.00 seconds using texture Black Mask and color (0%, 0%, 0%) with 0% transparency
    Selection - Clear selection for Player 1 (Red)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Wait 2 seconds
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Disable user control for (All players)
    Unit - Remove Circle of Power 0180 <gen> from the game
    Unit - Remove Stone of Heroes 0179 <gen> from the game
    Unit - Create 1 Paladin for Player 1 (Red) at (Player 1 (Red) start location) facing 95.00 degrees
    Set PickedHero = (Last created unit)
    Hero - Create Hammer of Justice and give it to PickedHero
    Set PaladinPicked = True
    Set PlayerPickHero = True
SomeSetUps
  Events
    Map initialization
  Conditions
  Actions
    Game - Set the time of day to 24.00
    Game - Turn the day/night cycle Off
    Game - Hide creep camps on the minimap
    Destructible - Make Demonic Gate 1836 <gen> Invulnerable
    Destructible - Make Demonic Gate 3010 <gen> Invulnerable
    Destructible - Make Demonic Gate 2146 <gen> Invulnerable
    Destructible - Make Demonic Gate 1786 <gen> Invulnerable
    Destructible - Make Dungeon Gate 1776 <gen> Invulnerable
    Destructible - Make Demonic Gate 1861 <gen> Invulnerable
    Animation - Play the death animation for all doodads of type ZZcd (doodadcode) within (Playable map area)
    Unit - Make Riddle Mistress 0031 <gen> Invulnerable
    Unit - Hide Shadow Monster 0154 <gen>
    Unit - Pause Piratess 0025 <gen>
    Unit - Pause Piratess 0026 <gen>
    Unit - Pause Pirate 0029 <gen>
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown)) and do (Pause (Picked unit))
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown)) and do (Make (Picked unit) Invulnerable)
    Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Make (Picked unit) Remain awake when unprovoked at night)
    Set GroupBats01 = (Units in Region_041 <gen> owned by Player 10 (Light Blue))
    Set GroupBats02 = (Units in Region_042 <gen> owned by Player 10 (Light Blue))
    Unit Group - Remove Bat 0000 <gen> from GroupBats01
    Unit Group - Remove Bat 0000 <gen> from GroupBats02
    Set color[1] = |c000000FF
    Set color[2] = |c001CE6B9
    Set color[3] = |c00540081
    Player - Set name of Neutral Hostile to Dungeon Creeps
    Player - Change color of Player 1 (Red) to Blue, Changing color of existing units
    Player - Change color of Player 12 (Brown) to Purple, Changing color of existing units
    Player - Change color of Player 10 (Light Blue) to Brown, Changing color of existing units
    Player - Make Player 10 (Light Blue) treat Neutral Hostile as an Neutral
    Player - Make Neutral Hostile treat Player 10 (Light Blue) as an Neutral
    Player - Hide Player 12 (Brown) in the post-game score screen
    Cinematic - Turn subtitle display override On
    Player - Add 5 to Player 1 (Red) Current lumber
    Wait until (PlayerPickHero Equal to True), checking every 1 seconds
    Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy with shared vision
    Player - Make Player 1 (Red) treat Player 3 (Teal) as an Enemy with shared vision
    Player - Make Player 1 (Red) treat Player 4 (Purple) as an Enemy with shared vision
    Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy with shared vision
    Player - Make Player 3 (Teal) treat Player 1 (Red) as an Enemy with shared vision
    Player - Make Player 4 (Purple) treat Player 1 (Red) as an Enemy with shared vision
RumbleBats
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set RumbleBats[3] = (Random point in Region_046 <gen>)
    Unit - Order Bat 0000 <gen> to Move To RumbleBats[3]
    Custom script: call RemoveLocation(udg_RumbleBats[3])
    Unit Group - Pick every unit in GroupBats01 and do (Actions)
      Loop - Actions
        Set RumbleBats[1] = (Random point in Region_041 <gen>)
        Unit - Order (Picked unit) to Attack-Move To RumbleBats[1]
    Custom script: call RemoveLocation(udg_RumbleBats[1])
    Unit Group - Pick every unit in GroupBats02 and do (Actions)
      Loop - Actions
        Set RumbleBats[2] = (Random point in Region_042 <gen>)
        Unit - Order (Picked unit) to Attack-Move To RumbleBats[2]
    Custom script: call RemoveLocation(udg_RumbleBats[2])
SpikesHit
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in (Playable map area) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Destructible-type of (Picked destructible)) Equal to DTsp (destructablecode)
          Then - Actions
            Destructible - Make (Picked destructible) Invulnerable
          Else - Actions
AICameraIn
  Events
    Player - Player 1 (Red) types a chat message containing Observe In as An exact match
  Conditions
    CameraOut Equal to True
  Actions
    Set CameraIn = True
    Set CameraOut = False
    Trigger - Turn off CameraLock <gen>
    Set AICamera = (Random integer number between 1 and 3)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        AICamera Equal to 1
        (Piratess 0025 <gen> is alive) Equal to True
      Then - Actions
        Camera - Lock camera target for Player 1 (Red) to Piratess 0025 <gen>, offset by (0, 0) using Default rotation
        Game - Display to (All players) for 5.00 seconds the text: (Now observing + (|c000042FF + ((Proper name of Piratess 0025 <gen>) + (|r + ( of the + |c000042FFMoonchant Pirates|r!)))))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            AICamera Equal to 2
            (Piratess 0026 <gen> is alive) Equal to True
          Then - Actions
            Camera - Lock camera target for Player 1 (Red) to Piratess 0026 <gen>, offset by (0, 0) using Default rotation
            Game - Display to (All players) for 5.00 seconds the text: (Now observing + (|c001CE6B9 + ((Proper name of Piratess 0026 <gen>) + (|r + ( of the + |c001CE6B9Silversword Pirates|r!)))))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                AICamera Equal to 3
                (Pirate 0029 <gen> is alive) Equal to True
              Then - Actions
                Camera - Lock camera target for Player 1 (Red) to Pirate 0029 <gen>, offset by (0, 0) using Default rotation
                Game - Display to (All players) for 5.00 seconds the text: (Now observing + (|c00540081 + ((Proper name of Pirate 0029 <gen>) + (|r + ( of the + |c00540081Windspear Pirates|r!)))))
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    AICamera Equal to 1
                    (Piratess 0025 <gen> is dead) Equal to True
                  Then - Actions
                    Game - Display to (All players) for 5.00 seconds the text: No one to observe the picked pirate is dead at the moment.
                    Set CameraOut = True
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        AICamera Equal to 2
                        (Piratess 0026 <gen> is dead) Equal to True
                      Then - Actions
                        Game - Display to (All players) for 5.00 seconds the text: No one to observe the picked pirate is dead at the moment.
                        Set CameraOut = True
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            AICamera Equal to 3
                            (Pirate 0029 <gen> is dead) Equal to True
                          Then - Actions
                            Game - Display to (All players) for 5.00 seconds the text: No one to observe the picked pirate is dead at the moment.
                            Set CameraOut = True
                          Else - Actions
AICameraOut
  Events
    Player - Player 1 (Red) types a chat message containing Observe Out as An exact match
  Conditions
    CameraIn Equal to True
  Actions
    Set CameraOut = True
    Set CameraIn = False
    Trigger - Turn on CameraLock <gen>
GameInfo
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled Treasure Rush with the description This map was created for the |cffffcc00Mini-Mapping Contest #11|r. The main idea was a maze but I added more elements to make it interesting and not repetitive., using icon path war3mapImported\BTNTreasureMap.blp
    Quest - Create a Required quest titled Gameplay with the description The gameplay was inspired by maps that I have played. Solve riddles/puzzles, find your way through the maze to the |cffffcc00Treasure Chamber|r while competting with greedy pirates., using icon path ReplaceableTextures\CommandButtons\BTNChestOfGold.blp
    Quest - Create a Required quest titled Observe with the description Want to observe those pesky pirates? Here, you go!Type "|cffffcc00Observe In|r" to observe the AI's movements. Typing this will pick a random pirate for you to observe. If the picked pirate is dead, you'll have to type the exact text again and try to pick other alive pirates.Type "|cffffcc00Observe Out|r" to reset the camera back to your Hero., using icon path ReplaceableTextures\CommandButtons\BTNSentryWard.blp
    Quest - Create a Required quest titled Credits with the description |c00FF7F00-Models-|rSunchips, assasin_lord, HammerFist132, Tr!KzZ, Kitabatake, Hayate, manasou, lender, JetFangInferno, UgoUgo, WILL THE ALMIGHTY, JesusHipster, nGy, DonDustin.|c00FF7F00-Skins-|r67chrome, CloudWolf, Daenar7, 13lackDeath.|c00FF7F00-Icons-|r~Nightmare, CRAZYRUSSIAN, CloudWolf, zbc, Daenar7, Anarchon, 4eNNightmare, 67chrome, The Panda, Apheraz Lucent, PeeKay, Blaxor, NFWar, The_Silent, Darkfang.|c00FF7F00-Images-|rOriginal Artwork Image - Matt GaserEdited by - ~Nightmare|c00FF7F00-Music-|rTwo Steps from HellManheim Steamroller and Cr1msonKing, using icon path ReplaceableTextures\CommandButtons\BTNMGExchange.blp
    Quest - Create a Required quest titled Report Bugs with the description If you found any bugs or you have any suggestions to further improve this map. Please contact me, |c00FF7F00@www.Hiveworkshop.com|r., using icon path ReplaceableTextures\CommandButtons\BTNCarrionScarabs.blp
Quests
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Optional, undiscovered quest titled Treasure Hunt with the description You must find your way through and find the treasures before the other pirates could., using icon path war3mapImported\BTNTreasure Chest.blp
    Set MainQuest = (Last created quest)
    Quest - Create a quest requirement for MainQuest with the description Find your way through to the |cffffcc00Treasure Chamber|r.
