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Trigger Viewer

undead07Fixed.w3x
Variables
Debug
Variables
Initialization
City Sections
Krasus Landing
KL Setup
KL Visibility
KL Archmage Leash
KL Archmage Animation
KL Archmage Death Q
KL Shield Powerdown 01
KL Shield Powerdown 02
Sunreaver Sanctuary
SS Setup
SS Visibility
SS Mage Animation
SS Mage Animation Cancel
SS Mage Leash
SS Mage Death
SS Golem Rescue
Bank
Bank Setup
Bank Visibility
Bank Mage Animation
Bank Mage Animation Cancel
Bank Mage Leash
Bank Mage Death
Bank Unlock Vault
Bank Gold Trail Start
Bank Gold Trail 01
Bank Gold Trail 02
Bank Gold Trail 03
Bank Gold Trail 04
Bank Gold Trail 05
Bank Gold Trail 06
Bank Gold Trail Final
Bank Guards
Antonidas Memorial
AM Setup
AM Mage Animation
AM Mage Animation Cancel
AM Mage Leash
AM Visibility
AM Mage Death
AM Player Picked Golem Part
Magus Commerce Exchange
MCE Visibility
MCE Mage Animation
MCE Mage Animation Cancel
MCE Mage Leash
MCE Mage Death
MCE Shoplifting
Runeweaver Square
RS Setup
RS Activate
RS Stage 1
RS Stage 2
RS Stage 3
RS Stage 4
RS Stage 5
RS Stage 6
RS Golem Rescue
RS Archmage Leash
RS Archmage Leash B
RS Archmage Animation
RS Archmage Death Q
Violet Hold
VH Setup
VH Visibility
VH Portal 01
VH Portal 02
VH Portal 03
VH Portal 05
VH Portal 06
VH Portal 07
VH Portal Enable C
VH Portal Enable CC
VH Mage Animation
VH Mage Animation Cancel
VH Mage Leash
VH Mage Death
Eventide
EV Setup
EV Visibility
EV Mage Animation
EV Mage Animation Cancel
EV Mage Leash
EV Mage Death
Silver Enclave
SE Setup
SE Mage Animation
SE Mage Animation Cancel
SE Visibility
SE Mage Leash
SE Mage Death
SE Golem Rescue Q
Violet Citadel
VC Setup
VC Mage Visibility 01
VC Mage Visibility 02
VC Mage Animation 01
VC Mage Animation 02
VC Mage Animation Cancel 01
VC Mage Animation Cancel 02
VC Mage Leash 01
VC Mage Leash 02
VC Mage Death 01
VC Mage Death 02
VC Archmage Visibility
VC Archmage Leash
VC Archmage Animation
VC Archmage Death
VC Antonidas Leash
VC Inner Sanctum Enter Runes
VC Inner Sanctum Enter
City Functions
VisibilityAreaCheckers
ShowBuildingCourtYard
HideBuildingCourtYard
---------------------------
ShowBuilding02
HideBuilding02
---------------------------
ShowBuilding03
HideBuilding03
---------------------------
ShowBuilding04
HideBuilding04
---------------------------
ShowBuilding05
HideBuilding05
---------------------------
ShowBuilding06
HideBuilding06
---------------------------
ShowBuilding07
HideBuilding07
---------------------------
ShowBuilding08
HideBuilding08
---------------------------
ShowBuilding09
HideBuilding09
---------------------------
ShowBuilding10
HideBuilding10
Attack Wave Path
Checkpoint 000
Checkpoint 00
Checkpoint 01
Checkpoint 02
Checkpoint 03
Checkpoint 04
Checkpoint 05
Checkpoint 06
Checkpoint 07
Checkpoint 08
Checkpoint 09
Checkpoint 10
Checkpoint 11
Checkpoint 12
Checkpoint 13
Checkpoint 14
Checkpoint 15
Checkpoint 16
Checkpoint 17
Checkpoint 18
Unit Spawning
Unit Spawn Timers
Unit Spawn Respond
Unit Spawn Anti Turtle
Unit Spawn Enable
Unit Spawn
Unit Spawn Build Count
Unit Spawn B
Unit Spawn Red
Unit Spawn Green
Unit Spawn Yellow
Unit Spawn Escort 01
Unit Spawn Escort 02
Unit Spawn Escort 03
Unit Spawn Replace
Pain Fields
SetupShieldVars
ShieldDamageApply
Shield01Down
Shield02Down
Shield03Down
Leaderboards
Leaderboard Create
Leaderboard Update
LevelCaps
ArthasLevelUp
KelThuzadLevelUp
Air Response
Air Response
Level Data
Load Heroes
Load Arthas
Load KelThuzad
Next Level Prep
Next Level Run
Victory Cheat
DefeatCheat
Misc
Neutral Smart Attack
Shop Color
CouncilWizardItemDrop
Cinematics
OpeningCinematic
OpeningSetup
OpeningCancelled
Opening01
Opening02
Opening Text
Opening End
MidCinematic
MidSpawningSystem
