1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Find your way through the deepest dungeon in the 18th Mini Mapping Contest Poll.
    Dismiss Notice
  3. A brave new world lies beyond the seven seas. Join the 34th Modeling Contest today!
    Dismiss Notice
  4. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
Hive 3 Remoosed BETA - NOW LIVE. Go check it out at BETA Hive Workshop! Post your feedback in this new forum BETA Feedback.
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

Tyr's Apprentice.w3x
Variables
Main
v1.5
Credits
Initialization
Defeat
CameraHightSystem
CameraHightSystem
CameraAngleSystem
CameraAngleSystem
Beginning Cinematic
Beginning Motion
Beginning Secondary Motion
Beginning Skip
Quests Required
Papers
Papers Bortak 1
Papers Bortak Chicken
Papers Bortak 2
Papers Koltrund
Papers Koltrund Fight
Wolf Pelt
Wolf Pelt Attack
Wolf Pelt Acquire
Unpleasant Deal
Unpleasant Deal Hogart
Unpleasant Deal Fight
Unpleasant Deal Drop
Unpleasant Deal Acquire
Unexpected Visit
Unexpected Visit Oghard
Unexpected Visit Permission
Behind the Walls
Behind the Walls Enter
Behind the Walls Chief
Behind the Walls Altilery Strike
The Greatest Challange
The Greatest Challange Return
Mice in a Labyrinth
In Sight of Magic
Ending
Quests Optional
Cave Beasts
Cave Beasts Acquire
Cave Beasts Drop
Cave Beasts Pawn
Cave Beasts Complete
Cave Beasts FailTrans
A Tail of a Wofl
A Tail of Wolf Provoke
A Tail of a Wolf Acquire
A Tail of a Wofl Complete
Abilities
Defend Activate
Defend Deactivate
Defend Effect
Combat
Fierceful Charge Knockback
Freezing Strike Knockback
Throw Knife
Rage
Pushback Knockback
Items
Weapon Drop
Weapon 1
Weapon 2
Weapon 3
Weapon 4
Weapon 5
Gear 1
Gear 2
Gear 3
Gear 4
Gear 5
Amulet 1
Amulet 2
Amulet 3
Amulet 4
Amulet 5
Training
Belt Acquire
Belt Lose
ETC
Crate
Camera Change 1
Camera Change 2
Striking
Left Tent
Right Tent
Tent Collapse
Gates Death
Order
Ally Force
Demolisher Collapse
Deserter
Deserter 2
Range
Teleport To
Teleport Out
Rush
Protector Death
Protector Abilities
Dictionary
Skeletons
Skeletons in Palace
Spirit
Pushback
Pushback Close
Attacked
Patrol
Phase 2 SetUp
Phase 2
Phase 3n4 SetUp
Phase 3
Phase 4
Launch
Knockback System
Cast A Knockback
Get Knockback
Charge System
Charge start
Charge loop
    //-----------------    
    //GLOBAL FUNCTIONS:
    //-----------------
            
    function SwitchCamera takes integer CameraNumber returns nothing
        local real CameraFieldOfView
        local real CameraFarZ
        if (CameraNumber == 0) then //Deactivated
            set udg_PlayerEvent = "Deactivated"
            return
        elseif (CameraNumber == 1) then //Player
            set udg_CameraAngle = 341.12
            set udg_CameraDistance = 200.00
            set udg_CameraHightOffset = 75.00
            set CameraFieldOfView = 500.00
            set CameraFarZ = 5000.00
        elseif (CameraNumber == 2) then //Player 2
            set udg_CameraAngle = 328.12
            set udg_CameraDistance = 700.00
            set udg_CameraHightOffset = 200.00
            set CameraFieldOfView = 2000.00
            set CameraFarZ = 5000.00
        elseif (CameraNumber == 3) then //Player Charge
            set udg_CameraAngle = 328.12
            set udg_CameraDistance = 350.00
            set udg_CameraHightOffset = 100.00
            set CameraFieldOfView = 750.00
            set CameraFarZ = 5000.00
        elseif (CameraNumber == 4) then //Player Labyrinth
            set udg_CameraAngle = 334.84
            set udg_CameraDistance = 120.00
            set udg_CameraHightOffset = 100.00
            set CameraFieldOfView = 500.00
            set CameraFarZ = 7320.50
        elseif (CameraNumber == 5) then //Player Final
            set udg_CameraAngle = 341.12
            set udg_CameraDistance = 200.00
            set udg_CameraHightOffset = 75.00
            set CameraFieldOfView = 500.00
            set CameraFarZ = 5000.00
        else
            call DisplayTextToPlayer(Player(3 - 1), 0, 0, "ERROR: Wrong camera switch usage")
            return
        endif
        set udg_Hero = udg_Hero
        if (GetLocalPlayer() == Player(3 - 1)) then
            // Use only local code (no net traffic) within this block to avoid desyncs.
            call SetCameraTargetController(udg_Hero, 0, 0, true)
            call SetCameraField(CAMERA_FIELD_ROTATION, GetUnitFacing(udg_Hero), 0.25)
            call SetCameraField(CAMERA_FIELD_TARGET_DISTANCE, udg_CameraDistance, 0.25)
            call SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK, udg_CameraAngle, 0.25)
            call SetCameraField(CAMERA_FIELD_ZOFFSET, udg_CameraHightOffset, 0.25)
            call SetCameraField(CAMERA_FIELD_FARZ, CameraFarZ, 0.25)
            call SetCameraField(CAMERA_FIELD_FIELD_OF_VIEW, CameraFieldOfView, 0.25)
        endif
        set udg_PlayerEvent = "Normal"
    endfunction
Name Type Is Array Initial Value
AngleCorrectionValue real No 75.00
AngleOfAttackAdjustmentValue real No 0.35
Armless boolean No
BlockOn boolean No
Breakthrough boolean No
CameraAngle real No
CameraDistance real No
CameraHightOffset real No
CaveQ quest No
ChangingRate real No 4.00
CinematicSkipped boolean No
EternalFire effect No
HashTable hashtable No
Hero unit No
KB_Angle real Yes
KB_Casters unit Yes
KB_CountBuffs integer No
KB_DestroyTrees boolean Yes
KB_EffectCounter integer Yes
KB_EffectCounter2 integer Yes
KB_Effects_1 string Yes
KB_Effects_2 string Yes
KB_GeneralIntegers integervar Yes
KB_KnockbackedUnits group No
KB_Levels integer Yes
KB_MaxDistance real Yes
KB_ReachedDistance real Yes
KB_ReducedReal real No
KB_ReduceSpeedReal real Yes
KB_SpecificSpeed real Yes
KB_StartPositions location Yes
KB_TempPoint location Yes
KB_TempReal real No
KB_TotalKnockUnits integer No
KB_Units unit Yes
KBA_Caster unit No
KBA_DestroyTrees boolean No
KBA_DistancePerLevel real No
KBA_Level integer No
KBA_SpecialEffects string Yes
KBA_Speed real No
KBA_StartingPosition location No
KBA_TargetUnit unit No
PlayerEvent string No
Points location Yes
QTaken boolean No
Raged boolean No
RequiredQuest quest No
Spirit unit No
SpiritDead boolean No
TimerFrequency_CAS real No 0.04
TimerFrequency_CHS real No 0.10
TrainFiercefulCharge boolean No
TrainSpinningStrike boolean No
UnitGroup group No
Weapon boolean No
Weapon1 boolean No
Weapon2 boolean No
Weapon3 boolean No
Weapon4 boolean No
Weapon5 boolean No
WolfTailQ quest No
zEternalFire unit No
v1.5

Cinematic skip issue while playing have been fixed
Quest Cave Beasts quest have been slightly improved
Some transmissions have been sligthty changed to better
The Hiveworkshop Models / Icons:

Kitabatake
DerReaper2
Sunchips
chilla_killa
ikillforeyou
CRAZYRUSSIAN
antihero
AbstractCreativity
Palaslayer
lelyanra
HappyTauren
SkriK
viiva
Mobilize
GooS
-Berz-
Forgotten_Warlord
Skipper
perfjert
ZIR
eubz
-SkatinG_CoW-
EvilCrizpy
JetFangInferno
Vermillion Edict
inhuman89
!!GORO!!
NFWar
Mr.Goblin
PeeKay
Amigurumi
Thrikodius
PrMosquito
kola
BlackRockClan
Devine
KelThuzad
Horn
Gottfrei
Dionesiist
Deolrin
Draknyte1
Chriz.
Kuhneghetz
darkdeathknight
Chaosfury
Tranquil
wojia10502
GreyArchon
Pyramidhe@d
paladinjst
ratamahatta
DonDustin
Daelin
Marcos DAB
-=Emergenzy=-
Sellenisko
hellblazer-14
-Grendel
Weep
Pyritie

UI Ice: CRAZYRUSSIAN

Special thanks to:
eubz for his snowy grass model made by request
Spartipilo for the loading screen he made
MassiveMaster for jass-like camera improvements

Knockback System: Paladon
Charge System: Zanekok

Music: Loki - Heroes of Mythology

Sounds: From all over the internet

Voice: by APproject
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Trigger - Run Beginning_Motion <gen> (ignoring conditions)
    Environment - Set sky to Lordaeron Winter Sky
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Entire map)
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across (Entire map)
    Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across (Entire map)
    Sound - Clear the music list
    Sound - Stop music Immediately
    Game - Set the time of day to 12
    Game - Turn the day/night cycle Off
    Set VariableSet Hero = Nordic Warrior 0003 <gen>
    Set VariableSet Armless = True
    Set VariableSet BlockOn = False
    Unit - Order Glacier Horn Villager 0009 <gen> to Patrol To.(Center of Patrol_Copy_2 <gen>)
    Unit - Order Glacier Horn Villager 0015 <gen> to Patrol To.(Center of Patrol_Copy <gen>)
    Unit - Order Glacier Horn Villager 0002 <gen> to Patrol To.(Center of Patrol <gen>)
    Unit - Add Wander (Neutral) to Chicken 0054 <gen>
    Unit - Add Wander (Neutral) to Chicken 0033 <gen>
    Unit - Add Wander (Neutral) to Chicken 0034 <gen>
    Unit - Order Warpost Villager 0065 <gen> to Patrol To.(Center of Patrol_Copy_3 <gen>)
    Unit - Order Warpost Villager 0064 <gen> to Patrol To.(Center of Patrol_Copy_4 <gen>)
    Hashtable - Create a hashtable
    Set VariableSet HashTable = (Last created hashtable)
    Destructible - Make Nordic Gate 1336 <gen> Invulnerable
    Destructible - Make Nordic Gate 1344 <gen> Invulnerable
    Unit - Set Demolisher 0069 <gen> movement speed to 0.00
    Unit - Change ownership of Demolisher 0069 <gen> to Neutral Passive and Retain color
    Unit - Add Invulnerable (Neutral) to Demolisher 0069 <gen>
    Unit Group - Pick every unit in (Units in Region_041 <gen>) and do (Add Wander (Neutral) to (Picked unit))
    Unit - Create 1 Locust Eternal for Neutral Passive at (Center of Region_047 <gen>) facing (Center of Region_046 <gen>)
    Set VariableSet zEternalFire = (Last created unit)
    Unit - Set Sorcerer 0125 <gen> movement speed to 1.00
    Unit - Pause Dum 0137 <gen>
Defeat
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Dying unit) Equal to Nordic Warrior 0003 <gen>
        (Dying unit) Equal to Chieftain Norgh 0055 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Wait 4.00 seconds
    If ((Dying unit) Equal to Nordic Warrior 0003 <gen>) then do (Defeat Player 3 (Teal) with the message: Einarr has fallen!) else do (Do nothing)
    If ((Dying unit) Equal to Chieftain Norgh 0055 <gen>) then do (Defeat Player 3 (Teal) with the message: Norgh has fallen!) else do (Do nothing)
    //---------------------
    //EVENT-TRIGGERED PART:
    //---------------------
   
    function CameraHightAdjustment takes nothing returns nothing
        local location PointTemp1
        if (udg_PlayerEvent == "Normal") then
            set PointTemp1 = GetUnitLoc(udg_Hero)
            if (GetLocalPlayer() == Player(3 - 1)) then
                // Use only local code (no net traffic) within this block to avoid desyncs.
                call SetCameraField(CAMERA_FIELD_ZOFFSET, GetCameraField(CAMERA_FIELD_ZOFFSET) + GetLocationZ(PointTemp1) + udg_CameraHightOffset - GetCameraTargetPositionZ(), udg_TimerFrequency_CHS)
            endif
            call RemoveLocation(PointTemp1)
        endif
        //Anti-Memory-Leak:
        set PointTemp1 = null
    endfunction

//===========================================================================
function InitTrig_CameraHightSystem takes nothing returns nothing
    set gg_trg_CameraHightSystem = CreateTrigger()
    //Triggers:
    call TriggerRegisterTimerEvent(gg_trg_CameraHightSystem, udg_TimerFrequency_CHS, true)
    //Actions:
    call TriggerAddAction(gg_trg_CameraHightSystem, function CameraHightAdjustment)
endfunction
    //---------------------
    //EVENT TRIGGERED PART:
    //---------------------
   
    function AngleAdjustment takes nothing returns nothing
        local location LocationTemp1
        local location LocationTemp2
        local real RealTemp1
        local real RealTemp2
        local real RealTemp3
        if (udg_PlayerEvent == "Normal") then
            call SetCameraField(CAMERA_FIELD_ROTATION, GetUnitFacing(udg_Hero), 0.10)
            //Camera angle correction:
            set RealTemp1 = GetUnitFacing(udg_Hero)
            if (RealTemp1 <= 270.00 and RealTemp1 >= 90.00) then
                set RealTemp1 = 270.00 - RealTemp1
            elseif (RealTemp1 >= 270.00 and RealTemp1 <= 360.00) then
                set RealTemp1 = RealTemp1 - 270.00
            elseif (RealTemp1 >= 0.00 and RealTemp1 <= 90.00) then
                set RealTemp1 = RealTemp1 + 90.00
            endif
            set RealTemp1 = udg_AngleCorrectionValue * (RealTemp1  / 180.00)
            if (GetLocalPlayer() == Player(3 - 1)) then
                // Use only local code (no net traffic) within this block to avoid desyncs.