    Set MainQuestReq = (Last created quest requirement)
BlindingShotSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c0000FF00Blinding Shot|r
  Actions
    Floating Text - Create floating text that reads |c0000FF00Blinding Shot|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 100.00%), and 100.00% transparency
    Set FloatingText[1] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[1]
NatureHealSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c0000FF00Nature Heal|r
  Actions
    Floating Text - Create floating text that reads |c0000FF00Nature Heal|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 100.00%), and 100.00% transparency
    Set FloatingText[2] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[2]
RapidFireSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c0000FF00Rapid Fire|r
  Actions
    Floating Text - Create floating text that reads |c0000FF00Rapid Fire|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 70.00%), and 100.00% transparency
    Set FloatingText[3] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[3]
NatureShotSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c0000FF00Nature Shot|r (Real)
  Actions
    Floating Text - Create floating text that reads |c0000FF00Nature Shot|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 70.00%), and 100.00% transparency
    Set FloatingText[4] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[4]
HasteSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c0000FF00Haste|r
  Actions
    Floating Text - Create floating text that reads |c0000FF00Haste|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 70.00%), and 100.00% transparency
    Set FloatingText[5] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[5]
PyroblastSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c00FF7F00Pyroblast|r
  Actions
    Floating Text - Create floating text that reads |c00FF7F00Pyroblast|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 100.00%), and 100.00% transparency
    Set FloatingText[6] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[6]
DeepFreezeSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c006969FFDeep Freeze|r
  Actions
    Floating Text - Create floating text that reads |c006969FFDeep Freeze|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 100.00%), and 100.00% transparency
    Set FloatingText[7] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[7]
BurningSoulSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c00FF7F00Burning Soul|r (Real)
  Actions
    Floating Text - Create floating text that reads |c00FF7F00Burning Soul|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 100.00%), and 100.00% transparency
    Set FloatingText[8] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[8]
FrostPrisonSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c006969FFFrost Prison|r
  Actions
    Floating Text - Create floating text that reads |c006969FFFrost Prison|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 100.00%), and 100.00% transparency
    Set FloatingText[9] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[9]
AbsorbManaSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c006969FFAbsorb Mana|r
  Actions
    Floating Text - Create floating text that reads |c006969FFAbsorb Mana|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 100.00%), and 100.00% transparency
    Set FloatingText[10] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[10]
FlamestrikeSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c00FF7F00Flamestrike|r
  Actions
    Floating Text - Create floating text that reads |c00FF7F00Flamestrike|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 70.00%), and 100.00% transparency
    Set FloatingText[11] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[11]
CrusadersStrikeSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c00FFFF00Crusader's Strike|r
  Actions
    Floating Text - Create floating text that reads |c00FFFF00Crusader's Strike|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 100.00%), and 100.00% transparency
    Set FloatingText[12] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[12]
HolyLightSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c00FFFF00Holy Light|r (Real)
  Actions
    Floating Text - Create floating text that reads |c00FFFF00Holy Light|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 100.00%), and 100.00% transparency
    Set FloatingText[13] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[13]
DivineShieldSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c00FFFF00Divine Shield|r
  Actions
    Floating Text - Create floating text that reads |c00FFFF00Divine Shield|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 100.00%), and 100.00% transparency
    Set FloatingText[14] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[14]
LightsBlessingSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c00FFFF00Light's Blessing|r
  Actions
    Floating Text - Create floating text that reads |c00FFFF00Light's Blessing|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 100.00%), and 100.00% transparency
    Set FloatingText[15] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[15]
SurgeOfLightSkill
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c00FFFF00Surge of Light|r
  Actions
    Floating Text - Create floating text that reads |c00FFFF00Surge of Light|r above (Triggering unit) with Z offset 0, using font size 12.00, color (100%, 100%, 100.00%), and 100.00% transparency
    Set FloatingText[16] = (Last created floating text)
    Floating Text - Show (Last created floating text) for (All players)
    Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
    Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90 degrees
    Wait 1.00 seconds
    Floating Text - Destroy FloatingText[16]
SpikeTrap01
  Events
    Time - Every 4.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in Region_001 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill01 <gen>
    Wait 2.00 seconds
    Trigger - Turn off SpikeTrapKill01 <gen>
    Destructible - Pick every destructible in Region_001 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill01
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Region_001 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap02
  Events
    Time - Every 6.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in Region_002 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill02 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill02 <gen>
    Destructible - Pick every destructible in Region_002 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill02
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Region_002 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap03
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in Region_006 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill03 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill03 <gen>
    Destructible - Pick every destructible in Region_006 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill03
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Region_006 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap04
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in Region_005 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill04 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill04 <gen>
    Destructible - Pick every destructible in Region_005 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill04
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Region_005 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap05
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in Region_004 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill05 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill05 <gen>
    Destructible - Pick every destructible in Region_004 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill05
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Region_004 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap06
  Events
    Time - Every 4.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in Region_010 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill06 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill06 <gen>
    Destructible - Pick every destructible in Region_010 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill06
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in Region_010 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap07
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in MazeSpikes01 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill07 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill07 <gen>
    Destructible - Pick every destructible in MazeSpikes01 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill07
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in MazeSpikes01 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap08
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in MazeSpikes02 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill08 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill08 <gen>
    Destructible - Pick every destructible in MazeSpikes02 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill08
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in MazeSpikes02 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap09
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in MazeSpikes03 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill09 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill09 <gen>
    Destructible - Pick every destructible in MazeSpikes03 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill09
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in MazeSpikes03 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap10
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in MazeSpikes04 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill10 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill10 <gen>
    Destructible - Pick every destructible in MazeSpikes04 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill10
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in MazeSpikes04 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap11
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in MazeSpikes05 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill11 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill11 <gen>
    Destructible - Pick every destructible in MazeSpikes05 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill11