MidCancel
MidEnd
EndingCinematic
EndingCancelled01
EndingCancelled02
Ending01
Ending01B
Ending01C
Ending01Warp
Ending01InvulnTrack
Ending02
Ending02ShieldPowerdown
Ending02B
EndingAlly
Quests
Quest Updates
Trigger Outro1
Trigger Outro2
Council Debug
Quest Units
Main Quest
Cage Quest Track
Violet Council Track
Violet Council Update Q
Violet Council Failed
Vault Quest VO Track
Endgame
VictoryDefeat
Victory
Defeat
Hero Revive Time
---------------------------
Initialization
Remove Cinematic Placeholders
Difficulty Easy
Difficulty Normal
Difficulty Hard
SetupComputerPlayerColors
SetupComputerAlliances
SetupPlayerAlliances
SetupPlayerResources
SetupArthas
SetupKelThuzad
SetupArchmage01
SetupArchmage02
SetupArchmage03
SetupAntonidas
SetupAntonidas B
SetupOpeningGuards
SetupQuests
SetupBookOfSummoning
SetupArchmageCount
SetupScoreScreen
SetupCityVision
SetupGuardianMages
Hero Revive Time Rate
-- Added color changing when Scourge units are under influence of Antonidas Aura (color changed to green in order distinguish it from AnimateDead buff)
-- Added Walls
-- Added buildings
-- Added props
-- Changed Camera Angles in cinematics
-- Added Intro Cameras
-- Added Ground and Flying Pathing Blockers
-- Fixed issue with Attack waves containing undead units
-- Abomination scream in Opening cinematic is fixed
-- Archimages skins are different now
-- Council Mage skins are more diverged now
-- Added trigger to handle building visibility on the first entrance square



Known issues:
-- Lipsync is broken

		
Name Type Is Array Initial Value
AI_Air_Group group No
AI_Air_Int integer No
AI_Air_Point location No
AI_Air_Point_B location No
AI_Aviary_Group group No
AI_Aviary_Int integer No
AI_Escort_Group group No
AI_Escort_Region rect No
AI_Escort_Region_B rect No
AI_Mana_Units group No
AI_Production_Int integer No
AI_Rax_Group group No
AI_Rax_Int integer No
AI_Response_Main integer No
AI_Response_Point_C location No
AI_Response_Point_D location No
AI_Response_Point_E location No
AI_Response_Point_F location No
AI_Response_Point_G location No
AI_Response_Point_H location No
AI_Response_Support integer No
AI_Response_Up integer No
AI_Sanctum_Group group No
AI_Sanctum_Int integer No
AI_Workshop_Group group No
AI_Workshop_Int integer No
AM_Golem_Walk_01 location No
AM_Leash_Point location No
AM_Leash_Point_B location No
AM_Visibility fogmodifier No
Antonidas unit No
AP4_Player player No
Archmage01 unit No
Archmage01Visibility fogmodifier No
Archmage01VisibilityB fogmodifier No
Archmage02 unit No
Archmage02Visibility fogmodifier No
Archmage02VisibilityB fogmodifier No
Archmage03 unit No
Archmage03Visibility fogmodifier No
Archmage03VisibilityB fogmodifier No
Archmage04Visibility fogmodifier No
Archmage_Next_Point location No
ArchmageCount integer No
ArchmageYellow unit No
Arthas unit No
Bank_Leash_Point location No
Bank_Leash_Point_B location No
Bank_Point_01 location No
Bank_Point_02 location No
Bank_Point_03 location No
Bank_Point_04 location No
Bank_Point_05 location No
Bank_Trap boolean No
Bank_Visibility fogmodifier No
BankLeakyPurse integer No
Bridge_Point location No
Building_Count_01 integer No
Building_Count_02 integer No
Building_Count_03 integer No
Building_Death_Point location No
Cage_Count_Start integer No
Cage_Int integer No
Cage_Spawn_01 location No
Cage_Spawn_02 location No
Cages_Count_Progress integer No
CityBuildingVisibleModifier01 fogmodifier No
CityBuildingVisibleModifier02 fogmodifier No
CityBuildingVisibleModifier03 fogmodifier No
CityBuildingVisibleModifier04 fogmodifier No
CityBuildingVisibleModifier05 fogmodifier No
CityBuildingVisibleModifier06 fogmodifier No
CityBuildingVisibleModifier07 fogmodifier No
CityBuildingVisibleModifier08 fogmodifier No