                call SetCameraField(CAMERA_FIELD_TARGET_DISTANCE, udg_CameraDistance + RealTemp1, udg_TimerFrequency_CAS)
            endif
            //Camera angle of attack adjustment:
            set LocationTemp1 = GetUnitLoc(udg_Hero)
            if (GetLocalPlayer() == Player(3 - 1)) then
                // Use only local code (no net traffic) within this block to avoid desyncs.
                set RealTemp1 = GetUnitFacing(udg_Hero) - 180.00
                if (RealTemp1 < 0.00) then
                    set RealTemp1 = RealTemp1 + 360.00
                endif
                set RealTemp3 = udg_CameraDistance * (udg_AngleOfAttackAdjustmentValue - udg_CameraDistance * 0.0001)
                set RealTemp2 = Cos(360.00 * bj_DEGTORAD - GetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK)) * (udg_CameraDistance - RealTemp3)
                set LocationTemp2 = Location(GetLocationX(LocationTemp1) + RealTemp2 * Cos(RealTemp1 * bj_DEGTORAD), GetLocationY(LocationTemp1) + RealTemp2 * Sin(RealTemp1 * bj_DEGTORAD))
                set RealTemp1 = Sin(360.00 * bj_DEGTORAD - GetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK)) * (udg_CameraDistance - RealTemp3) - (GetLocationZ(LocationTemp2) - GetLocationZ(LocationTemp1))
                if (10.00 >= RealTemp1) then
                    call SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK, GetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK) * bj_RADTODEG - udg_ChangingRate, udg_TimerFrequency_CAS)
                elseif (50.00 <= RealTemp1 and GetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK) * bj_RADTODEG + udg_ChangingRate <= udg_CameraAngle) then
                    call SetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK, GetCameraField(CAMERA_FIELD_ANGLE_OF_ATTACK) * bj_RADTODEG + udg_ChangingRate, udg_TimerFrequency_CAS)
                endif
            endif
            call RemoveLocation(LocationTemp1)
            call RemoveLocation(LocationTemp2)
        endif
        //Anti-Memory-Leak:
        set LocationTemp1 = null
        set LocationTemp2 = null
    endfunction

//===========================================================================
function InitTrig_CameraAngleSystem takes nothing returns nothing
    set gg_trg_CameraAngleSystem = CreateTrigger()
    //Triggers:
    call TriggerRegisterTimerEvent(gg_trg_CameraAngleSystem, udg_TimerFrequency_CAS, true)
    //Actions:
    call TriggerAddAction(gg_trg_CameraAngleSystem, function AngleAdjustment)
endfunction
Beginning Motion
  Events
  Conditions
  Actions
    Custom script: call SwitchCamera(0)
    Camera - .Apply. gg_cam_Camera_002 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_003 for Player 3 (Teal) over 23.00 seconds
    Cinematic - Fade out over 0.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Turn cinematic mode On for (All players)
    Wait 3.00 seconds
    Sound - Play NorseTrackFirst <gen>
    Sound - Set music volume to 100%
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicSkipped Equal to True
      Then - Actions
        Set VariableSet CinematicSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Fade in over 5.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 19.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicSkipped Equal to True
      Then - Actions
        Set VariableSet CinematicSkipped = False
        Skip remaining actions
      Else - Actions
    Camera - .Apply. gg_cam_Camera_004 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_005 for Player 3 (Teal) over 20.00 seconds
    Wait 19.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicSkipped Equal to True
      Then - Actions
        Set VariableSet CinematicSkipped = False
        Skip remaining actions
      Else - Actions
    Camera - .Apply. gg_cam_Camera_006 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_007 for Player 3 (Teal) over 20.00 seconds
    Wait 19.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicSkipped Equal to True
      Then - Actions
        Set VariableSet CinematicSkipped = False
        Skip remaining actions
      Else - Actions
    Camera - .Apply. gg_cam_Camera_008 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_009 for Player 3 (Teal) over 23.00 seconds
    Wait 2.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicSkipped Equal to True
      Then - Actions
        Set VariableSet CinematicSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Gunnar 0016 <gen> named Gunnar: Play 1 <gen> and display Einarr, the drums of war are echoing across the Norse. These are hard times.. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from Gunnar 0016 <gen> named Gunnar: Play 2 <gen> and display You are not ready yet to fulfil the prophecy of yours, you have to get stronger.. Modify duration: Add 0 seconds and Wait
    Wait 2.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicSkipped Equal to True
      Then - Actions
        Set VariableSet CinematicSkipped = False
        Skip remaining actions
      Else - Actions
    Camera - .Apply. gg_cam_Camera_010 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_011 for Player 3 (Teal) over 19.00 seconds
    Wait 2.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicSkipped Equal to True
      Then - Actions
        Set VariableSet CinematicSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Nordic Warrior 0003 <gen> named Einarr: Play 3 <gen> and display I may be not, that is why I am here to ask you for your guidance, Gunnar.. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from Gunnar 0016 <gen> named Gunnar: Play 4 <gen> and display Very well, I do have some orders for you. Your strength shall grow eventually. . Modify duration: Add 0 seconds and Wait
    Wait 2.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicSkipped Equal to True
      Then - Actions
        Set VariableSet CinematicSkipped = False
        Skip remaining actions
      Else - Actions
    Camera - .Apply. gg_cam_Camera_012 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_013 for Player 3 (Teal) over 18.00 seconds
    Wait 2.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicSkipped Equal to True
      Then - Actions
        Set VariableSet CinematicSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Send transmission to (All players) from Gunnar 0016 <gen> named Gunnar: Play 5 <gen> and display Soon you will be able to fulfil the prophecy and save the Norse from the drums of war.. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from Nordic Warrior 0003 <gen> named Einarr: Play 6 <gen> and display The prophecy shall be fulfilled.. Modify duration: Add 0 seconds and Wait
    Wait 2.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicSkipped Equal to True
      Then - Actions
        Set VariableSet CinematicSkipped = False
        Skip remaining actions
      Else - Actions
    Cinematic - Fade out over 3.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 5.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CinematicSkipped Equal to True
      Then - Actions
        Set VariableSet CinematicSkipped = False
        Skip remaining actions
      Else - Actions
    Trigger - Run Beginning_Secondary_Motion <gen> (ignoring conditions)
Beginning Secondary Motion
  Events
  Conditions
  Actions
    Cinematic - Turn cinematic mode Off for (All players)
    Camera - .Apply. gg_cam_Camera_014 for Player 3 (Teal) over 0 seconds
    Cinematic - Fade in over 0.50 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Custom script: call SwitchCamera(1)
    Wait 0.60 seconds
    Trigger - Turn off Beginning_Skip <gen>
    Selection - Select Hero for Player 3 (Teal)
    Wait 2 seconds
    Trigger - Run Papers <gen> (ignoring conditions)
Beginning Skip
  Events
    Player - Player 3 (Teal) skips a cinematic sequence
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet CinematicSkipped = True
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 1.25 seconds
    Trigger - Run Beginning_Secondary_Motion <gen> (ignoring conditions)
Papers
  Events
  Conditions
  Actions
    Quest - Create a Required quest titled Papers with the description Gunnar asked me to bring him papers of battle movement across the region. He said Bortak would have it and Bortak is somewhere around the village., using icon path ReplaceableTextures\CommandButtons\BTNTomeBrown.blp
    Set VariableSet RequiredQuest = (Last created quest)
    Game - Display to (All players) the text: |cffffcc00Gunnar:|r Right now I am in need of battle movement map. These papers would show me the current state of region. Bring me these papers and then we shall talk again. Bortak is the one who is supposed to have it. He is the villager of Glacier Horn. Find him and bring me the papers.
    Sound - Play QuestLog <gen>
    Trigger - Turn on Papers_Bortak_1 <gen>
    Cinematic - Send transmission to (All players) from Gunnar 0016 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Wait 4.00 seconds
    Game - Display to (All players) the text: Press F9 for quest logs and repeatance of task
Papers Bortak 1
  Events
    Unit - A unit enters BortakQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Unit - Make Bortrak 0019 <gen> face Hero over 1.00 seconds
    Game - Display to (All players) the text: |cffffcc00Bortak:|r You need those papers? Gunnar is in need of those? Oh well.. You see, I cannot trust you, I cannot just give you these important papers. Here is the deal. I am very hungry and my chicken has escaped somewhere here around the village. If you would find that chicken, kill the chicken and bring me the meat of it, then I would talk to you.
    Sound - Play MuradinWhat1 <gen>
    Unit - Move Chicken 0020 <gen> instantly to (Center of Chicken <gen>)
    Unit - Add Wander (Neutral) to Chicken 0020 <gen>
    Cinematic - Send transmission to (All players) from Bortrak 0019 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
Papers Bortak Chicken
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Chicken Meat
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on Papers_Bortak_2 <gen>
Papers Bortak 2
  Events
    Unit - A unit enters BortakQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Item - Remove (Item carried by Hero of type Chicken Meat)
    Unit - Make Bortrak 0019 <gen> face Hero over 1.00 seconds
    Game - Display to (All players) the text: |cffffcc00Bortak:|r Chicken! That crazy chicken ran away from me and you brought it back. *Eats* Hmm, now we can talk, buddy! You see, there is a little problem, I do not have those papers. I have given those to Koltrund. Ask him about it, but watch out, he is one angry oldman.
    Sound - Play MuradinPissed7 <gen>
    Trigger - Turn on Papers_Koltrund <gen>
    Cinematic - Send transmission to (All players) from Bortrak 0019 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
Papers Koltrund
  Events
    Unit - A unit enters KoltrundQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Wait 1.50 seconds
    Game - Display to (All players) the text: |cffffcc00Koltrund:|r Papers you say.. First of all let's see if you are worthy the title of man! Fight!
    Sound - Play RiflemanWhat4 <gen>
    Cinematic - Send transmission to (All players) from Koltrund 0004 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Unit - Change ownership of Koltrund 0004 <gen> to Neutral Hostile and Retain color
    Unit - Order Koltrund 0004 <gen> to Attack.Hero
Papers Koltrund Fight
  Events
    Unit - Koltrund 0004 <gen>'s life becomes Less than or equal to 25.00
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Change ownership of Koltrund 0004 <gen> to Player 2 (Blue) and Retain color
    Unit - Set life of Koltrund 0004 <gen> to 100%
    Game - Display to (All players) the text: |cffffcc00Koltrund:|r You fought well, my friend. Talking about papers, here you go. Bring these to Gunnar, I do not need it anymore.
    Sound - Play RiflemanYes4 <gen>
    Hero - Create Battle Movement Map and give it to Hero
    Trigger - Turn on Wolf_Pelt <gen>
    Cinematic - Send transmission to (All players) from Koltrund 0004 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
Wolf Pelt
  Events
    Unit - A unit enters GunnarQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Quest - Mark RequiredQuest as Completed
    Item - Remove (Item carried by Hero of type Battle Movement Map)
    Game - Display to (All players) the text: |cffffcc00Gunnar:|r Very good. Let me see.. Hmm.. It might take some time for me to study this map. Now go outside the village and kill one of those predators wolves. Bring me the pelt of wolf and then we shall talk once again. But first of all, don't go there without weapon. Here, take few coins. Visit Hortak and buy something useful. I think some coins might be found around the village too.
    Sound - Play Voice1 <gen>
    Player - Add 2 to Player 3 (Teal).Current gold
    Hero - Add 200 experience to Hero, Show level-up graphics
    Cinematic - Send transmission to (All players) from Gunnar 0016 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Quest - Create a Required quest titled In Sight of Danger with the description Gunnar took the papers and asked me to give him some time to study. He also asked me to bring him a pelt of wolf just outside the village. Gunnar gave me some gold and noticed, that I might find some gold around the village as well., using icon path ReplaceableTextures\CommandButtons\BTNTimberWolf.blp
    Set VariableSet RequiredQuest = (Last created quest)
    Unit - Move Wolf 0021 <gen> instantly to (Center of Region_008 <gen>)
    Trigger - Turn on Wolf_Pelt_Attack <gen>
Wolf Pelt Attack
  Events
    Unit - A unit enters Region_009 <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Unit - Order Wolf 0021 <gen> to Attack.Hero
Wolf Pelt Acquire
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Wolf Pelt
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on Unpleasant_Deal <gen>
Unpleasant Deal
  Events
    Unit - A unit enters GunnarQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Quest - Mark RequiredQuest as Completed
    Item - Remove (Item carried by Hero of type Wolf Pelt)
    Game - Display to (All players) the text: |cffffcc00Gunnar:|r Perfect. Thank you for the pelt and here are some coins as reward. I've studied the pages for some time and I noticed one of the pages are missing. I remembered that Hogart may have it. We're not really good friends with him, I hope you would not have any problems. If Hogart denies to give you the page I need, take it by force.
    Sound - Play Voice2 <gen>
    Player - Add 4 to Player 3 (Teal).Current gold
    Hero - Add 200 experience to Hero, Show level-up graphics
    Cinematic - Send transmission to (All players) from Gunnar 0016 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Quest - Create a Required quest titled Unpleasant Deal with the description In return of pelt I have been given some coins. Gunnar noticed one page was missing. He said Hogart would have it. I have been told if Hogart would deny to give me the page, I would have to take it by force., using icon path ReplaceableTextures\CommandButtons\BTNDaggerOfEscape.blp
    Set VariableSet RequiredQuest = (Last created quest)
    Unit - Change ownership of Hogart 0025 <gen> to Neutral Passive and Retain color
    Trigger - Turn on Unpleasant_Deal_Hogart <gen>
Unpleasant Deal Hogart
  Events
    Unit - A unit enters HogartQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) the text: |cffffcc00Hogart:|r That old fool Gunnar sent you? He needs papers? There is no way I would give it to him! Go back or soon you will be sorry for opening your mouth. Gunnar would not have the missing page.
    Sound - Play KaelWhat5 <gen>
    Trigger - Turn on Unpleasant_Deal_Fight <gen>
    Cinematic - Send transmission to (All players) from Hogart 0025 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
Unpleasant Deal Fight
  Events
    Unit - Hogart 0025 <gen>'s life becomes Less than 150.00
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) the text: |cffffcc00Hogart:|r Oh really? Now you're dead!