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in MazeSpikes05 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap12
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in MazeSpikes06 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill12 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill12 <gen>
    Destructible - Pick every destructible in MazeSpikes06 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill12
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in MazeSpikes06 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap13
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in MazeSpikes07 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill13 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill13 <gen>
    Destructible - Pick every destructible in MazeSpikes07 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill13
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in MazeSpikes07 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap14
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in MazeSpikes08 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill14 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill14 <gen>
    Destructible - Pick every destructible in MazeSpikes08 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill14
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in MazeSpikes08 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap15
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in MazeSpikes09 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill15 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill15 <gen>
    Destructible - Pick every destructible in MazeSpikes09 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill15
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in MazeSpikes09 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
SpikeTrap16
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Destructible - Pick every destructible in MazeSpikes10 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s birth animation
    Wait 0.10 game-time seconds
    Trigger - Turn on SpikeTrapKill16 <gen>
    Wait 3.00 seconds
    Trigger - Turn off SpikeTrapKill16 <gen>
    Destructible - Pick every destructible in MazeSpikes10 <gen> and do (Actions)
      Loop - Actions
        Animation - Play (Picked destructible)'s death animation
SpikeTrapKill16
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in MazeSpikes10 <gen>) and do (Actions)
      Loop - Actions
        Special Effect - Create a special effect attached to the chest of (Picked unit) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
        Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 300.00)
FireTrapSetUp01
  Events
    Map initialization
  Conditions
  Actions
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_008 <gen>
FireTrapAnim01
  Events
    Time - Every 2 seconds of game time
  Conditions
  Actions
    Animation - Play the stand animation for all doodads of type YOf2 (doodadcode) within Region_008 <gen>
    Wait 0.20 seconds
    Trigger - Run FireTrapDamage01 <gen> (checking conditions)
    Wait 2.00 seconds
    Trigger - Turn off FireTrapDamage01 <gen>
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_008 <gen>
FireTrapDamage01
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (((Units in Region_008 <gen>) is empty) Not equal to True) then do (Play NightElfBuildingDeathSmall1 <gen> at 100% volume, located at (Center of Region_008 <gen>) with Z offset 0) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Region_008 <gen>) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00))
FireTrapSetUp02
  Events
    Map initialization
  Conditions
  Actions
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_007 <gen>
FireTrapAnim02
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Animation - Play the stand animation for all doodads of type YOf2 (doodadcode) within Region_007 <gen>
    Wait 0.20 seconds
    Trigger - Run FireTrapDamage02 <gen> (checking conditions)
    Wait 2.00 seconds
    Trigger - Turn off FireTrapDamage02 <gen>
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_007 <gen>
FireTrapDamage02
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (((Units in Region_007 <gen>) is empty) Not equal to True) then do (Play NightElfBuildingDeathSmall1 <gen> at 100% volume, located at (Center of Region_007 <gen>) with Z offset 0) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Region_007 <gen>) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00))
FireTrapSetUp03
  Events
    Map initialization
  Conditions
  Actions
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_009 <gen>
FireTrapAnim03
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Animation - Play the birth animation for all doodads of type YOf2 (doodadcode) within Region_009 <gen>
    Wait 0.20 seconds
    Trigger - Run FireTrapDamage03 <gen> (checking conditions)
    Wait 2.00 seconds
    Trigger - Turn off FireTrapDamage03 <gen>
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_009 <gen>
FireTrapDamage03
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (((Units in Region_009 <gen>) is empty) Not equal to True) then do (Play NightElfBuildingDeathSmall1 <gen> at 100% volume, located at (Center of Region_009 <gen>) with Z offset 0) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Region_009 <gen>) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00))
FireTrapSetUp04
  Events
    Map initialization
  Conditions
  Actions
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_012 <gen>
FireTrapAnim04
  Events
    Time - Every 2.00 seconds of game time
  Conditions
  Actions
    Animation - Play the birth animation for all doodads of type YOf2 (doodadcode) within Region_012 <gen>
    Wait 0.20 seconds
    Trigger - Run FireTrapDamage04 <gen> (checking conditions)
    Wait 2.00 seconds
    Trigger - Turn off FireTrapDamage04 <gen>
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_012 <gen>
FireTrapDamage04
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (((Units in Region_012 <gen>) is empty) Not equal to True) then do (Play NightElfBuildingDeathSmall1 <gen> at 100% volume, located at (Center of Region_012 <gen>) with Z offset 0) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Region_012 <gen>) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00))
FireTrapSetUp05
  Events
    Map initialization
  Conditions
  Actions
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_014 <gen>
FireTrapAnim05
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Animation - Play the birth animation for all doodads of type YOf2 (doodadcode) within Region_014 <gen>
    Wait 0.20 seconds
    Trigger - Run FireTrapDamage05 <gen> (checking conditions)
    Wait 2.00 seconds
    Trigger - Turn off FireTrapDamage05 <gen>
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_014 <gen>
FireTrapDamage05
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (((Units in Region_014 <gen>) is empty) Not equal to True) then do (Play NightElfBuildingDeathSmall1 <gen> at 100% volume, located at (Center of Region_014 <gen>) with Z offset 0) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Region_014 <gen>) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00))
FireTrapSetUp06
  Events
    Map initialization
  Conditions
  Actions
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_013 <gen>
FireTrapAnim06
  Events
    Time - Every 2 seconds of game time
  Conditions
  Actions
    Animation - Play the birth animation for all doodads of type YOf2 (doodadcode) within Region_013 <gen>
    Wait 0.20 seconds
    Trigger - Run FireTrapDamage06 <gen> (checking conditions)
    Wait 2.00 seconds
    Trigger - Turn off FireTrapDamage06 <gen>
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_013 <gen>
FireTrapDamage06
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (((Units in Region_013 <gen>) is empty) Not equal to True) then do (Play NightElfBuildingDeathSmall1 <gen> at 100% volume, located at (Center of Region_013 <gen>) with Z offset 0) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Region_013 <gen>) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00))
FireTrapSetUp07
  Events
    Map initialization
  Conditions
  Actions
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_015 <gen>
FireTrapAnim07
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Animation - Play the birth animation for all doodads of type YOf2 (doodadcode) within Region_015 <gen>
    Wait 0.20 seconds
    Trigger - Run FireTrapDamage07 <gen> (checking conditions)
    Wait 2.00 seconds
    Trigger - Turn off FireTrapDamage07 <gen>
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_015 <gen>
FireTrapDamage07
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (((Units in Region_015 <gen>) is empty) Not equal to True) then do (Play NightElfBuildingDeathSmall1 <gen> at 100% volume, located at (Center of Region_015 <gen>) with Z offset 0) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Region_015 <gen>) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00))
FireTrapSetUp08
  Events
    Map initialization
  Conditions
  Actions
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_016 <gen>
FireTrapAnim08
  Events
    Time - Every 2.00 seconds of game time
  Conditions
  Actions
    Animation - Play the birth animation for all doodads of type YOf2 (doodadcode) within Region_016 <gen>
    Wait 0.20 seconds
    Trigger - Run FireTrapDamage08 <gen> (checking conditions)
    Wait 2.00 seconds
    Trigger - Turn off FireTrapDamage08 <gen>
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_016 <gen>
FireTrapDamage08
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (((Units in Region_016 <gen>) is empty) Not equal to True) then do (Play NightElfBuildingDeathSmall1 <gen> at 100% volume, located at (Center of Region_016 <gen>) with Z offset 0) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Region_016 <gen>) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00))
FireTrapSetUp09
  Events
    Map initialization
  Conditions
  Actions
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_017 <gen>
FireTrapAnim09
  Events
    Time - Every 2.00 seconds of game time
  Conditions
  Actions
    Animation - Play the birth animation for all doodads of type YOf2 (doodadcode) within Region_017 <gen>
    Wait 0.20 seconds
    Trigger - Run FireTrapDamage09 <gen> (checking conditions)
    Wait 2.00 seconds
    Trigger - Turn off FireTrapDamage09 <gen>
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_017 <gen>
FireTrapDamage09