CityBuildingVisibleModifier09 fogmodifier No
CityBuildingVisibleModifier10 fogmodifier No
CityBuildingVisibleYes01 boolean No
CityBuildingVisibleYes02 boolean No
CityBuildingVisibleYes03 boolean No
CityBuildingVisibleYes04 boolean No
CityBuildingVisibleYes05 boolean No
CityBuildingVisibleYes06 boolean No
CityBuildingVisibleYes07 boolean No
CityBuildingVisibleYes08 boolean No
CityBuildingVisibleYes09 boolean No
CityBuildingVisibleYes10 boolean No
Council_Count_MAX integer No 9
Council_Count_Progess integer No
Council_Unit_Group group No
Council_Wizards group No
CouncilWizard01 boolean No
CouncilWizard05 boolean No
CouncilWizard09 boolean No
CouncilWizardMinimapCounter integer No
CouncilWizardMinimapIcons minimapicon Yes
End_Ant_Count integer No
End_Ant_Dest integer No
End_Ant_Point_01 location No
End_Ant_Point_02 location No
End_Ant_Point_03 location No
End_Ant_Warp_01 location No
End_Ant_Warp_02 location No
End_Arthas_Point location No
End_Arthas_Point_B location No
End_Arthas_Point_C location No
End_Force_Point_01 location No
End_Force_Point_02 location No
End_Force_Point_03 location No
End_Force_Point_04 location No
End_Gate boolean No
End_Hide_Group group No
End_Invuln_Units group No
End_KT_Point location No
End_KT_Point_B location No
End_KT_Point_C location No
End_Leash boolean No
End_Relocate location No
End_Spawn_Trap_01 boolean No
End_Spawn_Trap_02 boolean No
End_Spawn_Trap_03 boolean No
End_Unit_02 unitcode No
Ending_Area_Group_B group No
Ending_Area_Int_B integer No
Ending_LookAt location No
Ending_LookAt_B location No
EndingCancelled01 boolean No false
EndingCancelled02 boolean No false
Escort_Building_Region rect No
EV_Attack_01 location No
EV_Attack_02 location No
EV_Attack_04 location No
EV_Attack_05 location No
EV_Attack_06 location No
EV_Attack_07 location No
EV_Attack_08 location No
EV_Attack_09 location No
EV_Jump_Point_01 location No
EV_Jump_Point_02 location No
EV_Leash_Point location No
EV_Leash_Point_B location No
EV_Visibility fogmodifier No
Field_Damage_01 real No
Field_Damage_02 real No
Field_Damage_03 real No
GAMEOVER boolean No false
Golem_00_Point location No
Golem_02 unit No
Golem_Count_Progress integer No
Golem_Count_Start integer No
Golem_End_Neutral group No
Golem_UD08 integer No
Guardian_End_Point_01 location No
Guardian_End_Point_01A location No
Guardian_End_Point_02 location No
Guardian_End_Point_02A location No
Guardian_End_Point_03 location No
Guardian_End_Point_03A location No
Guardian_End_Point_04 location No
Guardian_End_Point_04A location No
Guardian_End_Point_05 location No
Guardian_End_Point_05A location No
Guardian_End_Point_06 location No
Guardian_End_Point_06A location No
Guardian_End_Point_07 location No
Guardian_End_Point_07A location No
Guardian_End_Point_08 location No
Guardian_End_Point_08A location No
Guardian_End_Point_09 location No
Guardian_End_Point_09A location No
GuardianMage01 unit No
GuardianMage01B unit No
GuardianMage02 unit No
GuardianMage03 unit No
GuardianMage04 unit No
GuardianMage05 unit No
GuardianMage05B unit No
GuardianMage06 unit No
GuardianMage06B unit No
GuardianMage07 unit No
GuardianMage08 unit No
GuardianMage08B unit No
GuardianMage09 unit No
GuardianMage09B unit No
IntroSpawnSystem boolean No
IntroSpawnSystemB boolean No
KelThuzad unit No
LeaderboardArchmage leaderboard No
MCE_Leash_Point location No
MCE_Leash_Point_B location No
MCE_Point_01 location No
MCE_Point_02 location No
MCE_Point_03 location No
MCE_Point_04 location No
MCE_Point_05 location No
MCE_Visibility fogmodifier No
Mid_Charge unit No
Mid_Creep unit No
MidCamera location No
MidCancelled boolean No false
MidCreepMove location No
Neutral_Smart_Order boolean No
Neutral_Smart_Unit unit No