    Unit - Change ownership of Hogart 0025 <gen> to Neutral Hostile and Retain color
    Unit - Order Hogart 0025 <gen> to Attack.Hero
    Sound - Play KaelYesAttack2 <gen>
    Trigger - Turn on Unpleasant_Deal_Drop <gen>
    Cinematic - Send transmission to (All players) from Hogart 0025 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
Unpleasant Deal Drop
  Events
    Unit - A unit Dies
  Conditions
    (Dying unit) Equal to Hogart 0025 <gen>
  Actions
    Item - Create Missing Page at (Position of (Dying unit))
Unpleasant Deal Acquire
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Missing Page
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on Unexpected_Visit <gen>
Unexpected Visit
  Events
    Unit - A unit enters GunnarQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Quest - Mark RequiredQuest as Completed
    Item - Remove (Item carried by Hero of type Missing Page)
    Game - Display to (All players) the text: |cffffcc00Gunnar:|r So he denied to give the page. He was brave but foolish man. Take these coins and visit Hortak. Now I got all the pages I need. Take this scroll with my notes and take them to Oghard. He lives outside the village. Leave the village and head forward until you see the house of Oghard. He'll know what to do with the scroll of maps.
    Sound - Play Voice1 <gen>
    Player - Add 6 to Player 3 (Teal).Current gold
    Hero - Add 200 experience to Hero, Show level-up graphics
    Cinematic - Send transmission to (All players) from Gunnar 0016 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Quest - Create a Required quest titled Unexpected Visit with the description Hogart was killed and the lost page was returned to Gunnar. Now he wants me to traval outside the village and seek Oghard. Gunnar's order was to take the scroll he gave me to Oghard, then he'll tell me what to do next., using icon path ReplaceableTextures\CommandButtons\BTNEntrapmentWard.blp
    Set VariableSet RequiredQuest = (Last created quest)
    Hero - Create Scroll of Maps and Notes and give it to Hero
    Trigger - Turn on Unexpected_Visit_Oghard <gen>
Unexpected Visit Oghard
  Events
    Unit - A unit enters OghardQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Oghard 0027 <gen> face Hero over 1.00 seconds
    Game - Display to (All players) the text: |cffffcc00Oghard:|r Let me see those. Very interesting.. Seems like Gunnar is planning to hit barbarians. He thinks there is something more behind these attacks, someone is leading them. His notes about the prophecy of yours amazes me. You must seek warpost, but firstly you have to go back to Gunnar and ask him to approve these papers. Then come back.
    Sound - Play PriestWhat2 <gen>
    Item - Remove (Item carried by Hero of type Scroll of Maps and Notes)
    Hero - Create Permission and give it to Hero
    Trigger - Turn on Unexpected_Visit_Permission <gen>
    Cinematic - Send transmission to (All players) from Oghard 0027 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
Unexpected Visit Permission
  Events
    Unit - A unit enters GunnarQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Gunnar 0016 <gen> face Hero over 1.00 seconds
    Game - Display to (All players) the text: |cffffcc00Gunnar:|r Very good. I've signed the papers. Go back to Oghard. I believe you would not need my orders anymore. I wish the gods guide you on your way, Einarr.
    Sound - Play Voice1 <gen>
    Trigger - Turn on Behind_the_Walls <gen>
    Cinematic - Send transmission to (All players) from Gunnar 0016 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
Behind the Walls
  Events
    Unit - A unit enters OghardQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Oghard 0027 <gen> face Hero over 1.00 seconds
    Game - Display to (All players) the text: |cffffcc00Oghard:|r Here, I've signed too. Now take a look bihind the house, you should be able to see tall walls. It is the warpost I am sending you to. Show the papers to guards and you may enter the warpost. Seek the Chieftain and tell your story. Take these coins, you'll need it.
    Sound - Play PriestWhat2 <gen>
    Quest - Mark RequiredQuest as Completed
    Player - Add 20 to Player 3 (Teal).Current gold
    Hero - Add 300 experience to Hero, Show level-up graphics
    Cinematic - Send transmission to (All players) from Oghard 0027 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Quest - Create a Required quest titled Behind the Walls with the description I have the permissions signed by Gunnar and Oghard, this may enable me to enter the warpost. I was told to seek the chief and tell him my story., using icon path ReplaceableTextures\CommandButtons\BTNAvatar.blp
    Set VariableSet RequiredQuest = (Last created quest)
    Trigger - Turn on Behind_the_Walls_Enter <gen>
Behind the Walls Enter
  Events
    Unit - A unit enters Region_021 <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Wait 2 seconds
    Game - Display to (All players) the text: |cffffcc00Warpost Enforcer:|r Ugh.. Permission? Let me see it. Oh, I'm sorry for the delay. Open the gates!
    Sound - Play PeasantWhat2 <gen>
    Item - Remove (Item carried by Hero of type Permission)
    Cinematic - Send transmission to (All players) from Warpost Enforcer 0044 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Destructible - Make Nordic Gate 1336 <gen> Vulnerable
    Destructible - Open Nordic Gate 1336 <gen>
    Trigger - Turn on Behind_the_Walls_Chief <gen>
Behind the Walls Chief
  Events
    Unit - A unit enters NorghQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Chieftain Norgh 0055 <gen> face Hero over 1.00 seconds
    Sound - Play Voice2 <gen>
    Cinematic - Fade out over 5.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Game - Display to (All players) the text: |cffffcc00Chieftain Norgh:|r You have some words for me?
    Destructible - Close Nordic Gate 1336 <gen>
    Destructible - Make Nordic Gate 1344 <gen> Vulnerable
    Cinematic - Send transmission to (All players) from Chieftain Norgh 0055 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Wait 2.00 seconds
    Environment - Create at Region_062 <gen> the weather effect Northrend Snow (Light)
    Environment - Turn (Last created weather effect) On
    Environment - Create at Region_063 <gen> the weather effect Northrend Snow (Light)
    Environment - Turn (Last created weather effect) On
    Environment - Create at Region_064 <gen> the weather effect Northrend Snow (Light)
    Environment - Turn (Last created weather effect) On
    Environment - Create at Region_065 <gen> the weather effect Northrend Snow (Light)
    Environment - Turn (Last created weather effect) On
    Environment - Create at Region_061 <gen> the weather effect Northrend Snow (Light)
    Environment - Turn (Last created weather effect) On
    Cinematic - Turn cinematic mode On for (All players)
    Unit - Move Hero instantly to (Center of Patrol_Copy_5 <gen>), facing (Position of Chieftain Norgh 0055 <gen>)
    Unit - Make Chieftain Norgh 0055 <gen> face Hero over 0.50 seconds
    Custom script: call SwitchCamera(0)
    Camera - .Apply. gg_cam_Camera_016 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_017 for Player 3 (Teal) over 20.00 seconds
    Cinematic - Fade in over 3.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Selection - Clear selection for Player 3 (Teal).
    Wait 19.00 seconds
    Camera - .Apply. gg_cam_Camera_018 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_019 for Player 3 (Teal) over 35.00 seconds
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from Chieftain Norgh 0055 <gen> named Chieftain Norgh: Play 7 <gen> and display Ah.. I see. I've heard about your prophecy, but even you could not stand against evil sorcerer alone.. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from Nordic Warrior 0003 <gen> named Einarr: Play 8 <gen> and display Sorcerer?. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from Chieftain Norgh 0055 <gen> named Chieftain Norgh: Play 9 <gen> and display Indeed. You may not know yet. Sorcerer filled with hatred on this world is against us. He sent hundreds of barbarians upon us, the Dread scavengers. . Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from Nordic Warrior 0003 <gen> named Einarr: Play 10 <gen> and display What do you suggest me to do?. Modify duration: Add 0 seconds and Wait
    Camera - .Apply. gg_cam_Camera_020 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_021 for Player 3 (Teal) over 41.00 seconds
    Cinematic - Send transmission to (All players) from Chieftain Norgh 0055 <gen> named Chieftain Norgh: Play 11 <gen> and display Well.. Prophecy says you would cleanse the Norse from this calamity. Perhaps the death of sorcerer himself would bring tranquility to our homeland.. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from Chieftain Norgh 0055 <gen> named Chieftain Norgh: Play 12 <gen> and display But you would need a backup. That is why we are here. War may continue til the final blow is hit, but the amount of force is not everything that is needed.. Modify duration: Add 0 seconds and Wait
    Cinematic - Send transmission to (All players) from Chieftain Norgh 0055 <gen> named Chieftain Norgh: Play 13 <gen> and display Magic may not be destroyed by simple and brutal force of human.. Modify duration: Add 0 seconds and Wait
    Unit - Move Demolisher 0069 <gen> instantly to (Center of Region_024 <gen>)
    Unit - Change ownership of Demolisher 0069 <gen> to Player 5 (Yellow) and Retain color
    Unit - Pause Demolisher 0069 <gen>
    Wait 0.50 seconds
    Trigger - Run Launch <gen> (ignoring conditions)
    Cinematic - Send transmission to (All players) from Chieftain Norgh 0055 <gen> named Chieftain Norgh: Play 14 <gen> and display You must fight magic against magic, you have to .... Modify duration: Add 0 seconds and Wait
Behind the Walls Altilery Strike
  Events
    Unit - A unit Dies
  Conditions
    (Dying unit) Equal to Warpost Villager 0072 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on Right_Tent <gen>
    Trigger - Turn on Left_Tent <gen>
    Trigger - Turn on Striking <gen>
    Destructible - Close Nordic Gate 1336 <gen>
    Unit - Remove Invulnerable (Neutral) from Demolisher 0069 <gen>
    Sound - Play DebrisExplosion <gen>
    Unit - Remove Warpost Enforcer 0044 <gen> from the game
    Unit - Create 1.Locust Fire for Player 10 (Light Blue) at (Random point in Strike <gen>) facing Default building facing degrees
    Unit - Create 1.Locust Fire for Player 10 (Light Blue) at (Random point in Strike <gen>) facing Default building facing degrees
    Unit - Create 1.Locust Fire for Player 10 (Light Blue) at (Random point in Strike <gen>) facing Default building facing degrees
    Unit - Create 1.Locust Fire for Player 10 (Light Blue) at (Random point in Strike <gen>) facing Default building facing degrees
    Unit - Create 1.Locust Fire for Player 10 (Light Blue) at (Random point in Strike <gen>) facing Default building facing degrees
    Unit - Kill Warpost Villager 0057 <gen>
    Camera - Shake the camera for Player 3 (Teal) with magnitude 5.00
    Wait 0.50 seconds
    Camera - Stop swaying/shaking the camera for Player 3 (Teal).
    Sound - Clear the music list
    Sound - Stop music Immediately
    Sound - Play NorseTrackSecond <gen>
    Wait 1.50 seconds
    Cinematic - Send transmission to (All players) from Chieftain Norgh 0055 <gen> named Chieftain Norgh: Play 15 <gen> and display Quickly! Prepare yourselves!. Modify duration: Add 0 seconds and Wait
    Sound - Play VikingHornBlow <gen>
    Camera - .Apply. gg_cam_Camera_022 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_023 for Player 3 (Teal) over 22.00 seconds
    Unit - Create 8.Dreadrunner for Player 5 (Yellow) at (Center of Region_038 <gen>) facing Default building facing degrees
    Unit Group - Pick every unit in (Units in Region_038 <gen>) and do (Order (Picked unit) to Patrol To.(Random point in Region_027 <gen>))
    Unit - Order Warpost Archer 0043 <gen> to Move To.(Center of Region_030 <gen>)
    Unit - Order Warpost Archer 0042 <gen> to Move To.(Center of Region_032 <gen>)
    Unit - Order Warpost Archer 0041 <gen> to Move To.(Center of Region_031 <gen>)
    Unit Group - Pick every unit in (Units in Region_034 <gen>) and do (Order (Picked unit) to Move To.(Random point in Region_033 <gen>))
    Unit - Order Warpost Enforcer 0047 <gen> to Move To.(Random point in Region_033 <gen>)
    Unit - Order Chieftain Norgh 0055 <gen> to Move To.(Random point in Region_033 <gen>)
    Unit - Make Hero face (Center of Region_033 <gen>) over 1.00 seconds
    Wait 7.00 seconds
    Sound - Play VikingHornBlow <gen>
    Wait 7.00 seconds
    Unit - Order Warpost Archer 0040 <gen> to Hold Position.
    Unit - Order Warpost Archer 0037 <gen> to Hold Position.
    Unit - Order Warpost Archer 0038 <gen> to Hold Position.
    Unit - Order Warpost Archer 0039 <gen> to Hold Position.
    Unit - Order Warpost Archer 0043 <gen> to Hold Position.
    Unit - Order Warpost Archer 0042 <gen> to Hold Position.
    Unit - Order Warpost Archer 0041 <gen> to Hold Position.
    Sound - Play VikingHornBlow <gen>
    Wait 5.00 seconds
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 1.00 seconds
    Camera - .Apply. gg_cam_Camera_014 for Player 3 (Teal) over 0 seconds
    Unit - Move Warpost Archer 0043 <gen> instantly to (Center of Region_030 <gen>)
    Cinematic - Turn cinematic mode Off for (All players)
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 0.02 seconds
    Custom script: call SwitchCamera(1)
    Selection - Select Hero for Player 3 (Teal)
    Wait 3.00 seconds
    Quest - Display to (All players) the Quest Update message: |cffffcc00Objectives: - Chieftain Norgh must survive. - Destroy Demolisher. - Destroy Dread tents to prevent enemy spread. - Kill the leader of Dread - Dreadwalker.|r
    Quest - Mark RequiredQuest as Completed
    Hero - Add 300 experience to Hero, Show level-up graphics
    Quest - Create a Required quest titled First Clash with the description I've met the Chieftain of Warpost. We were talking and when he was about to tell me something of great importance - The Dread attacked. Now I must go forward and destroy the source of The Dread. I also must keep an eye on Norgh, he must stay alive and tell me how to defeat the sorcerer, who sent The Dread against the Norse., using icon path ReplaceableTextures\CommandButtons\BTNCallToArms.blp
    Set VariableSet RequiredQuest = (Last created quest)
The Greatest Challange
  Events
    Player - Player 5 (Yellow)'s Food used becomes Equal to 0.00
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Ally_Force <gen>
    Trigger - Turn off Deserter_2 <gen>
    Trigger - Turn off Deserter <gen>
    Unit Group - Pick every unit in (Units in (Entire map)) and do (If ((Unit-type of (Picked unit)) Equal to Warpost Enforcer) then do (Order (Picked unit) to Move To.(Random point in Artilery <gen>)) else do (Do nothing))
    Unit - Order Chieftain Norgh 0055 <gen> to Move To.(Center of Region_033 <gen>)
    Unit - Kill Dread Tent 0036 <gen>
    Unit - Kill Dread Tent 0071 <gen>
    Hero - Enable experience gain for Hero.