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (((Units in Region_017 <gen>) is empty) Not equal to True) then do (Play NightElfBuildingDeathSmall1 <gen> at 100% volume, located at (Center of Region_017 <gen>) with Z offset 0) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Region_017 <gen>) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00))
FireTrapSetUp10
  Events
    Map initialization
  Conditions
  Actions
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_018 <gen>
FireTrapAnim10
  Events
    Time - Every 2.00 seconds of game time
  Conditions
  Actions
    Animation - Play the birth animation for all doodads of type YOf2 (doodadcode) within Region_018 <gen>
    Wait 0.20 seconds
    Trigger - Run FireTrapDamage10 <gen> (checking conditions)
    Wait 2.00 seconds
    Trigger - Turn off FireTrapDamage10 <gen>
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_018 <gen>
FireTrapDamage10
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (((Units in Region_018 <gen>) is empty) Not equal to True) then do (Play NightElfBuildingDeathSmall1 <gen> at 100% volume, located at (Center of Region_018 <gen>) with Z offset 0) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Region_018 <gen>) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00))
FireTrapSetUp11
  Events
    Map initialization
  Conditions
  Actions
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_019 <gen>
FireTrapAnim11
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Animation - Play the birth animation for all doodads of type YOf2 (doodadcode) within Region_019 <gen>
    Wait 0.20 seconds
    Trigger - Run FireTrapDamage11 <gen> (checking conditions)
    Wait 2.00 seconds
    Trigger - Turn off FireTrapDamage11 <gen>
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_019 <gen>
FireTrapDamage11
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (((Units in Region_019 <gen>) is empty) Not equal to True) then do (Play NightElfBuildingDeathSmall1 <gen> at 100% volume, located at (Center of Region_019 <gen>) with Z offset 0) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Region_019 <gen>) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00))
FireTrapSetUp12
  Events
    Map initialization
  Conditions
  Actions
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_020 <gen>
FireTrapAnim12
  Events
    Time - Every 2.00 seconds of game time
  Conditions
  Actions
    Animation - Play the birth animation for all doodads of type YOf2 (doodadcode) within Region_020 <gen>
    Wait 0.20 seconds
    Trigger - Run FireTrapDamage12 <gen> (checking conditions)
    Wait 2.00 seconds
    Trigger - Turn off FireTrapDamage12 <gen>
    Animation - Play the death animation for all doodads of type YOf2 (doodadcode) within Region_020 <gen>
FireTrapDamage12
  Events
    Time - Every 0.20 seconds of game time
  Conditions
  Actions
    If (((Units in Region_020 <gen>) is empty) Not equal to True) then do (Play NightElfBuildingDeathSmall1 <gen> at 100% volume, located at (Center of Region_020 <gen>) with Z offset 0) else do (Do nothing)
    Unit Group - Pick every unit in (Units in Region_020 <gen>) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 200.00))
HolySmite
  Events
    Unit - A unit owned by Player 1 (Red) Learns a skill
  Conditions
    (Learned Hero Skill) Equal to |c00FFFF00Holy Smite|r
  Actions
    Unit - Add Holy Smite to (Learning Hero)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of |c00FFFF00Holy Smite|r for (Learning Hero)) Equal to 1
      Then - Actions
        Unit - Set level of Holy Smite for (Learning Hero) to 1
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of |c00FFFF00Holy Smite|r for (Learning Hero)) Equal to 2
          Then - Actions
            Unit - Set level of Holy Smite for (Learning Hero) to 2
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of |c00FFFF00Holy Smite|r for (Learning Hero)) Equal to 3
              Then - Actions
                Unit - Set level of Holy Smite for (Learning Hero) to 3
              Else - Actions
NatureShot
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c0000FF00Nature Shot|r (Real)
  Actions
    Set NS_Caster = (Casting unit)
    Set NS_Target = (Target unit of ability being cast)
    Unit - Set life of NS_Caster to ((Life of NS_Caster) + ((Max life of NS_Caster) x 0.05))
    Unit - Cause NS_Caster to damage NS_Target, dealing ((Real((Agility of NS_Caster (Include bonuses)))) + (10.00 x (Real((Hero level of NS_Caster))))) damage of attack type Spells and damage type Normal
    Custom script: set udg_NS_Target = null
Holy Light
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c00FFFF00Holy Light|r (Real)
  Actions
    Set HL_Caster = (Casting unit)
    Set HL_Point = (Position of HL_Caster)
    Set HL_Group = (Units within 300.00 of HL_Point matching ((((Matching unit) belongs to an enemy of (Owner of HL_Caster)) Equal to True) and ((((Matching unit) is Magic Immune) Not equal to True) and (((Matching unit) is alive) Equal to True))))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of |c00FFFF00Holy Light|r (Real) for HL_Caster) Equal to 1
      Then - Actions
        Unit Group - Pick every unit in HL_Group and do (Actions)
          Loop - Actions
            Unit - Cause HL_Caster to damage (Picked unit), dealing 75.00 damage of attack type Spells and damage type Magic
            Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
            Special Effect - Destroy (Last created special effect)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of |c00FFFF00Holy Light|r (Real) for HL_Caster) Equal to 2
          Then - Actions
            Unit Group - Pick every unit in HL_Group and do (Actions)
              Loop - Actions
                Unit - Cause HL_Caster to damage (Picked unit), dealing 150.00 damage of attack type Spells and damage type Magic
                Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                Special Effect - Destroy (Last created special effect)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of |c00FFFF00Holy Light|r (Real) for HL_Caster) Equal to 3
              Then - Actions
                Unit Group - Pick every unit in HL_Group and do (Actions)
                  Loop - Actions
                    Unit - Cause HL_Caster to damage (Picked unit), dealing 225.00 damage of attack type Spells and damage type Magic
                    Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
                    Special Effect - Destroy (Last created special effect)
              Else - Actions
    Custom script: call RemoveLocation(udg_HL_Point)
    Custom script: call DestroyGroup (udg_HL_Group)
NatureHeal
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c0000FF00Nature Heal|r
  Actions
    Set NH_Caster = (Casting unit)
    Set NH_Point = (Position of NH_Caster)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of |c0000FF00Nature Heal|r for NH_Caster) Equal to 1
      Then - Actions
        Unit - Create 1 Dummy for (Owner of NH_Caster) at NH_Point facing Default building facing degrees
        Set DummyUnit = (Last created unit)
        Unit - Add a 1.50 second Generic expiration timer to DummyUnit
        Unit - Add Nature Heal (Real) to DummyUnit
        Unit - Set level of Nature Heal (Real) for DummyUnit to 1
        Unit - Order DummyUnit to Human Priest - Inner Fire NH_Caster
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of |c0000FF00Nature Heal|r for NH_Caster) Equal to 2
          Then - Actions
            Unit - Create 1 Dummy for (Owner of NH_Caster) at NH_Point facing Default building facing degrees
            Set DummyUnit = (Last created unit)
            Unit - Add a 1.50 second Generic expiration timer to DummyUnit
            Unit - Add Nature Heal (Real) to DummyUnit
            Unit - Set level of Nature Heal (Real) for DummyUnit to 2
            Unit - Order DummyUnit to Human Priest - Inner Fire NH_Caster
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of |c0000FF00Nature Heal|r for NH_Caster) Equal to 3
              Then - Actions
                Unit - Create 1 Dummy for (Owner of NH_Caster) at NH_Point facing Default building facing degrees
                Set DummyUnit = (Last created unit)
                Unit - Add a 1.50 second Generic expiration timer to DummyUnit
                Unit - Add Nature Heal (Real) to DummyUnit
                Unit - Set level of Nature Heal (Real) for DummyUnit to 3
                Unit - Order DummyUnit to Human Priest - Inner Fire NH_Caster
              Else - Actions
    Custom script: call RemoveLocation(udg_NH_Point)
BlindingShot
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c0000FF00Blinding Shot|r
  Actions
    Set Bl_Caster = (Casting unit)
    Set Bl_Target = (Target unit of ability being cast)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of |c0000FF00Blinding Shot|r for Bl_Caster) Equal to 1
      Then - Actions
        Unit - Cause Bl_Caster to damage Bl_Target, dealing 75.00 damage of attack type Spells and damage type Normal
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of |c0000FF00Blinding Shot|r for Bl_Caster) Equal to 2
          Then - Actions
            Unit - Cause Bl_Caster to damage Bl_Target, dealing 150.00 damage of attack type Spells and damage type Normal
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of |c0000FF00Blinding Shot|r for Bl_Caster) Equal to 3
              Then - Actions
                Unit - Cause Bl_Caster to damage Bl_Target, dealing 225.00 damage of attack type Spells and damage type Normal
              Else - Actions
    Custom script: set udg_Bl_Target = null
DeepFreezeAlly
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c006969FFDeep Freeze|r
    ((Target unit of ability being cast) belongs to an enemy of (Owner of (Casting unit))) Not equal to True
  Actions
    Set DF_Caster = (Casting unit)
    Set DF_Target = (Target unit of ability being cast)
    Set DF_TargetPoint = (Position of DF_Target)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of |c006969FFDeep Freeze|r for DF_Caster) Equal to 1
      Then - Actions
        Unit - Create 1 Dummy for (Owner of DF_Target) at DF_TargetPoint facing Default building facing degrees
        Set DummyUnit = (Last created unit)
        Unit - Add a 1.50 second Generic expiration timer to DummyUnit
        Unit - Add Deep Freeze (Heal) to DummyUnit
        Unit - Set level of Deep Freeze (Heal) for DummyUnit to 1
        Unit - Order DummyUnit to Night Elf Druid Of The Claw - Rejuvenation DF_Target