Observ_01 unit No
Observ_Unit unit No
Observ_Units group No
Opening_Point_01 location No
Opening_Point_02 location No
Opening_Point_03 location No
OpeningCancelled boolean No false
OpeningKnight01 unit No
OpeningKnight02 unit No
Passive_Units_Group group No
Player player No
Prisoner_Delay real No
Quest_Secondary_Council quest No
QuestReqArchmage01 questitem No
QuestReqArchmage02 questitem No
QuestReqArchmage03 questitem No
QuestReqArchmage04 questitem No
QuestReqCouncil questitem No
QuestThreeArchmages quest No
Rat_Unit unit No
Rat_Units group No
RS_Golem_Walk_01 location No
RS_Look_Point location No
RS_Point_A location No
RS_Point_A1 location No
RS_Point_A2 location No
RS_Point_B location No
RS_Point_B1 location No
RS_Point_C location No
RS_Point_C1 location No
RS_Point_D location No
RS_Point_D1 location No
RS_Point_E location No
RS_Point_E1 location No
RS_Point_F location No
RS_Point_F1 location No
RS_Point_H location No
SE_Attack_01 location No
SE_Attack_02 location No
SE_Attack_03 location No
SE_Attack_04 location No
SE_Attack_05 location No
SE_Golem_Walk location No
SE_Leash_Point location No
SE_Leash_Point_B location No
SE_Leash_Point_C location No
SE_Leash_Point_D location No
SE_Visibility fogmodifier No
SelectedUnits group No
Shield01Switch boolean No true
Shield02Switch boolean No true
Shield03Switch boolean No true
Shield_Damage_Group group No
Shield_Damage_Point location No
SS_Attack_02 location No
SS_Attack_03 location No
SS_Attack_04 location No
SS_Attack_05 location No
SS_Attack_05B location No
SS_Attack_06 location No
SS_Golem_Walk_01 location No
SS_Leash_Point location No
SS_Leash_Point_B location No
SS_Vaults group No
SS_Visibility fogmodifier No
Timer02BInt integer No
Unit_Death_Group_C group No
Unit_Grow_Group_01 group No
Unit_Grow_Group_02B group No
Unit_Respawn_Unit_04 unit No
Unit_Spawn_Ability_01 abilcode No
Unit_Spawn_Ability_02 abilcode No
Unit_Spawn_Ability_03 abilcode No
Unit_Spawn_Ability_04 abilcode No
Unit_Spawn_AT boolean No
Unit_Spawn_FirstWaveSpawned boolean No
Unit_Spawn_Point_00B location No
Unit_Spawn_Point_04 location No
Unit_Spawn_Timer_02 timer No
Unit_Spawn_Timer_02B timer No
Unit_Spawn_Timer_Duration_02 real No
Unit_Spawn_Timer_Duration_02B real No
Unit_Spawn_Unit_01 unitcode No
Unit_Spawn_Unit_02 unitcode No
Unit_Spawn_Unit_03 unitcode No
Unit_Spawn_Unit_04 unitcode No
Unit_Spawn_Unit_05 unitcode No
Unit_Spawn_Unit_06 unitcode No
Vault_Count_Start integer No
VC_Golem_Walk location No
VC_Leash_Point_03 location No
VC_Leash_Point_04 location No
VC_Visibility_01 fogmodifier No
VC_Visibility_02 fogmodifier No
VH_Creep_Int integer No
VH_Jump_Point_01 location No
VH_Jump_Point_02 location No
VH_Leash_Point location No
VH_Leash_Point_B location No
VH_Portal_Point_01 location No
VH_Portal_Point_02 location No
VH_Portal_Point_03 location No
VH_Portal_Point_05 location No
VH_Portal_Point_06 location No
VH_Portal_Point_07 location No
VH_Portal_Unit_01 unit No
VH_Portal_Unit_02 unit No
VH_Portal_Unit_03 unit No
VH_Portal_Unit_05 unit No
VH_Portal_Unit_06 unit No
VH_Portal_Unit_07 unit No
VH_Visibility fogmodifier No
VioletCouncilQuestStarted boolean No
KL Setup
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within KL_Runes_01 <gen>.
KL Visibility
  Events
    Unit - A unit enters KLEngage <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
    ((Triggering unit) is A flying unit) Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Difficulty level) Equal to Easy
            (Difficulty level) Equal to Normal
      Then - Actions
        Visibility - Destroy Archmage01Visibility
        Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of Archmage01RevealerB <gen>) to a radius of 1024.00.