    Sound - Clear the music list
    Sound - Stop music Immediately
    Sound - Play NorseTrackFirst <gen>
    Destructible - Open Nordic Gate 1336 <gen>
    Unit Group - Pick every unit in (Units in Strike <gen>) and do (If ((Unit-type of (Picked unit)) Equal to Locust Fire) then do (Remove (Picked unit) from the game) else do (Do nothing))
    Destructible - Pick every destructible in Region_039 <gen> and do (If ((Destructible-type of (Picked destructible)) Equal to Ytlc (destructablecode)) then do (Remove (Picked destructible)) else do (Do nothing))
    Wait 3.00 seconds
    Unit Group - Pick every unit in (Units in Region_066 <gen>) and do (If ((Unit-type of (Picked unit)) Equal to Locust Fire) then do (Remove (Picked unit) from the game) else do (Do nothing))
    Game - Display to (All players) the text: |cffffcc00Chieftain Norgh:|r This attack was a great challange. Thanks to Einarr for helping us. However, we didin't finish our conversation. You have to go to the mountain of crystals just some distance away from the warpost, respect the deities of the mountain and to take the eternal fire of crystal to gain unbelievable strength, it may help you out fighting against sorcerer himself. We have the plans, barbarians shall be pushed out from the norse once sorcerer falls. May deities of the mountain pick you worthy of the eternal crystal powers.
    Cinematic - Send transmission to (All players) from Chieftain Norgh 0055 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Quest - Mark RequiredQuest as Completed
    Hero - Add 300 experience to Hero, Show level-up graphics
    Quest - Create a Required quest titled The Greatest Challange with the description The Dread was defeated. Norgh told me to go to the Mountain of the Crystal just some distance away from the Warpost and to pick up the eternal fire of crystal in order to gain powers needed in the clash with sorcerer. Norgh said deities of mountain somehow must pick me as worthy of the powers., using icon path ReplaceableTextures\CommandButtons\BTNCrystalBall.blp
    Set VariableSet RequiredQuest = (Last created quest)
    Trigger - Turn on A_Tail_of_a_Wofl <gen>
The Greatest Challange Return
  Events
    Unit - A unit comes within 175.00 of Chieftain Norgh 0055 <gen>
  Conditions
    (Triggering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on Mice_in_a_Labyrinth <gen>
    Sound - Play Voice1 <gen>
    Unit - Make Chieftain Norgh 0055 <gen> face Hero over 1.00 seconds
    Game - Display to (All players) the text: |cffffcc00Chieftain Norgh:|r You look changed. Deities of the mountain has chosen you, Einarr. What to do now? I have no idea. I believe you must go back to mountain and ask for guidance on how to find the sorcerer, I see no other way, unless sorcerer would find you first.
    Cinematic - Send transmission to (All players) from Chieftain Norgh 0055 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Quest - Mark RequiredQuest as Completed
    Hero - Add 500 experience to Hero, Show level-up graphics
Mice in a Labyrinth
  Events
    Unit - A unit enters Region_050 <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play Beep <gen>
    Cinematic - Fade out and back in over 0.75 seconds using texture Dream and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Camera - Shake the camera for Player 3 (Teal) with magnitude 5.00
    Wait 0.75 seconds
    Camera - Stop swaying/shaking the camera for Player 3 (Teal).
    Wait 3.00 seconds
    Sound - Play Beep <gen>
    Cinematic - Fade out and back in over 0.75 seconds using texture Dream and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Camera - Shake the camera for Player 3 (Teal) with magnitude 5.00
    Wait 0.75 seconds
    Camera - Stop swaying/shaking the camera for Player 3 (Teal).
    Wait 6.00 seconds
    Sound - Play Beep <gen>
    Cinematic - Fade out and back in over 0.75 seconds using texture Dream and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Camera - Shake the camera for Player 3 (Teal) with magnitude 5.00
    Wait 0.75 seconds
    Camera - Stop swaying/shaking the camera for Player 3 (Teal).
    Wait 1.00 seconds
    Cinematic - Fade out and back in over 2.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 1.00 seconds
    Unit - Pause Hero
    Unit - Move Hero instantly to (Center of Region_051 <gen>), facing (Position of Sorcerer 0125 <gen>)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Hero using Abilities\Spells\Undead\Cripple\CrippleTarget.mdl
    Set VariableSet EternalFire = (Last created special effect)
    Wait 3.00 seconds
    Sound - Play FurionYesAttack3 <gen>
    Game - Display to (All players) the text: |cffffcc00Algetrundus:|r You.. The messenger of Tyr. You dare to stand against me?
    Cinematic - Send transmission to (All players) from Sorcerer 0125 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Game - Display to (All players) the text: |cffffcc00Algetrundus:|r Silly people believes in foolish Tyr's prophecy. I shall show you the true power which may never be outmatched!
    Cinematic - Send transmission to (All players) from Sorcerer 0125 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Game - Display to (All players) the text: |cffffcc00Einarr:|r Argh.. arr.. gh.. let me.. go..
    Cinematic - Send transmission to (All players) from Nordic Warrior 0003 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Game - Display to (All players) the text: |cffffcc00Algetrundus:|r Be quiet, fool! You wish to face me? I'll give you a chance.
    Cinematic - Send transmission to (All players) from Sorcerer 0125 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Game - Display to (All players) the text: |cffffcc00Algetrundus:|r But firstly let's play a game, shall we? Manage to find me, if you can.
    Cinematic - Send transmission to (All players) from Sorcerer 0125 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Cinematic - Fade out and back in over 2.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 1.00 seconds
    Environment - Set fog to style Linear, z-start 150.00, z-end 1500.00, density 0 and color (100%, 100%, 100%)
    Game - Set the time of day to 24.00
    Unit - Move Hero instantly to (Center of Region_052 <gen>), facing (Center of Region_053 <gen>)
    Wait 3.00 seconds
    Unit - Unpause Hero
    Special Effect - Destroy (Last created special effect)
    Custom script: call SwitchCamera(4)
    Wait 2.00 seconds
    Trigger - Turn on Skeletons <gen>
    Sound - Play QuestLog <gen>
    Game - Display to (All players) the text: |cffffcc00Einarr:|r Sorcerer has summoned me. Argh! I couldn't move.. Where am I? This looks like a labyrinth to me. I think the sorcerer asked me find the exit, I must find it then.
    Quest - Create a Required quest titled Mice in a Labyrinth with the description I was summoned by sorcerer himself and he had some words for me. He said chance to face him would be given if I would find him. Probably finding an exit to this labyrinth would lead to sorcerer himself and I could finally call him for a battle., using icon path ReplaceableTextures\PassiveButtons\PASBTNElunesBlessing.blp
    Set VariableSet RequiredQuest = (Last created quest)
    Cinematic - Send transmission to (All players) from Nordic Warrior 0003 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
In Sight of Magic
  Events
    Unit - A unit enters Region_054 <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Skeletons <gen>
    Trigger - Turn on Skeletons_in_Palace <gen>
    Trigger - Turn on Pushback <gen>
    Trigger - Turn on Pushback_Close <gen>
    Custom script: call SwitchCamera(5)
    Game - Set the time of day to 12
    Sound - Clear the music list
    Sound - Stop music Immediately
    Sound - Play NorseTrackSecond <gen>
    Special Effect - Create a special effect attached to the origin (attachpoint) of Hero using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Unit - Move Hero instantly to (Center of Region_055 <gen>), facing (Position of Sorcerer 0125 <gen>)
    Game - Display to (All players) the text: |cffffcc00Algetrundus:|r You shall not leave this place alive. Enjoy your last moments!
    Sound - Play FurionYesAttack2 <gen>
    Quest - Mark RequiredQuest as Completed
    Quest - Create a Required quest titled In Sight of Magic with the description I've found the exit. Now I may face the sorcerer and this fight might be decisive., using icon path ReplaceableTextures\PassiveButtons\PASBTNElunesBlessing.blp
    Set VariableSet RequiredQuest = (Last created quest)
    Environment - Set fog to style Linear, z-start 1500.00, z-end 5000.00, density 0 and color (100%, 100%, 100%)
    Cinematic - Send transmission to (All players) from Sorcerer 0125 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Unit - Create 1 Crystal Mountain Protector Advanced for Player 9 (Gray) at (Center of Region_056 <gen>) facing (Position of Sorcerer 0125 <gen>)
    Set VariableSet Spirit = (Last created unit)
    Unit - Change color of Spirit to Blue
    Special Effect - Create a special effect attached to the origin (attachpoint) of Spirit using Shiva'sWrath.mdx
    Special Effect - Destroy (Last created special effect)
    Unit - Order Spirit to Patrol To.(Position of Sorcerer 0125 <gen>)
    Sound - Play HeroLichYesAttack1 <gen>
    Game - Display to (All players) the text: |cffffcc00Crystal Mountain Protector:|r The devine spirits of the crystal mountain shall stand in the bettle with Tyr's apprentice.
    Unit - Add Item Life Regeneration Spirit to Spirit
    Cinematic - Send transmission to (All players) from a Player 2 (Blue).Crystal Mountain Protector named Transmission Sent at (Center of Region_056 <gen>): Play No sound and display . Modify duration: Add 0 seconds and Wait
Ending
  Events
    Unit - A unit Dies
  Conditions
    (Dying unit) Equal to Sorcerer 0125 <gen>
  Actions
    Trigger - Turn off Phase_2 <gen>
    Trigger - Turn off Phase_3 <gen>
    Trigger - Turn off Phase_4 <gen>
    Trigger - Turn off Skeletons_in_Palace <gen>
    Unit - Order Spirit to Stop.
    Quest - Mark RequiredQuest as Completed
    Wait 10.00 seconds
    Cinematic - Fade out over 4.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 6.00 seconds
    Custom script: call SwitchCamera(0)
    Unit Group - Pick every unit in (Units in Region_060 <gen>) and do (Remove (Picked unit) from the game)
    Cinematic - Turn cinematic mode On for (All players)
    Cinematic - Fade in over 4.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Environment - Set fog to style Linear, z-start 2500.00, z-end 5000.00, density 0 and color (100%, 100%, 100%)
    Environment - Set sky to Blizzard Sky
    Sound - Clear the music list
    Sound - Stop music Immediately
    Camera - .Apply. gg_cam_Camera_028 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_029 for Player 3 (Teal) over 100.00 seconds
    Wait 10.00 seconds
    Game - Display to (All players) the text: The prophecy of Tyr is fulfilled
    Wait 3.00 seconds
    Game - Display to (All players) the text: Norse have been saved from the cruel plans of Algetrundus
    Wait 15.00 seconds
    Game - Display to (All players) the text: |cffffcc00Credits:|r|cffffcc00The Hiveworkshop models / icons:|r Kitabatake; DerReaper2; Sunchips; chilla_killa; ikillforeyou; CRAZYRUSSIAN; antihero; AbstractCreativity; Palaslayer; lelyanra; HappyTauren; SkriK; viiva; Mobilize; GooS; -Berz-; Forgotten_Warlord; Skipper; perfjert; ZIR; eubz; -SkatinG_CoW-; EvilCrizpy; JetFangInferno; Vermillion Edict; inhuman89; !!GORO!!; NFWar; Mr.Goblin; PeeKay; Amigurumi; Thrikodius; PrMosquito; kola; BlackRockClan; Devine; KelThuzad; Horn; Gottfrei; Dionesiist; Deolrin; Draknyte1; Chriz.; Kuhneghetz; darkdeathknight; Chaosfury; Tranquil; wojia10502; GreyArchon; Pyramidhe@d; paladinjst; ratamahatta; DonDustin; Daelin; Marcos DAB; -=Emergenzy=-; Sellenisko; hellblazer-14; -Grendel; Weep; Pyritie
    Wait 30.00 seconds
    Game - Display to (All players) the text: |cffffcc00Special thanks to:|r- eubs for his snowy grass model made by request- Spartipilo for the loading screen he made- MassiveMaster for jass-like camera improvements|cffffcc00Knockback System:|r Paladon|cffffcc00Charge System:|r Zanekok|cffffcc00Music:|r Loki - Heroes of Mythology|cffffcc00Sounds:|r From all over the internet|cffffcc00Voice:|r by APprojectMade by APproject
    Wait 35.00 seconds
    Cinematic - Fade out over 5.00 seconds using texture Black Mask and color (0.00%, 0.00%, 0%) with 0% transparency
    Wait 7.00 seconds
    Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
Cave Beasts
  Events
    Unit - A unit enters HurmotQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Hurmot 0018 <gen> face Hero over 1.00 seconds
    Wait 1.00 seconds
    Game - Display to (All players) the text: |cffffcc00Hurmot:|r Oh oh! Finally someone is walking by! Hey you! I am Hurmot the trader. I was traveling to Glacier Horn village to sell my goods, but I was attacked! Some kind of black beasts charged sudden attack upon me! I was able to protect meself, but one of them took my bag of goods! I need the bag in order to trade! One of those beasts bit me hard, I don't think I would be able to take it by meself.. Bring me my bag of goods! I saw their cave, it is nearby. Just follow this path and turn left once you see the frozen lane. Don't delay!