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of |c006969FFDeep Freeze|r for DF_Caster) Equal to 2
          Then - Actions
            Unit - Create 1 Dummy for (Owner of DF_Target) at DF_TargetPoint facing Default building facing degrees
            Set DummyUnit = (Last created unit)
            Unit - Add a 1.50 second Generic expiration timer to DummyUnit
            Unit - Add Deep Freeze (Heal) to DummyUnit
            Unit - Set level of Deep Freeze (Heal) for DummyUnit to 2
            Unit - Order DummyUnit to Night Elf Druid Of The Claw - Rejuvenation DF_Target
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of |c006969FFDeep Freeze|r for DF_Caster) Equal to 3
              Then - Actions
                Unit - Create 1 Dummy for (Owner of DF_Target) at DF_TargetPoint facing Default building facing degrees
                Set DummyUnit = (Last created unit)
                Unit - Add a 1.50 second Generic expiration timer to DummyUnit
                Unit - Add Deep Freeze (Heal) to DummyUnit
                Unit - Set level of Deep Freeze (Heal) for DummyUnit to 3
                Unit - Order DummyUnit to Night Elf Druid Of The Claw - Rejuvenation DF_Target
              Else - Actions
    Custom script: call RemoveLocation(udg_DF_TargetPoint)
    Custom script: set udg_DF_Target = null
DeepFreezeEnemy
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c006969FFDeep Freeze|r
    ((Target unit of ability being cast) belongs to an enemy of (Owner of (Casting unit))) Equal to True
  Actions
    Set DF_Caster = (Casting unit)
    Set DF_Target = (Target unit of ability being cast)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of |c006969FFDeep Freeze|r for DF_Caster) Equal to 1
      Then - Actions
        Unit - Cause DF_Caster to damage DF_Target, dealing 50.00 damage of attack type Spells and damage type Magic
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of |c006969FFDeep Freeze|r for DF_Caster) Equal to 2
          Then - Actions
            Unit - Cause DF_Caster to damage DF_Target, dealing 75.00 damage of attack type Spells and damage type Magic
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of |c006969FFDeep Freeze|r for DF_Caster) Equal to 3
              Then - Actions
                Unit - Cause DF_Caster to damage DF_Target, dealing 100.00 damage of attack type Spells and damage type Magic
              Else - Actions
    Custom script: set udg_DF_Target = null
Pyroblast
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c00FF7F00Pyroblast|r
  Actions
    Set PB_Caster = (Casting unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Level of |c00FF7F00Pyroblast|r for PB_Caster) Equal to 1
      Then - Actions
        Unit - Add Multi Blast to PB_Caster
        Unit - Set level of Multi Blast for PB_Caster to 1
        Countdown Timer - Start Timer as a One-shot timer that will expire in 0.60 seconds
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Level of |c00FF7F00Pyroblast|r for PB_Caster) Equal to 2
          Then - Actions
            Unit - Add Multi Blast to PB_Caster
            Unit - Set level of Multi Blast for PB_Caster to 2
            Countdown Timer - Start Timer as a One-shot timer that will expire in 0.60 seconds
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Level of |c00FF7F00Pyroblast|r for PB_Caster) Equal to 3
              Then - Actions
                Unit - Add Multi Blast to PB_Caster
                Unit - Set level of Multi Blast for PB_Caster to 3
                Countdown Timer - Start Timer as a One-shot timer that will expire in 0.60 seconds
              Else - Actions
PyroBlastOff
  Events
    Time - Timer expires
  Conditions
  Actions
    Unit - Remove Multi Blast from PB_Caster
FlamestrikeDamage
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c00FF7F00Flamestrike|r
  Actions
    Set FS_Caster = (Casting unit)
    Set FS_Target = (Target unit of ability being cast)
    Unit - Cause FS_Caster to damage FS_Target, dealing ((Real((Intelligence of FS_Caster (Include bonuses)))) + (10.00 x (Real((Hero level of FS_Caster))))) damage of attack type Spells and damage type Magic
    Custom script: set udg_FS_Target = null
SurgeOfLightDamage
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to |c00FFFF00Surge of Light|r
  Actions
    Set LR_Caster = (Casting unit)
    Set LR_Target = (Target unit of ability being cast)
    Unit - Cause LR_Caster to damage LR_Target, dealing ((Real((Strength of LR_Caster (Include bonuses)))) + (10.00 x (Real((Hero level of LR_Caster))))) damage of attack type Spells and damage type Normal
    Custom script: set udg_LR_Target = null
CreepsBounty01
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Triggering unit)) Equal to Neutral Hostile
  Actions
    Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Other\Transmute\PileofGold.mdl
    Special Effect - Destroy (Last created special effect)
    Set CreepsBounty = (Random integer number between 1 and 100)
    Set CreepLoc = (Position of (Triggering unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CreepsBounty Less than or equal to 10
      Then - Actions
        Item - Create Rune of Healing at CreepLoc
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            CreepsBounty Less than or equal to 20
          Then - Actions
            Item - Create Rune of Mana at CreepLoc
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                CreepsBounty Less than or equal to 30
              Then - Actions
                Item - Create Gold Coins at CreepLoc
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    CreepsBounty Less than or equal to 40
                  Then - Actions
                    Item - Create Tome of Experience at CreepLoc
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        CreepsBounty Less than or equal to 45
                      Then - Actions
                        Item - Create Rune of Healing at CreepLoc
                        Item - Create Rune of Mana at CreepLoc
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            CreepsBounty Less than or equal to 50
                          Then - Actions
                            Item - Create Rune of Healing at CreepLoc
                            Item - Create Gold Coins at CreepLoc
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                CreepsBounty Less than or equal to 55
                              Then - Actions
                                Item - Create Gold Coins at CreepLoc
                                Item - Create Rune of Mana at CreepLoc
                              Else - Actions
    Custom script: call RemoveLocation(udg_CreepLoc)
    Wait until ((Hero level of PickedHero) Greater than or equal to 10), checking every 1 seconds
    Trigger - Turn off (This trigger)
    Trigger - Turn on CreepsBounty02 <gen>
CreepsBounty02
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Triggering unit)) Equal to Neutral Hostile
  Actions
    Set CreepsBounty = (Random integer number between 1 and 100)
    Set CreepLoc = (Position of (Triggering unit))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CreepsBounty Less than or equal to 10
      Then - Actions
        Item - Create Rune of Healing at CreepLoc
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            CreepsBounty Less than or equal to 20
          Then - Actions
            Item - Create Rune of Mana at CreepLoc
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                CreepsBounty Less than or equal to 30
              Then - Actions
                Item - Create Gold Coins at CreepLoc
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    CreepsBounty Less than or equal to 35
                  Then - Actions
                    Item - Create Rune of Healing at CreepLoc
                    Item - Create Rune of Mana at CreepLoc
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        CreepsBounty Less than or equal to 40
                      Then - Actions
                        Item - Create Rune of Healing at CreepLoc
                        Item - Create Gold Coins at CreepLoc
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            CreepsBounty Less than or equal to 45
                          Then - Actions
                            Item - Create Gold Coins at CreepLoc
                            Item - Create Rune of Mana at CreepLoc
                          Else - Actions
    Custom script: call RemoveLocation(udg_CreepLoc)
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Set Respawn_Time = 100.00
    Unit Group - Pick every unit in (Units in (Playable map area) owned by Neutral Hostile) and do (Actions)
      Loop - Actions
        Set Temp_Integer = (Temp_Integer + 1)
        Unit - Set the custom value of (Picked unit) to Temp_Integer
        Set Creep_Point[Temp_Integer] = (Position of (Picked unit))
Respawn
  Events
    Unit - A unit Dies
  Conditions
    (Owner of (Triggering unit)) Equal to Neutral Hostile
    (Custom value of (Triggering unit)) Greater than 0
  Actions
    Custom script: local integer i = GetUnitTypeId(GetTriggerUnit())
    Custom script: local integer ii = GetUnitUserData(GetTriggerUnit())
    Wait Respawn_Time game-time seconds
    Custom script: call SetUnitUserData(CreateUnit(Player(12),i,GetLocationX(udg_Creep_Point[ii]),GetLocationY(udg_Creep_Point[ii]),270),ii)
Gate01Open
  Events
    Time - Every 2 seconds of game time
  Conditions
    (GateKey is in Region_003 <gen>) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Gate01Close <gen>
    Sound - Play GateOpen <gen> at 100% volume, located at (Position of Circle of Power 0024 <gen>) with Z offset 0
    Item - Remove GateKey
    Destructible - Open Demonic Gate 1836 <gen>
Gate01Close
  Events
    Unit - A unit comes within 300.00 of Circle of Power 0024 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    ((Triggering unit) has an item of type Gate Key) Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display The gate is locked! We need to find the key somewhere, fast!. Modify duration: Set to 3.00 seconds and Wait
    Quest - Display to (All players) the Simple Hint message: |cffffcc00HINT:|r The key is carried by a flying unit.
    Set GateEnable = "enable"
Gate01Key
  Events
    Unit - A unit comes within 300.00 of Circle of Power 0024 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    ((Triggering unit) has GateKey) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Quest - Display to (All players) the Simple Hint message: |cffffcc00HINT:|r Place the key into the Circle of Power.