        Set VariableSet Archmage01VisibilityB = (Last created visibility modifier)
      Else - Actions
KL Archmage Leash
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Distance between (Position of Archmage01) and (Center of Archmage01LeashArea <gen>)) Greater than or equal to 300.00
  Actions
    Unit - Order Archmage01 to Move To.(Center of Archmage01LeashArea <gen>)
KL Archmage Animation
  Events
    Time - Every 2.70 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Archmage01 is dead) Equal to True
      Then - Actions
        Trigger - Add KL_Archmage_Death_Q <gen> to the trigger queue (Checking conditions)
        Trigger - Turn off (This trigger)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in (Units in KL_Animation_Check <gen> owned by Player)) Equal to 0
          Then - Actions
            Animation - Play Archmage01's spell (animationname) animation
          Else - Actions
Run from 'Archmage01'
KL Archmage Death Q
  Events
  Conditions
    (KL_Archmage_Death_Q <gen> is on) Equal to True
    GAMEOVER Equal to False
  Actions
    Trigger - Remove (This trigger) from the trigger queue
    Trigger - Turn off (This trigger)
    Trigger - Turn off KL_Archmage_Leash <gen>
    Unit - Make Archmage02 Vulnerable
    Unit - Remove Invulnerable Origin Effect from Archmage02
    Trigger - Run KL_Shield_Powerdown_01 <gen> (checking conditions)
    Sound - Set position of LightningShieldTarget <gen> to (Center of KL_Common_Rune_01 <gen>) with Z offset 0
    Sound - Play LightningShieldTarget <gen>
    Sound - Set position of RejuvenationTarget1 <gen> to (Center of KL_Common_Rune_01 <gen>) with Z offset 0
    Sound - Play RejuvenationTarget1 <gen>
    Trigger - Run Leaderboard_Update <gen> (checking conditions)
    Wait 1.00 seconds
    Visibility - Destroy Archmage01VisibilityB
    Visibility - Create an initially Enabled visibility modifier for Player emitting Visibility from (Center of Archmage02Revealer <gen>) to a radius of 512.00.
    Set VariableSet Archmage02Visibility = (Last created visibility modifier)
    Set VariableSet Archmage_Next_Point = (Position of Archmage02)
    Cinematic - Ping minimap for (All players) at Archmage_Next_Point for 4.00 seconds
    Quest - Create Campaign Quest Icon on Archmage02 using Primary styl
    Sound - Play Hint <gen>
    Custom script: call RemoveLocation (udg_Archmage_Next_Point)
    Sound - Setup all volume channels for speech
    If ((KelThuzad is alive) Equal to True) then do (Play Dialogue to (All players) from KelThuzad with type Lich (Lich). Play U07KelThuzad08 <gen>. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    Sound - Reset all volume channels to 100%
    Wait 1.00 seconds
    Quest - Mark QuestReqArchmage01 as Completed
    Trigger - Run Main_Quest <gen> (checking conditions)
    Wait Campaign quest delay seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Unit_Spawn_AT Equal to False
      Then - Actions
        Trigger - Run Unit_Spawn_Respond <gen> (checking conditions)
      Else - Actions
KL Shield Powerdown 01
  Events
  Conditions
  Actions
    -------- All Down --------
    Destructible - Hide ForceWall 4626 <gen>
    Destructible - Hide ForceWall 0057 <gen>
    Wait 0.20 seconds
    -------- All Up --------
    Destructible - Show ForceWall 4626 <gen>
    Destructible - Show ForceWall 0057 <gen>
    Wait 0.20 seconds
    -------- Show 1 and 3, Hide 2 --------
    Destructible - Show ForceWall 4626 <gen>
    Destructible - Hide ForceWall 0057 <gen>
    Wait 0.15 seconds
    -------- Show 2 and 3, Hide 1 --------
    Destructible - Hide ForceWall 4626 <gen>
    Destructible - Show ForceWall 0057 <gen>
    Wait 0.20 seconds
    -------- Show 1 and 2, Hide 3 --------
    Destructible - Show ForceWall 4626 <gen>
    Destructible - Show ForceWall 0057 <gen>
    Wait 0.20 seconds
    -------- All Up --------
    Destructible - Show ForceWall 4626 <gen>
    Destructible - Show ForceWall 0057 <gen>
    Wait 0.20 seconds
    -------- All Down --------
    Destructible - Hide ForceWall 4626 <gen>
    Destructible - Hide ForceWall 0057 <gen>
    Wait 0.20 seconds
    -------- All Up --------
    Destructible - Show ForceWall 4626 <gen>
    Destructible - Show ForceWall 0057 <gen>
    Wait 0.10 seconds
    -------- Show 1 and 3, Hide 2 --------
    Destructible - Show ForceWall 4626 <gen>
    Destructible - Hide ForceWall 0057 <gen>
    Wait 0.15 seconds
    -------- Show 2 and 3, Hide 1 --------
    Destructible - Hide ForceWall 4626 <gen>
    Destructible - Show ForceWall 0057 <gen>