    Quest - Create a Optional quest titled Cave Beasts with the description I've met Hurmot the trader. He doesn't really seem to be a nice guy and his injury was really minor, I think he bluffed about his disability to fight. However, he asked me to bring him his bag of goods that some kind of black beasts stole from him. I was told to follow this path and turn left once I meet the frozen lane, so I might find their cave., using icon path ReplaceableTextures\CommandButtons\BTNEnchantedBears.blp
    Set VariableSet CaveQ = (Last created quest)
    Sound - Play RiflemanYes4 <gen>
    Item - Create Bag of Goods at (Center of Region_012 <gen>)
    Cinematic - Send transmission to (All players) from Hurmot 0018 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
Cave Beasts Acquire
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Bag of Goods
  Actions
    Trigger - Turn on Cave_Beasts_Complete <gen>
Cave Beasts Drop
  Events
    Unit - A unit Loses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Bag of Goods
  Actions
    Trigger - Turn off Cave_Beasts_Complete <gen>
Cave Beasts Pawn
  Events
    Unit - A unit Pawns an item (to shop)
  Conditions
    (Item-type of (Sold Item)) Equal to Bag of Goods
  Actions
    Trigger - Turn off Cave_Beasts_Complete <gen>
    Quest - Mark CaveQ as Failed
    Trigger - Turn on Cave_Beasts_FailTrans <gen>
    Trigger - Turn off (This trigger)
Cave Beasts Complete
  Events
    Unit - A unit enters HurmotQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Hurmot 0018 <gen> face Hero over 1.00 seconds
    Game - Display to (All players) the text: |cffffcc00Hurmot:|r Hehe.. My goods! My precious goods..
    Quest - Mark CaveQ as Completed
    Item - Remove (Item carried by Hero of type Bag of Goods)
    Sound - Play RiflemanWhat4 <gen>
    Hero - Add 200 experience to Hero, Show level-up graphics
    Cinematic - Send transmission to (All players) from Hurmot 0018 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
Cave Beasts FailTrans
  Events
    Unit - A unit enters HurmotQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Hurmot 0018 <gen> face Hero over 1.00 seconds
    Wait 1.00 seconds
    Game - Display to (All players) the text: |cffffcc00Hurmot:|r Have you found my bag of goods already?
    Sound - Play RiflemanYes4 <gen>
    Cinematic - Send transmission to (All players) from Hurmot 0018 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Wait 60.00 seconds
    Trigger - Turn on (This trigger)
A Tail of a Wofl
  Events
    Unit - A unit enters UghurQ <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet QTaken = True
    Unit - Make Mercantile & Trainer Ughur 0066 <gen> face Hero over 1.00 seconds
    Wait 1.00 seconds
    Game - Display to (All players) the text: |cffffcc00Ughur:|r Einarr! Would you able to help me out? I would reward you with something special in return. Outside the Warpost, behind the hill there is a small farm. It is the place where some of Wolf Tail guild members stays and do their dirty job. Rumors says they rob traders and do some kind of magical rituals that are against our beliefs. I want you to go there and give them a modest bloodbath. Take their dictionary and bring it to me.
    Quest - Create a Optional quest titled A Tail of a Wolf with the description Ughur asked to help him. He said he needs Wolf Tail dictionary. According to Ughur Wolf Tail is doing dirty activity and cause harm to traders. He asked me to give them a bloodbath and bring him the dictionary., using icon path ReplaceableTextures\CommandButtons\BTNSentinel.blp
    Set VariableSet WolfTailQ = (Last created quest)
    Sound - Play CaptainYes1 <gen>
    Unit - Move Wolf Tail Member 0088 <gen> instantly to (Center of Region_042 <gen>)
    Cinematic - Send transmission to (All players) from Mercantile & Trainer Ughur 0066 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
A Tail of Wolf Provoke
  Events
    Unit - Wolf Tail Member 0078 <gen>'s life becomes Less than 290.00
    Unit - Wolf Tail Member 0087 <gen>'s life becomes Less than 290.00
    Unit - Wolf Tail Member 0088 <gen>'s life becomes Less than 290.00
    Destructible - Stunned 3085 <gen> dies
    Destructible - Stunned 3084 <gen> dies
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play NecromancerYesAttack1 <gen>
    Unit - Change ownership of Wolf Tail Member 0078 <gen> to Neutral Hostile and Change color
    Unit - Change ownership of Wolf Tail Member 0087 <gen> to Neutral Hostile and Change color
    Unit - Change ownership of Wolf Tail Member 0088 <gen> to Neutral Hostile and Change color
    Unit - Order Wolf Tail Member 0078 <gen> to Attack.Hero
    Unit - Order Wolf Tail Member 0087 <gen> to Attack.Hero
    Game - Display to (All players) the text: |cffffcc00Wolf Tail Member:|r Die!
    Cinematic - Send transmission to (All players) from Wolf Tail Member 0078 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
A Tail of a Wolf Acquire
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Wolf Tail Dictionary
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on A_Tail_of_a_Wofl_Complete <gen>
A Tail of a Wofl Complete
  Events
    Unit - A unit comes within 175.00 of Mercantile & Trainer Ughur 0066 <gen>
  Conditions
    (Triggering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Mercantile & Trainer Ughur 0066 <gen> face Hero over 1.00 seconds
    Item - Remove (Item carried by Hero of type Wolf Tail Dictionary)
    Quest - Mark WolfTailQ as Completed
    Wait 0.50 seconds
    Hero - Create Nordic Star and give it to Hero
    Hero - Add 300 experience to Hero, Show level-up graphics
    Sound - Play CaptainYes1 <gen>
    Game - Display to (All players) the text: |cffffcc00Ughur:|r I truly appreciate your help, Einarr. Here is my reward as promised. Carry this amulet with great vengeance.
    Cinematic - Send transmission to (All players) from Mercantile & Trainer Ughur 0066 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
Defend Activate
  Events
    Unit - Nordic Warrior 0003 <gen> Is issued an order with no target
  Conditions
    (Issued order) Equal to (Order(defend))
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BlockOn Equal to False
      Then - Actions
        Set VariableSet BlockOn = True
        Unit - Remove Slash from Hero
        Unit - Remove Spinning Strike from Hero
        Unit - Remove Fierceful Charge from Hero
      Else - Actions
    Trigger - Turn on Defend_Effect <gen>
Defend Deactivate
  Events
    Unit - Nordic Warrior 0003 <gen> Is issued an order with no target
  Conditions
    (Issued order) Equal to (Order(undefend))
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BlockOn Equal to True
      Then - Actions
        Set VariableSet BlockOn = False
        Unit - Add Slash to Hero
        If (TrainSpinningStrike Equal to True) then do (Add Spinning Strike to Hero) else do (Do nothing)
        If (TrainFiercefulCharge Equal to True) then do (Add Fierceful Charge to Hero) else do (Do nothing)
      Else - Actions
    Trigger - Turn off Defend_Effect <gen>
Defend Effect
  Events
    Unit - A unit Is attacked
  Conditions
    (Attacked unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play SwordClash <gen>
    Wait 0.50 seconds
    Unit - Order Hero to Human Footman - Stop Defend.
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BlockOn Equal to True
      Then - Actions
        Set VariableSet BlockOn = False
        Unit - Add Slash to Hero
        If (TrainSpinningStrike Equal to True) then do (Add Spinning Strike to Hero) else do (Do nothing)
        If (TrainFiercefulCharge Equal to True) then do (Add Fierceful Charge to Hero) else do (Do nothing)
      Else - Actions
Combat
  Events
    Unit - A unit Begins casting an ability
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Ability being cast) Equal to Slash
        (Ability being cast) Equal to Spinning Strike
        (Ability being cast) Equal to Fierceful Charge
        (Ability being cast) Equal to Punch
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Slash
      Then - Actions
        Wait 0.25 seconds
        If (Weapon1 Equal to True) then do (Play MetalMediumSliceFlesh1 <gen>) else do (Do nothing)
        If (Weapon2 Equal to True) then do (Play MetalMediumSliceFlesh1 <gen>) else do (Do nothing)
        If (Weapon3 Equal to True) then do (Play MetalMediumChopFlesh2 <gen>) else do (Do nothing)
        If (Weapon4 Equal to True) then do (Play MetalMediumChopFlesh2 <gen>) else do (Do nothing)
        If (Weapon5 Equal to True) then do (Play MetalHeavySliceFlesh2 <gen>) else do (Do nothing)
        -------- Sound / Damage --------
        If (Weapon1 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Weapon2 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 30.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Weapon3 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 45.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Weapon4 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 60.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Weapon5 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 90.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Raged Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 60.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (((Destructible-type of (Target destructible of ability being cast)) Equal to B000 (destructablecode)) or ((Destructible-type of (Target destructible of ability being cast)) Equal to B001 (destructablecode))) then do (Kill (Target destructible of ability being cast)) else do (Do nothing)
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Spinning Strike
      Then - Actions
        Wait 0.40 seconds
        If (Weapon1 Equal to True) then do (Play MetalMediumSliceFlesh3 <gen>) else do (Do nothing)
        If (Weapon2 Equal to True) then do (Play MetalMediumSliceFlesh3 <gen>) else do (Do nothing)
        If (Weapon3 Equal to True) then do (Play MetalMediumChopFlesh3 <gen>) else do (Do nothing)
        If (Weapon4 Equal to True) then do (Play MetalMediumChopFlesh3 <gen>) else do (Do nothing)
        If (Weapon5 Equal to True) then do (Play MetalHeavySliceMetal1 <gen>) else do (Do nothing)
        -------- Sound / Damage --------
        If (Weapon1 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Weapon2 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 30.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Weapon3 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 45.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Weapon4 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 60.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Weapon5 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 90.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Raged Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 60.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (((Destructible-type of (Target destructible of ability being cast)) Equal to B000 (destructablecode)) or ((Destructible-type of (Target destructible of ability being cast)) Equal to B001 (destructablecode))) then do (Kill (Target destructible of ability being cast)) else do (Do nothing)
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Fierceful Charge
      Then - Actions
        Wait 0.60 seconds
        Sound - Play MetalHeavyBashMetal2 <gen>
        -------- Sound / Damage --------
        If (Weapon1 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 20.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Weapon2 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 30.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Weapon3 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 45.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Weapon4 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 60.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Weapon5 Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 90.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (Raged Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 60.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
        If (((Destructible-type of (Target destructible of ability being cast)) Equal to B000 (destructablecode)) or ((Destructible-type of (Target destructible of ability being cast)) Equal to B001 (destructablecode))) then do (Kill (Target destructible of ability being cast)) else do (Do nothing)
        Skip remaining actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ability being cast) Equal to Punch
      Then - Actions
        Wait 0.25 seconds
        Sound - Play WoodMediumBashFlesh1 <gen>
        If (((Destructible-type of (Target destructible of ability being cast)) Equal to B000 (destructablecode)) or ((Destructible-type of (Target destructible of ability being cast)) Equal to B001 (destructablecode))) then do (Kill (Target destructible of ability being cast)) else do (Do nothing)
        If (Raged Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 60.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
      Else - Actions
Fierceful Charge Knockback
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Fierceful Charge
  Actions
    Set VariableSet KBA_Caster = (Triggering unit)
    Set VariableSet KBA_TargetUnit = (Target unit of ability being cast)
    Set VariableSet KBA_StartingPosition = (Position of (Triggering unit))
    Set VariableSet KBA_Level = (Level of (Ability being cast) for (Triggering unit))
    Set VariableSet KBA_Speed = 10.00
    Set VariableSet KBA_DistancePerLevel = 175.00
    Set VariableSet KBA_SpecialEffects[1] = Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
    Set VariableSet KBA_SpecialEffects[2] = Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
    Set VariableSet KBA_DestroyTrees = False
    Wait 0.60 seconds
    Trigger - Run Cast_A_Knockback <gen> (checking conditions)
Freezing Strike Knockback
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Freezing Strike
  Actions
    Set VariableSet KBA_Caster = (Triggering unit)
    Set VariableSet KBA_TargetUnit = (Target unit of ability being cast)
    Set VariableSet KBA_StartingPosition = (Position of (Triggering unit))
    Set VariableSet KBA_Level = (Level of (Ability being cast) for (Triggering unit))
    Set VariableSet KBA_Speed = 10.00
    Set VariableSet KBA_DistancePerLevel = 400.00
    Set VariableSet KBA_SpecialEffects[1] = Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
    Set VariableSet KBA_SpecialEffects[2] = Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
    Set VariableSet KBA_DestroyTrees = False
    Wait 0.30 seconds
    Trigger - Run Cast_A_Knockback <gen> (checking conditions)
Throw Knife
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Throw Knife
  Actions
    Trigger - Turn off (This trigger)
    Wait 0.25 seconds
    Sound - Play AxeMissileLaunch1 <gen>
    Wait 0.35 seconds
    Unit - Cause Hero to damage (Target unit of ability being cast), dealing 100.00 damage of attack type Chaos and damage type Divine
    Wait 0.05 seconds
    If (Raged Equal to True) then do (Cause Hero to damage (Target unit of ability being cast), dealing 60.00 damage of attack type Chaos and damage type Divine) else do (Do nothing)
    If (((Destructible-type of (Target destructible of ability being cast)) Equal to B000 (destructablecode)) or ((Destructible-type of (Target destructible of ability being cast)) Equal to B001 (destructablecode))) then do (Kill (Target destructible of ability being cast)) else do (Do nothing)
    Trigger - Turn on (This trigger)
Rage
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Rage
  Actions
    Trigger - Turn off (This trigger)
    Sound - Play BattleRoar <gen>
    Set VariableSet Raged = True
    Wait 15.00 seconds
    Set VariableSet Raged = False
    Trigger - Turn on (This trigger)
Pushback Knockback
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Chain Lightning
  Actions
    Set VariableSet KBA_Caster = (Triggering unit)
    Set VariableSet KBA_TargetUnit = (Target unit of ability being cast)
    Set VariableSet KBA_StartingPosition = (Position of (Triggering unit))
    Set VariableSet KBA_Level = (Level of (Ability being cast) for (Triggering unit))
    Set VariableSet KBA_Speed = 10.00
    Set VariableSet KBA_DistancePerLevel = 600.00
    Set VariableSet KBA_SpecialEffects[1] = Abilities\Spells\Undead\DeathandDecay\DeathandDecayTarget.mdl
    Set VariableSet KBA_SpecialEffects[2] = Abilities\Spells\Undead\DeathandDecay\DeathandDecayTarget.mdl
    Set VariableSet KBA_DestroyTrees = False
    Trigger - Run Cast_A_Knockback <gen> (checking conditions)
Weapon Drop
  Events
    Unit - A unit Loses an item
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Item-type of (Item being manipulated)) Equal to Steel Shortsword
        (Item-type of (Item being manipulated)) Equal to Nordic Shortsword
        (Item-type of (Item being manipulated)) Equal to Blacksteel Axe
        (Item-type of (Item being manipulated)) Equal to Dragoth's Spear
        (Item-type of (Item being manipulated)) Equal to Crystal Edge
  Actions
    Set VariableSet Weapon = False
    Wait 0.20 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Weapon Equal to False
      Then - Actions
        Set VariableSet Armless = True
        Unit - Remove Block from Hero
        Unit - Remove Slash from Hero
        Unit - Remove Spinning Strike from Hero
        Unit - Remove Fierceful Charge from Hero
        Unit - Add Punch to Hero
      Else - Actions
Weapon 1
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Steel Shortsword
  Actions
    Set VariableSet Weapon1 = True
    Set VariableSet Weapon2 = False
    Set VariableSet Weapon3 = False
    Set VariableSet Weapon4 = False