FootSwitchOff
  Events
    Unit - A unit enters Region_011 <gen>
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play Switch <gen> at 100% volume, located at (Center of Region_011 <gen>) with Z offset 0
    Destructible - Kill Foot Switch 2140 <gen>
    Trigger - Turn off FireTrapAnim01 <gen>
    Trigger - Turn off FireTrapAnim02 <gen>
    Trigger - Turn off FireTrapAnim03 <gen>
    Trigger - Turn off FireTrapAnim04 <gen>
    Trigger - Turn off FireTrapAnim05 <gen>
    Trigger - Turn off FireTrapAnim06 <gen>
    Trigger - Turn off FireTrapAnim07 <gen>
    Trigger - Turn off FireTrapAnim08 <gen>
    Trigger - Turn off FireTrapAnim09 <gen>
    Trigger - Turn off FireTrapAnim10 <gen>
    Trigger - Turn off FireTrapAnim11 <gen>
    Trigger - Turn off FireTrapAnim12 <gen>
Gate02Open
  Events
    Destructible - Foot Switch 2140 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play GateOpen <gen> at 100% volume, located at (Center of Region_011 <gen>) with Z offset 0
    Destructible - Open Demonic Gate 2146 <gen>
    Destructible - Open Demonic Gate 3010 <gen>
Gate04Activate
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Activate
  Actions
    Trigger - Turn off (This trigger)
    Unit - Remove (Sold unit) from the game
    Sound - Play Lever <gen> at 100% volume, located at (Position of Statue 0075 <gen>) with Z offset 0
    Sound - Play GateOpen <gen> at 100% volume, located at (Position of Statue 0075 <gen>) with Z offset 0
    Destructible - Destroy Dungeon Gate 1776 <gen>
    Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display Who would dare.. Modify duration: Set to 3.00 seconds and Wait
Gate04Close
  Events
    Unit - A unit enters Region_028 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
    (Dungeon Gate 1776 <gen> is dead) Not equal to True
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display This gate is lock! We need to find a way to open it.. Modify duration: Subtract 4.00 seconds and Wait
    Wait 10.00 seconds
    Trigger - Run LeverTip <gen> (ignoring conditions)
HeroDied
  Events
    Unit - A unit owned by Player 1 (Red) Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    (Player 1 (Red) Current lumber) Greater than 0
  Actions
    Game - Display to (All players) for 3.00 seconds the text: |cffffcc00Your Hero will be revive after 10 seconds.|r
    Wait 3.00 seconds
    Player - Add -1 to Player 1 (Red) Current lumber
    Quest - Display to (All players) the Warning message: |c00FF0000WARNING:|r -1 life to your current life.
    Wait 10.00 game-time seconds
    Hero - Instantly revive PickedHero at (Player 1 (Red) start location), Show revival graphics
    Unit - Set mana of PickedHero to 100%
    Selection - Select PickedHero for Player 1 (Red)
Activate
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Activate (#3)
  Actions
    Sound - Play Lever <gen> at 100.00% volume, located at (Position of Statue 0177 <gen>) with Z offset 0
    Set Boolean[1] = True
    Trigger - Run ActivateComplete <gen> (ignoring conditions)
ActivateComplete
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Open Demonic Gate 1861 <gen>
    Sound - Play GateOpen <gen> at 100% volume, located at (Position of PickedHero) with Z offset 0
    Quest - Display to (All players) the Simple Hint message: |cffffcc00HINT:|r The door is now open.
    Cinematic - Ping minimap for (All players) at (Position of Demonic Gate 1861 <gen>) for 1 seconds
    Set Boolean[2] = True
GateHint01
  Events
    Unit - A unit enters Region_054 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    Boolean[1] Not equal to True
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display Damn! Another locked door!. Modify duration: Set to 4.00 seconds and Wait
    Quest - Display to (All players) the Simple Hint message: |cffffcc00HINT:|r To open the gate you need to find and activate the |cffffcc00"hidden"|r lever. The lever can't be see by a naked eye. |c007d7d7dYou must use a special item to see it, it is the only way.|r
    Trigger - Run GateHint02 <gen> (ignoring conditions)
GateHint02
  Events
  Conditions
  Actions
    Wait 30.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Boolean[1] Not equal to True
      Then - Actions
        Quest - Display to (All players) the Simple Hint message: |cffffcc00HINT:|r The |cffffcc00"hidden"|r lever is standing beside a sludge monster.
      Else - Actions
        Do nothing
Resurrection01
  Events
    Unit - A unit owned by Player 1 (Red) Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    (Player 1 (Red) Current lumber) Greater than 0
  Actions
    Player - Add -1 to Player 1 (Red) Current lumber
    Game - Display to (All players) for 3.00 seconds the text: |cffffcc00Your Hero will be revive after 10 seconds.|r
    Wait 3.00 seconds
    Quest - Display to (All players) the Warning message: |c00FF0000WARNING:|r -1 life to your current life.
    Wait 10.00 game-time seconds
    Hero - Instantly revive PickedHero at (Center of Region_039 <gen>), Show revival graphics
    Unit - Set mana of PickedHero to 100%
    Selection - Select PickedHero for Player 1 (Red)
Resurrection02
  Events
    Unit - A unit owned by Player 1 (Red) Dies
  Conditions
    ((Triggering unit) is A Hero) Equal to True
    (Player 1 (Red) Current lumber) Greater than 0
  Actions
    Player - Add -1 to Player 1 (Red) Current lumber
    Game - Display to (All players) for 3.00 seconds the text: |cffffcc00Your Hero will be revive after 10 seconds.|r
    Wait 3.00 seconds
    Quest - Display to (All players) the Warning message: |c00FF0000WARNING:|r -1 life to your current life.
    Wait 10.00 game-time seconds
    Hero - Instantly revive PickedHero at (Center of Region_059 <gen>), Show revival graphics
    Unit - Set mana of PickedHero to 100%
    Selection - Select PickedHero for Player 1 (Red)
VoidWalkerRaise
  Events
  Conditions
  Actions
    Special Effect - Create a special effect at (Center of Region_055 <gen>) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
    Unit - Create 1 Void Walker (Level 1) for Player 12 (Brown) at (Center of Region_055 <gen>) facing Default building facing degrees
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Center of Region_056 <gen>) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
    Unit - Create 1 Void Walker (Level 1) for Player 12 (Brown) at (Center of Region_056 <gen>) facing Default building facing degrees
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Center of Region_061 <gen>) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
    Unit - Create 1 Void Walker (Level 1) for Player 12 (Brown) at (Center of Region_061 <gen>) facing Default building facing degrees
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Center of Region_023 <gen>) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
    Unit - Create 1 Void Walker (Level 1) for Player 12 (Brown) at (Center of Region_023 <gen>) facing Default building facing degrees
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Center of Region_062 <gen>) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
    Unit - Create 1 Void Walker (Level 1) for Player 12 (Brown) at (Center of Region_062 <gen>) facing Default building facing degrees
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Center of Region_063 <gen>) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
    Unit - Create 1 Void Walker (Level 1) for Player 12 (Brown) at (Center of Region_063 <gen>) facing Default building facing degrees
    Special Effect - Destroy (Last created special effect)
    Wait 15.00 seconds
    Special Effect - Create a special effect at (Center of Region_055 <gen>) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
    Unit - Create 1 Void Walker (Level 1) for Player 12 (Brown) at (Center of Region_055 <gen>) facing Default building facing degrees
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Center of Region_056 <gen>) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
    Unit - Create 1 Void Walker (Level 1) for Player 12 (Brown) at (Center of Region_056 <gen>) facing Default building facing degrees
    Special Effect - Destroy (Last created special effect)
    Wait 12.00 seconds
    Special Effect - Create a special effect at (Center of Region_061 <gen>) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
    Unit - Create 1 Void Walker (Level 1) for Player 12 (Brown) at (Center of Region_061 <gen>) facing Default building facing degrees
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at (Center of Region_023 <gen>) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
    Unit - Create 1 Void Walker (Level 1) for Player 12 (Brown) at (Center of Region_023 <gen>) facing Default building facing degrees
    Special Effect - Destroy (Last created special effect)
    Wait 20.00 seconds
    Unit - Make Void Walker 0032 <gen> Vulnerable
    Unit - Unpause Void Walker 0032 <gen>
    Cinematic - Send transmission to (All players) from Void Walker 0032 <gen> named (Proper name of Void Walker 0032 <gen>): Play No sound and display Face me!. Modify duration: Set to 2.00 seconds and Wait
StrangeManMeet
  Events
    Unit - A unit enters StrangeMan <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    If (PaladinPicked Equal to True) then do (Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display A man? Here on a dungeon? What are you doing here?. Modify duration: Set to 6.00 seconds and Wait) else do (Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display A man? I thought there are no humans here besides me and the pirates. How did yo-- . Modify duration: Set to 6.00 seconds and Wait)
    Cinematic - Send transmission to (All players) from Strange Man 0030 <gen> named Strange Man: Play No sound and display I don't answer questions. Just buy or leave.. Modify duration: Set to 3.00 seconds and Wait
StrangeManLeave
  Events
    Unit - A unit leaves StrangeMan <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Clear the screen of text messages for (All players)
    Cinematic - Send transmission to (All players) from Strange Man 0030 <gen> named Strange Man: Play No sound and display You must get out here while you still can!. Modify duration: Set to 4.00 seconds and Wait
    If (PaladinPicked Equal to True) then do (Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display That man is strange and suspicious!. Modify duration: Set to 6.00 seconds and Wait) else do (Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display That guy gives me the creeps.. Modify duration: Add 0 seconds and Wait)
SpecialBat
  Events
    Unit - Bat 0000 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Item - Create Gate Key at (Position of (Dying unit))
    Set GateKey = (Last created item)
GateKey
  Events
    Time - Every 2 seconds of game time
  Conditions
    (GateKey is owned) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        GateEnable Equal to "enable"
      Then - Actions
        Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display This should be the key.. Modify duration: Set to 3.00 seconds and Wait
      Else - Actions
        Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display A key! This could prove useful to me.. Modify duration: Set to 4.00 seconds and Wait
LeverTip
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Quest - Display to (All players) the Simple Hint message: |cffffcc00TIP:|r Sometimes doodads are not just doodads at all. They may seal some secrets. Observe carefully.