    Wait 0.20 seconds
    -------- Show 1 and 2, Hide 3 --------
    Destructible - Show ForceWall 4626 <gen>
    Destructible - Show ForceWall 0057 <gen>
    Wait 0.10 seconds
    -------- All Down --------
    Destructible - Hide ForceWall 4626 <gen>
    Destructible - Hide ForceWall 0057 <gen>
    Wait 0.20 seconds
    -------- All Up --------
    Destructible - Show ForceWall 4626 <gen>
    Destructible - Show ForceWall 0057 <gen>
    Wait 0.10 seconds
    -------- Show 1 and 3, Hide 2 --------
    Destructible - Show ForceWall 4626 <gen>
    Destructible - Hide ForceWall 0057 <gen>
    Wait 0.15 seconds
    -------- Show 2 and 3, Hide 1 --------
    Destructible - Hide ForceWall 4626 <gen>
    Destructible - Show ForceWall 0057 <gen>
    Wait 0.20 seconds
    -------- Show 1 and 2, Hide 3 --------
    Destructible - Show ForceWall 4626 <gen>
    Destructible - Show ForceWall 0057 <gen>
    Wait 0.10 seconds
    -------- All Down --------
    Destructible - Hide ForceWall 4626 <gen>
    Destructible - Hide ForceWall 0057 <gen>
    Wait 0.20 seconds
    -------- All Up --------
    Destructible - Show ForceWall 4626 <gen>
    Destructible - Show ForceWall 0057 <gen>
    Wait 0.10 seconds
    Trigger - Run KL_Shield_Powerdown_02 <gen> (checking conditions)
KL Shield Powerdown 02
  Events
  Conditions
  Actions
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within KL_Common_Rune_01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within KL_Common_Rune_01 <gen>.
    -------- Final Death --------
    Destructible - Kill ForceWall 0057 <gen>
    Destructible - Kill ForceWall 4626 <gen>
    Destructible - Pick every destructible in KL_Common_Rune_01 <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Destructible-type of (Picked destructible)) Equal to YTpb (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
SS Setup
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within SS_Runes_01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within SS_Runes_02 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within SS_Runes_03 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within SS_Runes_04 <gen>.
    Unit - Add Unit Spawner Marker to GuardianMage01
SS Visibility
  Events
    Unit - A unit enters SS_Engage <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
    ((Triggering unit) is A flying unit) Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Difficulty level) Equal to Easy
            (Difficulty level) Equal to Normal
      Then - Actions
        Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of SSVisibility <gen>) to a radius of 1800.00.
        Set VariableSet SS_Visibility = (Last created visibility modifier)
      Else - Actions
SS Mage Animation
  Events
    Time - Every 2.70 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GuardianMage01 is dead) Equal to True
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
        Animation - Play GuardianMage01's spell (animationname) animation
SS Mage Animation Cancel
  Events
    Unit - Council Wizard 0086 <gen> Acquires a target
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off SS_Mage_Animation <gen>
SS Mage Leash
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        End_Leash Equal to True
      Then - Actions
        Set VariableSet SS_Leash_Point = (Center of GuardianMage01 <gen>)
      Else - Actions
        Set VariableSet SS_Leash_Point = (Center of SS_Mage_Leash <gen>)
    Set VariableSet SS_Leash_Point_B = (Position of GuardianMage01)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Distance between SS_Leash_Point and SS_Leash_Point_B) Greater than or equal to 300.00
      Then - Actions
        Unit - Order GuardianMage01 to Move To.SS_Leash_Point
      Else - Actions
    Custom script: call RemoveLocation (udg_SS_Leash_Point)
    Custom script: call RemoveLocation (udg_SS_Leash_Point_B)
SS Mage Death
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Triggering unit) Equal to GuardianMage01
        (Triggering unit) Equal to GuardianMage01B
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet CouncilWizard01 = True
    Visibility - Destroy SS_Visibility
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within SS_Spawn_Runes_Reset <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within SS_Spawn_Runes_Reset <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within SS_Spawn_Runes_Reset <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within SS_Spawn_Runes_Reset <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within Indicator_Red <gen>.