    Set VariableSet Weapon5 = False
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Shortsword) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Crystal Edge) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Blacksteel Axe) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Dragoth's Spear) at (Position of Hero)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Armless Equal to True
      Then - Actions
        Set VariableSet Armless = False
        Unit - Remove Punch from Hero
        Unit - Add Block to Hero
        Unit - Add Slash to Hero
        If (TrainSpinningStrike Equal to True) then do (Add Spinning Strike to Hero) else do (Do nothing)
        If (TrainFiercefulCharge Equal to True) then do (Add Fierceful Charge to Hero) else do (Do nothing)
      Else - Actions
    Wait 0.10 seconds
    Set VariableSet Weapon = True
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Shortsword) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Crystal Edge) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Blacksteel Axe) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Dragoth's Spear) at (Position of Hero)
Weapon 2
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Nordic Shortsword
  Actions
    Set VariableSet Weapon1 = False
    Set VariableSet Weapon2 = True
    Set VariableSet Weapon3 = False
    Set VariableSet Weapon4 = False
    Set VariableSet Weapon5 = False
    Unit - Order Hero to drop (Item carried by Hero of type Steel Shortsword) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Crystal Edge) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Blacksteel Axe) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Dragoth's Spear) at (Position of Hero)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Armless Equal to True
      Then - Actions
        Set VariableSet Armless = False
        Unit - Remove Punch from Hero
        Unit - Add Block to Hero
        Unit - Add Slash to Hero
        If (TrainSpinningStrike Equal to True) then do (Add Spinning Strike to Hero) else do (Do nothing)
        If (TrainFiercefulCharge Equal to True) then do (Add Fierceful Charge to Hero) else do (Do nothing)
      Else - Actions
    Wait 0.10 seconds
    Set VariableSet Weapon = True
    Unit - Order Hero to drop (Item carried by Hero of type Steel Shortsword) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Crystal Edge) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Blacksteel Axe) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Dragoth's Spear) at (Position of Hero)
Weapon 3
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Blacksteel Axe
  Actions
    Set VariableSet Weapon1 = False
    Set VariableSet Weapon2 = False
    Set VariableSet Weapon3 = True
    Set VariableSet Weapon4 = False
    Set VariableSet Weapon5 = False
    Unit - Order Hero to drop (Item carried by Hero of type Steel Shortsword) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Shortsword) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Dragoth's Spear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Crystal Edge) at (Position of Hero)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Armless Equal to True
      Then - Actions
        Set VariableSet Armless = False
        Unit - Remove Punch from Hero
        Unit - Add Block to Hero
        Unit - Add Slash to Hero
        If (TrainSpinningStrike Equal to True) then do (Add Spinning Strike to Hero) else do (Do nothing)
        If (TrainFiercefulCharge Equal to True) then do (Add Fierceful Charge to Hero) else do (Do nothing)
      Else - Actions
    Wait 0.10 seconds
    Set VariableSet Weapon = True
    Unit - Order Hero to drop (Item carried by Hero of type Steel Shortsword) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Shortsword) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Dragoth's Spear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Crystal Edge) at (Position of Hero)
Weapon 4
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Dragoth's Spear
  Actions
    Set VariableSet Weapon1 = False
    Set VariableSet Weapon2 = False
    Set VariableSet Weapon3 = False
    Set VariableSet Weapon4 = True
    Set VariableSet Weapon5 = False
    Unit - Order Hero to drop (Item carried by Hero of type Steel Shortsword) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Shortsword) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Blacksteel Axe) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Crystal Edge) at (Position of Hero)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Armless Equal to True
      Then - Actions
        Set VariableSet Armless = False
        Unit - Remove Punch from Hero
        Unit - Add Block to Hero
        Unit - Add Slash to Hero
        If (TrainSpinningStrike Equal to True) then do (Add Spinning Strike to Hero) else do (Do nothing)
        If (TrainFiercefulCharge Equal to True) then do (Add Fierceful Charge to Hero) else do (Do nothing)
      Else - Actions
    Wait 0.10 seconds
    Set VariableSet Weapon = True
    Unit - Order Hero to drop (Item carried by Hero of type Steel Shortsword) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Shortsword) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Blacksteel Axe) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Crystal Edge) at (Position of Hero)
Weapon 5
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Crystal Edge
  Actions
    Set VariableSet Weapon1 = False
    Set VariableSet Weapon2 = False
    Set VariableSet Weapon3 = False
    Set VariableSet Weapon4 = False
    Set VariableSet Weapon5 = True
    Unit - Order Hero to drop (Item carried by Hero of type Steel Shortsword) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Shortsword) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Blacksteel Axe) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Dragoth's Spear) at (Position of Hero)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Armless Equal to True
      Then - Actions
        Set VariableSet Armless = False
        Unit - Remove Punch from Hero
        Unit - Add Block to Hero
        Unit - Add Slash to Hero
        If (TrainSpinningStrike Equal to True) then do (Add Spinning Strike to Hero) else do (Do nothing)
        If (TrainFiercefulCharge Equal to True) then do (Add Fierceful Charge to Hero) else do (Do nothing)
      Else - Actions
    Wait 0.10 seconds
    Set VariableSet Weapon = True
    Unit - Order Hero to drop (Item carried by Hero of type Steel Shortsword) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Shortsword) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Blacksteel Axe) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Dragoth's Spear) at (Position of Hero)
Gear 1
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Steel Gear
  Actions
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Wolf Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Barbarian's Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Mighty Dreadwalker's Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Frostgiant's Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Wolf Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Barbarian's Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Mighty Dreadwalker's Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Frostgiant's Gear) at (Position of Hero)
Gear 2
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Nordic Wolf Gear
  Actions
    Unit - Order Hero to drop (Item carried by Hero of type Steel Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Barbarian's Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Mighty Dreadwalker's Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Frostgiant's Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Steel Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Barbarian's Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Mighty Dreadwalker's Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Frostgiant's Gear) at (Position of Hero)
Gear 3
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Barbarian's Gear
  Actions
    Unit - Order Hero to drop (Item carried by Hero of type Steel Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Wolf Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Mighty Dreadwalker's Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Frostgiant's Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Wolf Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Steel Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Mighty Dreadwalker's Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Frostgiant's Gear) at (Position of Hero)
Gear 4
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Mighty Dreadwalker's Gear
  Actions
    Unit - Order Hero to drop (Item carried by Hero of type Steel Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Wolf Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Barbarian's Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Frostgiant's Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Wolf Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Barbarian's Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Steel Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Frostgiant's Gear) at (Position of Hero)
Gear 5
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Frostgiant's Gear
  Actions
    Unit - Order Hero to drop (Item carried by Hero of type Steel Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Wolf Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Barbarian's Gear) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Mighty Dreadwalker's Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Wolf Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Barbarian's Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Mighty Dreadwalker's Gear) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Steel Gear) at (Position of Hero)
Amulet 1
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Stone Amulet
  Actions
    Unit - Order Hero to drop (Item carried by Hero of type Amulet of Mystics) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Winter's Heart) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Star) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Enchanted Crystal) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Amulet of Mystics) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Winter's Heart) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Star) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Enchanted Crystal) at (Position of Hero)
Amulet 2
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Amulet of Mystics
  Actions
    Unit - Order Hero to drop (Item carried by Hero of type Stone Amulet) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Winter's Heart) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Star) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Enchanted Crystal) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Stone Amulet) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Winter's Heart) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Star) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Enchanted Crystal) at (Position of Hero)
Amulet 3
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Winter's Heart
  Actions
    Unit - Order Hero to drop (Item carried by Hero of type Amulet of Mystics) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Stone Amulet) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Star) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Enchanted Crystal) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Amulet of Mystics) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Stone Amulet) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Star) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Enchanted Crystal) at (Position of Hero)
Amulet 4
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Nordic Star
  Actions
    Unit - Order Hero to drop (Item carried by Hero of type Amulet of Mystics) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Winter's Heart) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Stone Amulet) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Enchanted Crystal) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Amulet of Mystics) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Winter's Heart) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Stone Amulet) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Enchanted Crystal) at (Position of Hero)
Amulet 5
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Enchanted Crystal
  Actions
    Unit - Order Hero to drop (Item carried by Hero of type Amulet of Mystics) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Winter's Heart) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Star) at (Position of Hero)
    Unit - Order Hero to drop (Item carried by Hero of type Stone Amulet) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Amulet of Mystics) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Winter's Heart) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Nordic Star) at (Position of Hero)
    Wait 0.03 seconds
    Unit - Order Hero to drop (Item carried by Hero of type Stone Amulet) at (Position of Hero)
Training
  Events
    Unit - Nordic Warrior 0003 <gen> Acquires an item
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Item-type of (Item being manipulated)) Equal to Spinning Strike
        (Item-type of (Item being manipulated)) Equal to Fierceful Charge
        (Item-type of (Item being manipulated)) Equal to Throw Knife
        (Item-type of (Item being manipulated)) Equal to Lion's Spirit
        (Item-type of (Item being manipulated)) Equal to Rage
  Actions
    If ((Item-type of (Item being manipulated)) Equal to Spinning Strike) then do (Set VariableSet TrainSpinningStrike = True) else do (Do nothing)
    If ((Item-type of (Item being manipulated)) Equal to Spinning Strike) then do (If (Weapon Equal to True) then do (Add Spinning Strike to Hero) else do (Do nothing)) else do (Do nothing)
    If ((Item-type of (Item being manipulated)) Equal to Fierceful Charge) then do (Set VariableSet TrainFiercefulCharge = True) else do (Do nothing)
    If ((Item-type of (Item being manipulated)) Equal to Fierceful Charge) then do (If (Weapon Equal to True) then do (Add Fierceful Charge to Hero) else do (Do nothing)) else do (Do nothing)
    If ((Item-type of (Item being manipulated)) Equal to Throw Knife) then do (Add Throw Knife to Hero) else do (Do nothing)
    If ((Item-type of (Item being manipulated)) Equal to Lion's Spirit) then do (Add Lion's Spirit to Hero) else do (Do nothing)
    If ((Item-type of (Item being manipulated)) Equal to Rage) then do (Add Rage to Hero) else do (Do nothing)
Belt Acquire
  Events
    Unit - A unit Acquires an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Frostgiant's Gear
  Actions
    Unit - Add A Belt to Hero
Belt Lose
  Events
    Unit - A unit Loses an item
  Conditions
    (Item-type of (Item being manipulated)) Equal to Frostgiant's Gear
  Actions
    Unit - Remove A Belt from Hero
Crate
  Events
  Conditions
  Actions
Camera Change 1
  Events
    Unit - A unit enters Region_013 <gen>
    Unit - A unit enters Region_013_Copy <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Custom script: call SwitchCamera(1)
Camera Change 2
  Events
    Unit - A unit enters Region_014 <gen>
    Unit - A unit enters Region_014_Copy <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Custom script: call SwitchCamera(2)
Striking
  Events
    Time - Every 9.00 seconds of game time
  Conditions
  Actions
    Unit - Order Demolisher 0069 <gen> to Attack Ground.(Random point in Artilery <gen>)
Left Tent
  Events
    Time - Every 24.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Dreadrunner for Player 5 (Yellow) at (Center of Region_025 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Patrol To.(Random point in Region_027 <gen>)
    Unit - Create 1.Dreadrunner for Player 5 (Yellow) at (Center of Region_025 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Patrol To.(Random point in Region_027 <gen>)
    Unit - Create 1.Dreadrunner for Player 5 (Yellow) at (Center of Region_025 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Patrol To.(Random point in Region_027 <gen>)
Right Tent
  Events
    Time - Every 24.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Dreadrunner for Player 5 (Yellow) at (Center of Region_026 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Patrol To.(Random point in Region_027 <gen>)
    Unit - Create 1.Dreadrunner for Player 5 (Yellow) at (Center of Region_026 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Patrol To.(Random point in Region_027 <gen>)
    Unit - Create 1.Dreadrunner for Player 5 (Yellow) at (Center of Region_026 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Patrol To.(Random point in Region_027 <gen>)
Tent Collapse
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Dying unit) Equal to Dread Tent 0036 <gen>
        (Dying unit) Equal to Dread Tent 0071 <gen>
  Actions
    If ((Dying unit) Equal to Dread Tent 0036 <gen>) then do (Turn off Left_Tent <gen>) else do (Do nothing)
    If ((Dying unit) Equal to Dread Tent 0071 <gen>) then do (Turn off Right_Tent <gen>) else do (Do nothing)
Gates Death
  Events
    Destructible - Nordic Gate 1344 <gen> dies
  Conditions
  Actions
    Set VariableSet Breakthrough = True
    Unit Group - Pick every unit in (Units in Region_029 <gen>) and do (If ((Owner of (Picked unit)) Equal to Player 5 (Yellow)) then do (Order (Picked unit) to Patrol To.(Random point in Region_027 <gen>)) else do (Do nothing))
    Game - Display to (All players) the text: |cffffcc00Chieftain Norgh:|r Stay with me!