TrapTip
  Events
    Unit - A unit enters Region_059 <gen>
  Conditions
    ((Triggering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Quest - Display to (All players) the Hint message: |cffffcc00NOTICE:|r Traps are still active in this place. Be wary of the paths you choose.
    Wait 6.00 seconds
    Quest - Display to (All players) the Simple Hint message: |cffffcc00TIP:|r Try to obeserve the path first before rushing into it. Those bloody marks may contain something.
    Trigger - Turn off Resurrection01 <gen>
    Trigger - Turn on Resurrection02 <gen>
CameraLock
  Events
    Time - Every 0.01 seconds of game time
  Conditions
  Actions
    Camera - Lock camera target for Player 1 (Red) to PickedHero, offset by (0, 0) using Default rotation
FireTrapHint
  Events
    Unit - A unit enters Region_060 <gen>
  Conditions
    (Void Walker 0032 <gen> is dead) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Quest - Display to (All players) the Simple Hint message: |cffffcc00TIP:|r Fire can damage you heavily. Find some |cffffcc00"safe spots"|r to rest your Hero a bit.
Warning
  Events
    Destructible - ForceWall 2497 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 6.00 seconds
    Quest - Display to (All players) the Simple Hint message: |cffffcc00NOTICE:|r Be careful, sometimes traps are unexpectable.
    Wait 3.00 seconds
    Quest - Display to (All players) the Simple Hint message: |cffffcc00HINT:|r Spike Traps can deal massive damage to you.
VoidDefeat
  Events
    Unit - Void Walker 0032 <gen> Dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Sound - Stop PowerOfDarkness <gen> After fading
    Cinematic - Send transmission to (All players) from Void Walker 0032 <gen> named (Proper name of Void Walker 0032 <gen>): Play No sound and display Impossible!. Modify duration: Set to 2.00 seconds and Wait
    If (PaladinPicked Equal to True) then do (Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display Is that all you got?. Modify duration: Set to 3.00 seconds and Wait) else do (Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display Nice try, Monster!. Modify duration: Set to 3.00 seconds and Wait)
    Destructible - Open Demonic Gate 1786 <gen>
    Quest - Display to (All players) the Simple Hint message: |cffffcc00HINT:|r The door is now open.
VoidMeet
  Events
    Unit - A unit enters Region_039 <gen>
  Conditions
    ((Entering unit) is A Hero) Equal to True
    Boolean[2] Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off CameraLock <gen>
    Trigger - Turn off HeroDied <gen>
    Trigger - Turn on Resurrection01 <gen>
    Sound - Play PowerOfDarkness <gen>
    Cinematic - Disable user control for (All players)
    Cinematic - Turn on letterbox mode (hide interface) for (All players): fade out over 2 seconds
    Unit - Order PickedHero to Move To (Center of Region_040 <gen>)
    Wait until ((Region_040 <gen> contains PickedHero) Equal to True), checking every 1 seconds
    Unit - Make PickedHero face Void Walker 0032 <gen> over 0 seconds
    Unit - Pause all units
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Position of Void Walker 0032 <gen>) to a radius of 750.00
    Set Visibility = (Last created visibility modifier)
    Camera - Apply gg_cam_Camera_009 for Player 1 (Red) over 8.00 seconds
    Wait 8.00 seconds
    Cinematic - Send transmission to (All players) from Void Walker 0032 <gen> named (Proper name of Void Walker 0032 <gen>): Play No sound and display Foolish mortal! Your presence here is a big mistake!. Modify duration: Set to 4.00 seconds and Wait
    If (PaladinPicked Equal to True) then do (Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display I'm not afraid of you, Shadow spawn!. Modify duration: Set to 3.00 seconds and Wait) else do (Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display Monster! I'll bring you down, I'm not afraid of you!. Modify duration: Set to 3.00 seconds and Wait)
    Sound - Play GateEpicBash <gen> at 100% volume, located at (Position of PickedHero) with Z offset 0
    Destructible - Close Demonic Gate 1861 <gen>
    Cinematic - Send transmission to (All players) from Void Walker 0032 <gen> named (Proper name of Void Walker 0032 <gen>): Play No sound and display Come then mortal and we shall see!. Modify duration: Set to 3.00 seconds and Wait
    Visibility - Destroy Visibility
    Camera - Lock camera target for Player 1 (Red) to PickedHero, offset by (0, 0) using Default rotation
    Trigger - Turn on CameraLock <gen>
    Cinematic - Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds
    Cinematic - Enable user control for (All players)
    Unit - Unpause all units
    Unit Group - Pick every unit in (Units owned by Player 12 (Brown)) and do (Make (Picked unit) Vulnerable)
    Wait 3.00 seconds
    Item - Create Rune of Mana at (Random point in Rune01 <gen>)
    Item - Create Rune of Healing at (Random point in Rune02 <gen>)
    Trigger - Turn on RuneSpawn <gen>
    Quest - Display to (All players) the Simple Hint message: |cffffcc00HINT:|r Runes will spawn every 15 seconds in the room.
VoidTaunt
  Events
    Unit - Void Walker 0032 <gen>'s life becomes Less than or equal to 750.00
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from Void Walker 0032 <gen> named (Proper name of Void Walker 0032 <gen>): Play No sound and display Come on, you think you can beat me?. Modify duration: Set to 5.00 seconds and Wait
    Unit - Make Void Walker 0032 <gen> Invulnerable
    Unit - Pause Void Walker 0032 <gen>
    Special Effect - Create a special effect at (Center of MonsterPoint <gen>) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
    Special Effect - Destroy (Last created special effect)
    Unit - Move Void Walker 0032 <gen> instantly to (Center of MonsterPoint <gen>), facing (Position of PickedHero)
    Trigger - Run VoidWalkerRaise <gen> (ignoring conditions)
MonsterRaise
  Events
  Conditions
  Actions
    Set Randomness[2] = (Random integer number between 1 and 100)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Randomness[2] Less than or equal to 20
      Then - Actions
        Special Effect - Create a special effect at (Center of Region_047 <gen>) using Abilities\Spells\Undead\Possession\PossessionMissile.mdl
        Unit - Create 1 Ghost for Neutral Hostile at (Center of Region_047 <gen>) facing 275.00 degrees
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at (Center of Region_048 <gen>) using Abilities\Spells\Undead\Possession\PossessionMissile.mdl
        Unit - Create 1 Ghost for Neutral Hostile at (Center of Region_048 <gen>) facing 275.00 degrees
        Special Effect - Destroy (Last created special effect)
        Skip remaining actions
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Randomness[2] Less than or equal to 40
          Then - Actions
            Special Effect - Create a special effect at (Center of Region_047 <gen>) using Abilities\Spells\Undead\RaiseSkeletonWarrior\RaiseSkeleton.mdl
            Unit - Create 1 Burning Archer for Neutral Hostile at (Center of Region_047 <gen>) facing 275.00 degrees
            Special Effect - Destroy (Last created special effect)
            Special Effect - Create a special effect at (Center of Region_048 <gen>) using Abilities\Spells\Undead\RaiseSkeletonWarrior\RaiseSkeleton.mdl
            Unit - Create 1 Burning Archer for Neutral Hostile at (Center of Region_048 <gen>) facing 275.00 degrees
            Special Effect - Destroy (Last created special effect)
            Skip remaining actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Randomness[2] Less than or equal to 60
              Then - Actions
                Special Effect - Create a special effect at (Center of Region_047 <gen>) using Abilities\Spells\Other\Doom\DoomDeath.mdl
                Unit - Create 1 Lava Spawn (Level 2) for Neutral Hostile at (Center of Region_047 <gen>) facing 275.00 degrees
                Special Effect - Destroy (Last created special effect)
                Special Effect - Create a special effect at (Center of Region_048 <gen>) using Abilities\Spells\Other\Doom\DoomDeath.mdl
                Unit - Create 1 Lava Spawn (Level 2) for Neutral Hostile at (Center of Region_048 <gen>) facing 275.00 degrees
                Special Effect - Destroy (Last created special effect)
                Skip remaining actions
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Randomness[2] Less than or equal to 80
                  Then - Actions
                    Special Effect - Create a special effect at (Center of Region_047 <gen>) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
                    Unit - Create 1 Sludge Flinger for Neutral Hostile at (Center of Region_047 <gen>) facing 275.00 degrees
                    Special Effect - Destroy (Last created special effect)
                    Special Effect - Create a special effect at (Center of Region_048 <gen>) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
                    Unit - Create 1 Sludge Flinger for Neutral Hostile at (Center of Region_048 <gen>) facing 275.00 degrees
                    Special Effect - Destroy (Last created special effect)
                    Skip remaining actions
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Randomness[2] Less than or equal to 100
                      Then - Actions
                        Special Effect - Create a special effect at (Center of Region_047 <gen>) using Abilities\Spells\Other\Charm\CharmTarget.mdl
                        Unit - Create 1 Fire Revenant for Neutral Hostile at (Center of Region_047 <gen>) facing 275.00 degrees
                        Special Effect - Destroy (Last created special effect)
                        Special Effect - Create a special effect at (Center of Region_048 <gen>) using Abilities\Spells\Other\Charm\CharmTarget.mdl
                        Unit - Create 1 Fire Revenant for Neutral Hostile at (Center of Region_048 <gen>) facing 275.00 degrees
                        Special Effect - Destroy (Last created special effect)
                        Skip remaining actions
                      Else - Actions
BansheeSpeak
  Events
    Unit - Wraith 0138 <gen> Is attacked
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Cinematic - Send transmission to (All players) from Wraith 0138 <gen> named Wraith: Play No sound and display Turn back, mortal! You must not reach the chamber.. Modify duration: Set to 4.00 seconds and Wait
    Cinematic - Send transmission to (All players) from PickedHero named (Proper name of PickedHero): Play No sound and display Still trying to protect the treasure from me?. Modify duration: Set to 4.00 seconds and Wait
    Wait until ((Wraith 0138 <gen> is dead) Equal to True), checking every 1 seconds
    Cinematic - Send transmission to (All players) from Wraith 0138 <gen> named Wraith: Play No sound and display No. Trying to protect you... Modify duration: Set to 3.00 seconds and Wait
RuneSpawn
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Item - Create Rune of Healing at (Random point in Rune01 <gen>)
    Item - Create Rune of Mana at (Random point in Rune02 <gen>)
    Wait until ((Void Walker 0032 <gen> is dead) Equal to True), checking every 1 seconds
    Trigger - Turn off (This trigger)
GameHint
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Quest - Display to (All players) the Hint message: |cffffcc00HINT:|r You must be observant, fast and patient these are some keys to victory. Goodluck, Hero!