SS Golem Rescue
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to GuardianMage01
  Actions
    Trigger - Turn off (This trigger)
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within SSGolem01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within SSGolem01 <gen>.
    Unit - Change ownership of Battle Golem 0210 <gen> to Player 7 (Green) and Change color
    Unit - Unpause Battle Golem 0210 <gen>
    Unit - Make Battle Golem 0210 <gen> Vulnerable
    Animation - Change Battle Golem 0210 <gen>'s animation speed to 100.00% of its original speed
    Set VariableSet SS_Golem_Walk_01 = (Center of SS_Golem_Walk_01 <gen>)
    Unit - Order Battle Golem 0210 <gen> to Move To.SS_Golem_Walk_01
    Custom script: call RemoveLocation (udg_SS_Golem_Walk_01)
    Set VariableSet Golem_Count_Progress = (Golem_Count_Progress + 1)
    -------- GOLEM ALERT --------
    Set VariableSet Golem_00_Point = (Position of Battle Golem 0210 <gen>)
    Cinematic - Ping minimap for (All players) at Golem_00_Point for 3.00 seconds, using a Simple ping of color (100%, 100%, 100%)
    Sound - Play Rescue <gen>
    Custom script: call RemoveLocation (udg_Golem_00_Point)
Bank Setup
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    AI - Ignore Council Wizard 0085 <gen>'s guard position
Bank Visibility
  Events
    Unit - A unit enters Bank_Engage_01 <gen>
    Unit - A unit enters Bank_Engage_02 <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
    ((Triggering unit) is A flying unit) Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Difficulty level) Equal to Easy
            (Difficulty level) Equal to Normal
      Then - Actions
        Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of BankVisibility <gen>) to a radius of 1500.00.
        Set VariableSet Bank_Visibility = (Last created visibility modifier)
      Else - Actions
Bank Mage Animation
  Events
    Time - Every 2.70 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GuardianMage02 is dead) Equal to True
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
        Animation - Play GuardianMage02's spell (animationname) animation
Bank Mage Animation Cancel
  Events
    Unit - Council Wizard 0085 <gen> Acquires a target
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Bank_Mage_Animation <gen>
Bank Mage Leash
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        End_Leash Equal to True
      Then - Actions
        Set VariableSet Bank_Leash_Point = (Center of GuardianMage02 <gen>)
      Else - Actions
        Set VariableSet Bank_Leash_Point = (Center of Bank_Mage_Leash <gen>)
    Set VariableSet Bank_Leash_Point_B = (Position of GuardianMage02)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Distance between Bank_Leash_Point and Bank_Leash_Point_B) Greater than or equal to 300.00
      Then - Actions
        Unit - Order GuardianMage02 to Move To.Bank_Leash_Point
      Else - Actions
    Custom script: call RemoveLocation (udg_Bank_Leash_Point)
    Custom script: call RemoveLocation (udg_Bank_Leash_Point_B)
Bank Mage Death
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to GuardianMage02
  Actions
    Trigger - Turn off (This trigger)
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Bank_Area <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within Bank_Area <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within Bank_Area <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within Bank_Area <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Bank_Branch_01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within Bank_Branch_01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within Bank_Branch_01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Bank_Branch_02 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within Bank_Branch_02 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within Bank_Branch_02 <gen>.