    Unit Group - Pick every unit in (Units in Artilery <gen>) and do (Actions)
      Loop - Actions
        If ((Unit-type of (Picked unit)) Equal to Warpost Enforcer) then do (Order (Picked unit) to Patrol To.(Random point in Region_035 <gen>)) else do (Do nothing)
        If ((Unit-type of (Picked unit)) Equal to Chieftain Norgh) then do (Order (Picked unit) to Patrol To.(Random point in Region_035 <gen>)) else do (Do nothing)
    Trigger - Turn on Ally_Force <gen>
    Cinematic - Send transmission to (All players) from Chieftain Norgh 0055 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Hero - Disable experience gain for Hero.
    Trigger - Turn on Deserter_2 <gen>
Order
  Events
    Unit - A unit enters Region_028 <gen>
  Conditions
    (Owner of (Entering unit)) Equal to Player 5 (Yellow)
  Actions
    If (Breakthrough Equal to False) then do (Order (Entering unit) to Attack.Nordic Gate 1344 <gen>) else do (Turn off (This trigger))
Ally Force
  Events
    Time - Every 12.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Warpost Enforcer for Player 10 (Light Blue) at (Center of Region_036 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Patrol To.(Random point in Region_035 <gen>)
    Unit - Create 1.Warpost Enforcer for Player 10 (Light Blue) at (Center of Region_037 <gen>) facing Default building facing degrees
    Unit - Order (Last created unit) to Patrol To.(Random point in Region_035 <gen>)
Demolisher Collapse
  Events
    Unit - A unit Dies
  Conditions
    (Dying unit) Equal to Demolisher 0069 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Striking <gen>
    Unit - Remove Invulnerable (Neutral) from Dread Tent 0036 <gen>
    Unit - Remove Invulnerable (Neutral) from Dread Tent 0071 <gen>
    Unit - Order Chieftain Norgh 0055 <gen> to Stop.
    Unit Group - Pick every unit in (Units in (Entire map)) and do (If ((Unit-type of (Picked unit)) Equal to Warpost Enforcer) then do (Order (Picked unit) to Patrol To.(Random point in Region_035 <gen>)) else do (Do nothing))
Deserter
  Events
    Unit - A unit enters NorghQ <gen>
  Conditions
    (Entering unit) Equal to Chieftain Norgh 0055 <gen>
  Actions
    Unit - Order Chieftain Norgh 0055 <gen> to Move To.(Center of Region_024 <gen>)
Deserter 2
  Events
    Unit - A unit enters Artilery <gen>
  Conditions
    (Unit-type of (Entering unit)) Equal to Warpost Enforcer
  Actions
    Unit - Order (Entering unit) to Patrol To.(Random point in Region_035 <gen>)
Range
  Events
    Unit - A unit comes within 300.00 of Dreadwalker 0035 <gen>
  Conditions
    (Triggering unit) Equal to Hero
  Actions
    Unit - Order Dreadwalker 0035 <gen> to Attack.Hero
Teleport To
  Events
    Unit - A unit enters Region_043_Copy <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Hero using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Unit - Move Hero instantly to (Center of Region_043 <gen>)
    Unit - Set Hero movement speed to (Default movement speed of Hero)
    Wait 0.20 seconds
    Trigger - Turn on Teleport_Out <gen>
Teleport Out
  Events
    Unit - A unit enters Region_043 <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Hero using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
    Special Effect - Destroy (Last created special effect)
    Unit - Move Hero instantly to (Center of Region_043_Copy <gen>)
    Wait 0.20 seconds
    Trigger - Turn on Teleport_To <gen>
Rush
  Events
    Unit - A unit enters Region_045 <gen>
  Conditions
    (Entering unit) Equal to Hero
  Actions
    Trigger - Turn off (This trigger)
    Game - Display to (All players) the text: |cffffcc00Crystal Mountain Protector:|r You shall be tested if you are worthy the treasures of the mountain.
    Sound - Play HeroLichYesAttack3 <gen>
    Cinematic - Send transmission to (All players) from Crystal Mountain Protector 0090 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Unit - Order Crystal Mountain Protector 0090 <gen> to Attack.Hero
Protector Death
  Events
    Unit - A unit Dies
  Conditions
    (Dying unit) Equal to Crystal Mountain Protector 0090 <gen>
  Actions
    Trigger - Turn on The_Greatest_Challange_Return <gen>
    Item - Create Crystal Edge at (Position of Crystal Mountain Protector 0090 <gen>)
    Special Effect - Create a special effect at (Position of Crystal Mountain Protector 0090 <gen>) using FreezingRing.mdx
    Special Effect - Destroy (Last created special effect)
    Unit - Remove Crystal Mountain Protector 0090 <gen> from the game
    Wait 3.00 seconds
    Cinematic - Fade out over 1.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 1.00 seconds
    Selection - Clear selection for Player 3 (Teal).
    Cinematic - Turn cinematic mode On for (All players)
    Custom script: call SwitchCamera(0)
    Unit - Move Hero instantly to (Center of Region_046 <gen>), facing (Center of Region_047 <gen>)
    Camera - .Apply. gg_cam_Camera_024 for Player 3 (Teal) over 0 seconds
    Camera - .Apply. gg_cam_Camera_025 for Player 3 (Teal) over 20.00 seconds
    Cinematic - Fade in over 4.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 7.00 seconds
    Unit - Order zEternalFire to Attack Once.Hero
    Wait 1.00 seconds
    Sound - Play BattleRoar <gen>
    Special Effect - Create a special effect attached to the origin (attachpoint) of Hero using Encourage.mdx
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect attached to the origin (attachpoint) of Hero using Doodads\Cinematic\TownBurningFireEmitterBlue\TownBurningFireEmitterBlue.mdl
    Set VariableSet EternalFire = (Last created special effect)
    Wait 5.00 seconds
    Cinematic - Fade out over 3.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Wait 3.00 seconds
    Unit - Add Exodus of the Eternal Fire to Hero
    Cinematic - Fade in over 1.00 seconds using texture White Mask and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Cinematic - Turn cinematic mode Off for (All players)
    Custom script: call SwitchCamera(1)
    Selection - Select Hero for Player 3 (Teal)
    Unit - Create 1 Crystal Spider for Neutral Hostile at (Random point in Region_048 <gen>) facing (Position of Hero)
    Unit - Create 1 Crystal Spider for Neutral Hostile at (Random point in Region_048 <gen>) facing (Position of Hero)
    Unit - Create 1 Crystal Spider for Neutral Hostile at (Random point in Region_048 <gen>) facing (Position of Hero)
    Unit - Create 1 Crystal Spider for Neutral Hostile at (Random point in Region_048 <gen>) facing (Position of Hero)
    Unit - Create 1 Crystal Spider for Neutral Hostile at (Random point in Region_048 <gen>) facing (Position of Hero)
    Unit - Create 1 Crystal Spider for Neutral Hostile at (Random point in Region_048 <gen>) facing (Position of Hero)
    Unit - Create 1 Crystal Spider for Neutral Hostile at (Random point in Region_048 <gen>) facing (Position of Hero)
    Unit - Create 1 Crystal Spider for Neutral Hostile at (Random point in Region_048 <gen>) facing (Position of Hero)
    Unit - Create 1 Crystal Spider for Neutral Hostile at (Random point in Region_048 <gen>) facing (Position of Hero)
    Wait 3.00 seconds
    Game - Display to (All players) the text: |cffffcc00Einarr:|r Perhaps now I should get back to Norgh and ask him what to do next.
    Unit - Create 1 Cave Wanderer for Neutral Hostile at (Random point in Region_049 <gen>) facing (Center of Region_043_Copy <gen>)
    Unit - Create 1 Cave Wanderer for Neutral Hostile at (Random point in Region_049 <gen>) facing (Center of Region_043_Copy <gen>)
    Unit - Create 1 Cave Wanderer for Neutral Hostile at (Random point in Region_049 <gen>) facing (Center of Region_043_Copy <gen>)
    Wait 30.00 seconds
    Special Effect - Destroy EternalFire
Protector Abilities
  Events
    Unit - A unit Is attacked
  Conditions
    (Attacked unit) Equal to Crystal Mountain Protector 0090 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Wait 2.00 seconds
    Unit - Order Crystal Mountain Protector 0090 <gen> to Undead Lich - Frost Nova.Hero
    Wait 7.00 seconds
    Trigger - Turn on (This trigger)
Dictionary
  Events
    Unit - A unit Dies
  Conditions
    (Dying unit) Equal to Wolf Tail Member 0088 <gen>
  Actions
    Item - Create Wolf Tail Dictionary at (Position of Wolf Tail Member 0088 <gen>)
Skeletons
  Events
    Time - Every 35.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Skeleton for Neutral Hostile at (Center of Region_054 <gen>) facing (Position of Hero)
    Unit - Order (Last created unit) to Attack.Hero
    Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
    Special Effect - Destroy (Last created special effect)
Skeletons in Palace
  Events
    Time - Every 12.00 seconds of game time
  Conditions
  Actions
    Unit - Create 1 Skeleton for Neutral Hostile at (Center of Region_058 <gen>) facing (Position of Hero)
    Unit - Order (Last created unit) to Attack.Hero
    Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
    Special Effect - Destroy (Last created special effect)
    Unit - Create 1 Skeleton for Neutral Hostile at (Center of Region_057 <gen>) facing (Position of Hero)
    If (SpiritDead Equal to True) then do (Order (Last created unit) to Attack.Hero) else do (Order (Last created unit) to Attack.Spirit)
    Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
    Special Effect - Destroy (Last created special effect)
Spirit
  Events
    Unit - A unit Dies
  Conditions
    (Dying unit) Equal to Spirit
  Actions
    Set VariableSet SpiritDead = True
    Special Effect - Create a special effect at (Position of Spirit) using FreezingRing.mdx
    Special Effect - Destroy (Last created special effect)
    Unit - Remove Spirit from the game
Pushback
  Events
    Unit - A unit comes within 300.00 of Sorcerer 0125 <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Triggering unit) Equal to Hero
        (Triggering unit) Equal to Spirit
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering unit) Equal to Hero
      Then - Actions
        Unit - Order Sorcerer 0125 <gen> to Orc Far Seer - Chain Lightning.Hero
        Sound - Play Beep <gen>
        Cinematic - Fade out and back in over 2.00 seconds using texture Dream and color (100.00%, 0%, 0%) with 0% transparency
      Else - Actions
        Unit - Order Sorcerer 0125 <gen> to Orc Far Seer - Chain Lightning.Spirit
        Trigger - Run Patrol <gen> (ignoring conditions)
Pushback Close
  Events
    Unit - A unit comes within 150.00 of Sorcerer 0125 <gen>
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Triggering unit) Equal to Hero
        (Triggering unit) Equal to Spirit
  Actions
    Wait 1.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering unit) Equal to Hero
      Then - Actions
        Unit - Order Sorcerer 0125 <gen> to Orc Far Seer - Chain Lightning.Hero
        Sound - Play Beep <gen>
        Cinematic - Fade out and back in over 2.00 seconds using texture Dream and color (100.00%, 0%, 0%) with 0% transparency
      Else - Actions
        Unit - Order Sorcerer 0125 <gen> to Orc Far Seer - Chain Lightning.Spirit
    Wait 2.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering unit) Equal to Hero
      Then - Actions
        Unit - Order Sorcerer 0125 <gen> to Orc Far Seer - Chain Lightning.Hero
        Sound - Play Beep <gen>
        Cinematic - Fade out and back in over 2.00 seconds using texture Dream and color (100.00%, 0%, 0%) with 0% transparency
      Else - Actions
        Unit - Order Sorcerer 0125 <gen> to Orc Far Seer - Chain Lightning.Spirit
Attacked
  Events
    Unit - A unit Is attacked
  Conditions
    (Attacked unit) Equal to Sorcerer 0125 <gen>
  Actions
    Unit - Order Sorcerer 0125 <gen> to Orc Far Seer - Chain Lightning.(Attacking unit)
Patrol
  Events
  Conditions
  Actions
    Wait 5.00 seconds
    Unit - Order Spirit to Patrol To.(Position of Sorcerer 0125 <gen>)
Phase 2 SetUp
  Events
    Unit - Sorcerer 0125 <gen>'s life becomes Less than 1500.00
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Add Storm Bolt fr to Sorcerer 0125 <gen>
    Trigger - Turn on Phase_2 <gen>
Phase 2
  Events
    Time - Every 17.00 seconds of game time
  Conditions
  Actions
    Unit - Order Sorcerer 0125 <gen> to Human Mountain King - Storm Bolt.Hero
Phase 3n4 SetUp
  Events
    Unit - Sorcerer 0125 <gen>'s life becomes Less than 850.00
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Unpause Dum 0137 <gen>
    Trigger - Turn on Phase_3 <gen>
    Trigger - Turn on Phase_4 <gen>
    Wait 3.00 seconds
    Game - Display to (All players) the text: |cffffcc00Algetrundus:|r Let the sky fall upon you!
    Cinematic - Send transmission to (All players) from Sorcerer 0125 <gen> named Transmission Sent: Play No sound and display . Modify duration: Add 0 seconds and Wait
    Unit - Order Dum 0137 <gen> to Neutral Tinker - Cluster Rockets.(Position of Hero)
Phase 3
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Unit - Order Dum 0137 <gen> to Neutral Tinker - Cluster Rockets.(Random point in Region_059 <gen>)
Phase 4
  Events
    Time - Every 30.00 seconds of game time
  Conditions
  Actions
    Unit - Order Dum 0137 <gen> to Neutral Tinker - Cluster Rockets.(Position of Hero)
Launch
  Events
  Conditions
  Actions
    Wait 2.00 seconds
    Unit - Unpause Demolisher 0069 <gen>
    Unit - Order Demolisher 0069 <gen> to Attack.Warpost Villager 0072 <gen>
Cast A Knockback
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (KBA_TargetUnit is in KB_KnockbackedUnits.) Equal to True
      Then - Actions
        Unit Group - Remove KBA_TargetUnit from KB_KnockbackedUnits.