    Wait 4.00 game-time seconds
    Set CameraOut = True
    Game - Display to (All players) for 5.00 seconds the text: |cffffcc00TIP:|r To observe your enemies type "|cffffcc00Observe In|r". More information can be found inside the |cffffcc00Game Info Tab|r.
IntoMusic
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play HumanX1 <gen>
Defeat
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Pause all units
    If ((Player 1 (Red) Current lumber) Less than or equal to 0) then do (Display to (All players) the Quest Failed message: |cffffcc00MISSION FAILED:|r Your life is out.) else do (Display to (All players) the Quest Failed message: |cffffcc00MISSION FAILED:|rA pirate already got into the |cffffcc00Treasure Chamber|r before you.)
    Wait 5.00 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat!
LifeHint
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Quest - Display to (All players) the Simple Hint message: |cffffcc00NOTICE:|r You have 5 lives, if it hits 0 you'll lose the game.
    Wait 5.00 seconds
    Cinematic - Clear the screen of text messages for (All players)
    Trigger - Run GameHint <gen> (ignoring conditions)
NoMoreLives
  Events
    Time - Every 2 seconds of game time
  Conditions
    (Player 1 (Red) Current lumber) Less than or equal to 0
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run Defeat <gen> (ignoring conditions)
Victory
  Events
    Unit - A unit enters CordanaFinish <gen>
  Conditions
    (War Golem 0174 <gen> is dead) Equal to True
    (War Golem 0173 <gen> is dead) Equal to True
    (Owner of (Entering unit)) Equal to Player 1 (Red)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off CameraLock <gen>
    Quest - Display to (All players) the Quest Completed message: |cffffcc00MAIN QUEST COMPLETED|rTreasure Hunt
    Wait 4.00 seconds
    Trigger - Turn off Destination <gen>
    Trigger - Turn off AIPlayerDied <gen>
    Trigger - Run EndingCine <gen> (ignoring conditions)
LevelUp
  Events
    Unit - A unit owned by Player 1 (Red) Gains a level
  Conditions
  Actions
    Unit - Set life of (Leveling Hero) to 100%
    Unit - Set mana of (Leveling Hero) to 100%
Entering
  Events
    Unit - A unit enters TreasureChamber <gen>
  Conditions
    ((Entering unit) is A Hero) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Owner of (Entering unit)) Equal to Player 2 (Blue)
      Then - Actions
        Cinematic - Ping minimap for (All players) at (Position of (Entering unit)) for 3.00 seconds, using a Simple ping of color (10.00%, 10.00%, 100%)
        Game - Display to (All players) for 7.00 seconds the text: (color[1] + ((Proper name of (Entering unit)) + (|r + ( of the + (color[1] + ((Name of (Owner of (Entering unit))) + (|r + is now entering the |cffffcc00Treasure Chamber|r.)))))))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Entering unit)) Equal to Player 3 (Teal)
          Then - Actions
            Cinematic - Ping minimap for (All players) at (Position of (Entering unit)) for 3.00 seconds, using a Simple ping of color (10.00%, 60.00%, 100%)
            Game - Display to (All players) for 7.00 seconds the text: (color[2] + ((Proper name of (Entering unit)) + (|r + ( of the + (color[2] + ((Name of (Owner of (Entering unit))) + (|r + is now entering the |cffffcc00Treasure Chamber|r.)))))))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of (Entering unit)) Equal to Player 4 (Purple)
              Then - Actions
                Cinematic - Ping minimap for (All players) at (Position of (Entering unit)) for 3.00 seconds, using a Simple ping of color (60.00%, 10.00%, 100%)
                Game - Display to (All players) for 7.00 seconds the text: (color[3] + ((Proper name of (Entering unit)) + (|r + ( of the + (color[3] + ((Name of (Owner of (Entering unit))) + (|r + is now entering the |cffffcc00Treasure Chamber|r.)))))))
              Else - Actions
                Do nothing
TreasureChamber
  Events
    Unit - A unit enters FinishLine <gen>
  Conditions
    ((Entering unit) is A Hero) Equal to True
    (War Golem 0171 <gen> is dead) Equal to True
    (War Golem 0172 <gen> is dead) Equal to True
    Or - Any (Conditions) are true
      Conditions
        (Owner of (Entering unit)) Equal to Player 2 (Blue)
        (Owner of (Entering unit)) Equal to Player 3 (Teal)
        (Owner of (Entering unit)) Equal to Player 4 (Purple)
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Run Defeat <gen> (checking conditions)
RandomRiddle
  Events
    Unit - A unit Sells a unit
  Conditions
    (Unit-type of (Sold unit)) Equal to Take a Riddle
  Actions
    Trigger - Turn off (This trigger)
    Set Randomness[1] = (Random integer number between 1 and 10)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Randomness[1] Equal to 1
      Then - Actions
        Trigger - Run Riddle01Start <gen> (checking conditions)
        Skip remaining actions
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Randomness[1] Equal to 2
          Then - Actions
            Trigger - Run Riddle02Start <gen> (checking conditions)
            Skip remaining actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                Randomness[1] Equal to 3
              Then - Actions
                Trigger - Run Riddle03Start <gen> (checking conditions)
                Skip remaining actions
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    Randomness[1] Equal to 4
                  Then - Actions
                    Trigger - Run Riddle04Start <gen> (checking conditions)
                    Skip remaining actions
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        Randomness[1] Equal to 5
                      Then - Actions
                        Trigger - Run Riddle05Start <gen> (checking conditions)
                        Skip remaining actions
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            Randomness[1] Equal to 6
                          Then - Actions
                            Trigger - Run Riddle06Start <gen> (checking conditions)
                            Skip remaining actions
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                Randomness[1] Equal to 7
                              Then - Actions
                                Trigger - Run Riddle07Start <gen> (checking conditions)
                                Skip remaining actions
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    Randomness[1] Equal to 8
                                  Then - Actions
                                    Trigger - Run Riddle08Start <gen> (checking conditions)
                                    Skip remaining actions
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        Randomness[1] Equal to 9
                                      Then - Actions
                                        Trigger - Run Riddle09Start <gen> (checking conditions)
                                        Skip remaining actions
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            Randomness[1] Equal to 10
                                          Then - Actions
                                            Trigger - Run Riddle10Start <gen> (checking conditions)
                                            Skip remaining actions