        Set VariableSet KB_CountBuffs = (KB_CountBuffs - 1)
        For each (Integer KB_GeneralIntegers[2]) from 1 to KB_TotalKnockUnits, do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                KB_Units[KB_GeneralIntegers[1]] Equal to KBA_TargetUnit
              Then - Actions
                Set VariableSet KB_GeneralIntegers[1] = KB_GeneralIntegers[2]
                Set VariableSet KB_GeneralIntegers[2] = KB_TotalKnockUnits
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            KB_TotalKnockUnits Greater than KB_GeneralIntegers[1]
          Then - Actions
            Set VariableSet KB_Levels[KB_GeneralIntegers[1]] = KB_Levels[KB_TotalKnockUnits]
            Set VariableSet KB_Units[KB_GeneralIntegers[1]] = KB_Units[KB_TotalKnockUnits]
            Set VariableSet KB_Angle[KB_GeneralIntegers[1]] = KB_Angle[KB_TotalKnockUnits]
            Set VariableSet KB_MaxDistance[KB_GeneralIntegers[1]] = KB_MaxDistance[KB_TotalKnockUnits]
            Set VariableSet KB_ReachedDistance[KB_GeneralIntegers[1]] = KB_ReachedDistance[KB_TotalKnockUnits]
            Set VariableSet KB_ReduceSpeedReal[KB_GeneralIntegers[1]] = KB_ReduceSpeedReal[KB_TotalKnockUnits]
            Set VariableSet KB_SpecificSpeed[KB_GeneralIntegers[1]] = KB_SpecificSpeed[KB_TotalKnockUnits]
            Set VariableSet KB_Effects_1[KB_GeneralIntegers[1]] = KB_Effects_1[KB_TotalKnockUnits]
            Set VariableSet KB_Effects_2[KB_GeneralIntegers[1]] = KB_Effects_2[KB_TotalKnockUnits]
            Set VariableSet KB_DestroyTrees[KB_GeneralIntegers[1]] = KB_DestroyTrees[KB_TotalKnockUnits]
            Set VariableSet KB_EffectCounter[KB_GeneralIntegers[1]] = KB_EffectCounter[KB_TotalKnockUnits]
            Set VariableSet KB_EffectCounter2[KB_GeneralIntegers[1]] = KB_EffectCounter2[KB_TotalKnockUnits]
            Set VariableSet KB_GeneralIntegers[1] = (KB_GeneralIntegers[1] - 1)
          Else - Actions
        Set VariableSet KB_Units[KB_TotalKnockUnits] = No unit
        Set VariableSet KB_TotalKnockUnits = (KB_TotalKnockUnits - 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            KB_CountBuffs Equal to 0
          Then - Actions
            Set VariableSet KB_TotalKnockUnits = 0
            Trigger - Turn off Get_Knockback <gen>
          Else - Actions
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        KB_CountBuffs Equal to 0
      Then - Actions
        Trigger - Turn on Get_Knockback <gen>
      Else - Actions
    Set VariableSet KB_CountBuffs = (KB_CountBuffs + 1)
    Set VariableSet KB_TotalKnockUnits = (KB_TotalKnockUnits + 1)
    Set VariableSet KB_Casters[KB_TotalKnockUnits] = KBA_Caster
    Set VariableSet KB_Levels[KB_TotalKnockUnits] = KBA_Level
    Set VariableSet KB_Units[KB_TotalKnockUnits] = KBA_TargetUnit
    Set VariableSet KB_StartPositions[KB_TotalKnockUnits] = KBA_StartingPosition
    Set VariableSet KB_TempPoint[KB_TotalKnockUnits] = (Position of KBA_TargetUnit)
    Set VariableSet KB_Angle[KB_TotalKnockUnits] = (Angle from KB_StartPositions[KB_TotalKnockUnits] to KB_TempPoint[KB_TotalKnockUnits])
    Set VariableSet KB_MaxDistance[KB_TotalKnockUnits] = (KBA_DistancePerLevel x (Real(KBA_Level)))
    Set VariableSet KB_ReachedDistance[KB_TotalKnockUnits] = 0.00
    Set VariableSet KB_ReduceSpeedReal[KB_GeneralIntegers[1]] = 0.00
    Set VariableSet KB_SpecificSpeed[KB_TotalKnockUnits] = KBA_Speed
    Set VariableSet KB_Effects_1[KB_TotalKnockUnits] = KBA_SpecialEffects[1]
    Set VariableSet KB_Effects_2[KB_TotalKnockUnits] = KBA_SpecialEffects[2]
    Set VariableSet KB_DestroyTrees[KB_TotalKnockUnits] = KBA_DestroyTrees
    Set VariableSet KB_EffectCounter[KB_GeneralIntegers[1]] = 0
    Set VariableSet KB_EffectCounter2[KB_GeneralIntegers[1]] = 0
    Unit Group - Add KBA_TargetUnit to KB_KnockbackedUnits
    Custom script: call RemoveLocation (udg_KBA_StartingPosition)
    Custom script: call RemoveLocation (udg_KB_TempPoint [udg_KB_TotalKnockUnits] )
    Custom script: call RemoveLocation (udg_KB_StartPositions [udg_KB_TotalKnockUnits] )
Get Knockback
  Events
    Time - Every 0.02 seconds of game time
  Conditions
  Actions
    For each (Integer KB_GeneralIntegers[1]) from 1 to KB_TotalKnockUnits, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (KB_Units[KB_GeneralIntegers[1]] is in KB_KnockbackedUnits.) Equal to True
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                KB_ReachedDistance[KB_GeneralIntegers[1]] Greater than or equal to KB_MaxDistance[KB_GeneralIntegers[1]]
              Then - Actions
                Unit Group - Remove KB_Units[KB_GeneralIntegers[1]] from KB_KnockbackedUnits.
                Set VariableSet KB_CountBuffs = (KB_CountBuffs - 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    KB_TotalKnockUnits Greater than KB_GeneralIntegers[1]
                  Then - Actions
                    Set VariableSet KB_Levels[KB_GeneralIntegers[1]] = KB_Levels[KB_TotalKnockUnits]
                    Set VariableSet KB_Units[KB_GeneralIntegers[1]] = KB_Units[KB_TotalKnockUnits]
                    Set VariableSet KB_Angle[KB_GeneralIntegers[1]] = KB_Angle[KB_TotalKnockUnits]
                    Set VariableSet KB_MaxDistance[KB_GeneralIntegers[1]] = KB_MaxDistance[KB_TotalKnockUnits]
                    Set VariableSet KB_ReachedDistance[KB_GeneralIntegers[1]] = KB_ReachedDistance[KB_TotalKnockUnits]
                    Set VariableSet KB_ReduceSpeedReal[KB_GeneralIntegers[1]] = KB_ReduceSpeedReal[KB_TotalKnockUnits]
                    Set VariableSet KB_SpecificSpeed[KB_GeneralIntegers[1]] = KB_SpecificSpeed[KB_TotalKnockUnits]
                    Set VariableSet KB_Effects_1[KB_GeneralIntegers[1]] = KB_Effects_1[KB_TotalKnockUnits]
                    Set VariableSet KB_Effects_2[KB_GeneralIntegers[1]] = KB_Effects_2[KB_TotalKnockUnits]
                    Set VariableSet KB_DestroyTrees[KB_GeneralIntegers[1]] = KB_DestroyTrees[KB_TotalKnockUnits]
                    Set VariableSet KB_EffectCounter[KB_GeneralIntegers[1]] = KB_EffectCounter[KB_TotalKnockUnits]
                    Set VariableSet KB_EffectCounter2[KB_GeneralIntegers[1]] = KB_EffectCounter2[KB_TotalKnockUnits]
                    Set VariableSet KB_GeneralIntegers[1] = (KB_GeneralIntegers[1] - 1)
                  Else - Actions
                Set VariableSet KB_Units[KB_TotalKnockUnits] = No unit
                Set VariableSet KB_TotalKnockUnits = (KB_TotalKnockUnits - 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    KB_CountBuffs Equal to 0
                  Then - Actions
                    Set VariableSet KB_TotalKnockUnits = 0
                    Trigger - Turn off (This trigger)
                  Else - Actions
              Else - Actions
                Set VariableSet KB_ReducedReal = ((KB_SpecificSpeed[KB_GeneralIntegers[1]] / KB_MaxDistance[KB_GeneralIntegers[1]]) x KB_ReachedDistance[KB_GeneralIntegers[1]])
                Set VariableSet KB_ReduceSpeedReal[KB_GeneralIntegers[1]] = (KB_ReducedReal - (KB_ReduceSpeedReal[KB_GeneralIntegers[1]] x 0.10))
                Set VariableSet KB_TempReal = ((KB_SpecificSpeed[KB_GeneralIntegers[1]] - KB_ReduceSpeedReal[KB_GeneralIntegers[1]]) x 2.00)
                Set VariableSet KB_TempPoint[1] = (Position of KB_Units[KB_GeneralIntegers[1]])
                Set VariableSet KB_TempPoint[2] = (KB_TempPoint[1] offset by KB_TempReal towards KB_Angle[KB_GeneralIntegers[1]] degrees.)
                Set VariableSet KB_EffectCounter[KB_GeneralIntegers[1]] = (KB_EffectCounter[KB_GeneralIntegers[1]] + 1)
                Set VariableSet KB_EffectCounter2[KB_GeneralIntegers[1]] = (KB_EffectCounter2[KB_GeneralIntegers[1]] + 1)
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    KB_DestroyTrees[KB_GeneralIntegers[1]] Equal to True
                  Then - Actions
                    Destructible - Pick every destructible within 200.00 of KB_TempPoint[2] and do (Actions)
                      Loop - Actions
                        Destructible - Kill (Picked destructible)
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    KB_EffectCounter[KB_GeneralIntegers[1]] Equal to 6
                  Then - Actions
                    Set VariableSet KB_EffectCounter[KB_GeneralIntegers[1]] = 0
                    Special Effect - Create a special effect at KB_TempPoint[1] using KB_Effects_1[KB_GeneralIntegers[1]]
                    Special Effect - Destroy (Last created special effect)
                  Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    KB_EffectCounter2[KB_GeneralIntegers[1]] Equal to 8
                  Then - Actions
                    Set VariableSet KB_EffectCounter2[KB_GeneralIntegers[1]] = 0
                    Special Effect - Create a special effect at KB_TempPoint[1] using KB_Effects_2[KB_GeneralIntegers[1]]
                    Special Effect - Destroy (Last created special effect)
                  Else - Actions
                Unit - Move KB_Units[KB_GeneralIntegers[1]] instantly to KB_TempPoint[2]
                Custom script: call RemoveLocation (udg_KB_TempPoint[1])
                Custom script: call RemoveLocation (udg_KB_TempPoint[2])
                Set VariableSet KB_ReachedDistance[KB_GeneralIntegers[1]] = (KB_ReachedDistance[KB_GeneralIntegers[1]] + KB_TempReal)
          Else - Actions
Charge start
  Events
    Unit - A unit Starts the effect of an ability
  Conditions
    (Ability being cast) Equal to Exodus of the Eternal Fire
  Actions
    Hashtable - Save Handle Of(Target unit of ability being cast) as (Key target.) of (Key (Triggering unit).) in HashTable.
    Unit Group - Add (Triggering unit) to UnitGroup
    Unit - Turn collision for (Triggering unit) Off.
    Unit - Add Invulnerable (Neutral) to Hero
    Custom script: call SwitchCamera(3)
    Trigger - Turn on Charge_loop <gen>
    Sound - Play BattleRoar <gen>
    Cinematic - Fade out over 0.50 seconds using texture Dream and color (100.00%, 100.00%, 100.00%) with 0% transparency
    Camera - Shake the camera for Player 3 (Teal) with magnitude 3.00
    Special Effect - Create a special effect attached to the origin (attachpoint) of Hero using Doodads\Cinematic\TownBurningFireEmitterBlue\TownBurningFireEmitterBlue.mdl
    Set VariableSet EternalFire = (Last created special effect)
    Wait 12.00 seconds
    Special Effect - Destroy EternalFire
Charge loop
  Events
    Time - Every 0.03 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (UnitGroup is empty) Equal to True
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
        Unit Group - Pick every unit in UnitGroup and do (Actions)
          Loop - Actions
            Set VariableSet Points[1] = (Position of (Picked unit))
            Set VariableSet Points[2] = (Position of (Load (Key target.) of (Key (Picked unit).) in HashTable.))
            Set VariableSet Points[3] = (Points[1] offset by 15.00 towards (Angle from Points[1] to Points[2]) degrees.)
            Unit - Move (Picked unit) instantly to Points[3], facing Points[2]
            Special Effect - Create a special effect attached to the origin (attachpoint) of (Picked unit) using Shiva'sWrath.mdx
            Special Effect - Destroy (Last created special effect)
            Special Effect - Create a special effect attached to the origin (attachpoint) of (Picked unit) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
            Special Effect - Destroy (Last created special effect)
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Distance between Points[1] and Points[2]) Less than or equal to 50.00
              Then - Actions
                Custom script: call SwitchCamera(5)
                Cinematic - Fade in over 0.50 seconds using texture Dream and color (100.00%, 100.00%, 100.00%) with 0% transparency
                Camera - Stop swaying/shaking the camera for Player 3 (Teal).
                Unit - Remove Invulnerable (Neutral) from Hero
                Unit Group - Remove (Picked unit) from UnitGroup.
                Unit - Turn collision for (Picked unit) On.
                Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
                Animation - Play (Picked unit)'s attack (animationname) animation
                Unit - Cause (Picked unit) to damage (Load (Key target.) of (Key (Picked unit).) in HashTable.), dealing 350.00 damage of attack type Chaos and damage type Divine
                Special Effect - Create a special effect attached to the chest (attachpoint) of (Load (Key target.) of (Key (Picked unit).) in HashTable.) using FreezingRing.mdx
                Special Effect - Destroy (Last created special effect)
                Custom script: call RemoveLocation(udg_Points[1])
                Custom script: call RemoveLocation(udg_Points[2])
                Custom script: call RemoveLocation(udg_Points[3])
                Hashtable - Clear all child hashtables of child (Key (Picked unit).) in HashTable.
              Else - Actions
                Unit Group - Pick every unit in UnitGroup and do (Actions)
                  Loop - Actions
                    Animation - Change (Picked unit)'s animation speed to 30.00% of its original speed
                    Animation - Play (Picked unit)'s stand ready (animationname) animation