    Visibility - Destroy Bank_Visibility
Bank Unlock Vault
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to GuardianMage02
  Actions
    Trigger - Turn off (This trigger)
    Destructible - Kill ForceWall 45 1717 <gen>
    Destructible - Kill ForceWall 45 0774 <gen>
    Destructible - Kill ForceWall 45 2693 <gen>
    Destructible - Kill ForceWall 45 1704 <gen>
    Set VariableSet SS_Vaults = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Coin Vault) or ((Unit-type of (Matching unit)) Equal to Heirloom Vault)))
    Unit Group - Pick every unit in SS_Vaults and do (Actions)
      Loop - Actions
        Unit - Make (Picked unit) Vulnerable
    Custom script: call DestroyGroup (udg_SS_Vaults)
Bank Gold Trail Start
  Events
    Unit - A unit enters Bank_Gold_Drop_Start <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn on Bank_Mage_Leash <gen>
    Unit - Set GuardianMage02 movement speed to 350.00
    Unit - Set Unit: GuardianMage02's Real Field: Animation - Run Speed ('urun') to Value: 350.00
    Set VariableSet BankLeakyPurse = (Random integer number between 1 and 3)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BankLeakyPurse Equal to 1
      Then - Actions
        Item - Create Gold Coins at (Position of GuardianMage02)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            BankLeakyPurse Equal to 2
          Then - Actions
            Item - Create Gold Coins at (Position of GuardianMage02)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                BankLeakyPurse Equal to 3
              Then - Actions
                Item - Create Gold Coins at (Position of GuardianMage02)
              Else - Actions
Bank Gold Trail 01
  Events
    Unit - A unit enters Bank_Gold_Drop_01 <gen>
  Conditions
    (Triggering unit) Equal to GuardianMage02
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet BankLeakyPurse = (Random integer number between 1 and 3)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BankLeakyPurse Equal to 1
      Then - Actions
        Item - Create Gold Coins at (Position of (Triggering unit))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            BankLeakyPurse Equal to 2
          Then - Actions
            Item - Create Gold Coins at (Position of (Triggering unit))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                BankLeakyPurse Equal to 3
              Then - Actions
                Item - Create Gold Coins at (Position of (Triggering unit))
              Else - Actions
Bank Gold Trail 02
  Events
    Unit - A unit enters Bank_Gold_Drop_02 <gen>
  Conditions
    (Triggering unit) Equal to GuardianMage02
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet BankLeakyPurse = (Random integer number between 1 and 3)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BankLeakyPurse Equal to 1
      Then - Actions
        Item - Create Gold Coins at (Position of (Triggering unit))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            BankLeakyPurse Equal to 2
          Then - Actions
            Item - Create Gold Coins at (Position of (Triggering unit))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                BankLeakyPurse Equal to 3
              Then - Actions
                Item - Create Gold Coins at (Position of (Triggering unit))
              Else - Actions
Bank Gold Trail 03
  Events
    Unit - A unit enters Bank_Gold_Drop_03 <gen>
  Conditions
    (Triggering unit) Equal to GuardianMage02
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet BankLeakyPurse = (Random integer number between 1 and 3)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BankLeakyPurse Equal to 1
      Then - Actions
        Item - Create Gold Coins at (Position of (Triggering unit))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            BankLeakyPurse Equal to 2
          Then - Actions
            Item - Create Gold Coins at (Position of (Triggering unit))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                BankLeakyPurse Equal to 3
              Then - Actions
                Item - Create Gold Coins at (Position of (Triggering unit))
              Else - Actions
Bank Gold Trail 04
  Events
    Unit - A unit enters Bank_Gold_Drop_04 <gen>
  Conditions
    (Triggering unit) Equal to GuardianMage02
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet BankLeakyPurse = (Random integer number between 1 and 3)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BankLeakyPurse Equal to 1
      Then - Actions
        Item - Create Gold Coins at (Position of (Triggering unit))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            BankLeakyPurse Equal to 2
          Then - Actions
            Item - Create Gold Coins at (Position of (Triggering unit))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                BankLeakyPurse Equal to 3
              Then - Actions
                Item - Create Gold Coins at (Position of (Triggering unit))
              Else - Actions
Bank Gold Trail 05
  Events
    Unit - A unit enters Bank_Gold_Drop_05 <gen>
  Conditions
    (Triggering unit) Equal to GuardianMage02
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet BankLeakyPurse = (Random integer number between 1 and 3)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BankLeakyPurse Equal to 1
      Then - Actions
        Item - Create Gold Coins at (Position of (Triggering unit))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            BankLeakyPurse Equal to 2
          Then - Actions
            Item - Create Gold Coins at (Position of (Triggering unit))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                BankLeakyPurse Equal to 3
              Then - Actions
                Item - Create Gold Coins at (Position of (Triggering unit))
              Else - Actions
Bank Gold Trail 06
  Events
    Unit - A unit enters Bank_Gold_Drop_06 <gen>
  Conditions
    (Triggering unit) Equal to GuardianMage02
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet BankLeakyPurse = (Random integer number between 1 and 3)
    Unit - Set GuardianMage02 movement speed to (Default movement speed of GuardianMage02)
    Unit - Set Unit: GuardianMage02's Real Field: Animation - Run Speed ('urun') to Value: 270.00
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        BankLeakyPurse Equal to 1
      Then - Actions
        Item - Create Gold Coins at (Position of (Triggering unit))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            BankLeakyPurse Equal to 2
          Then - Actions
            Item - Create Gold Coins at (Position of (Triggering unit))
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                BankLeakyPurse Equal to 3
              Then - Actions
                Item - Create Gold Coins at (Position of (Triggering unit))
              Else - Actions
Bank Gold Trail Final
  Events
    Unit - A unit enters Bank_Mage_Leash <gen>
  Conditions
    (Triggering unit) Equal to GuardianMage02
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet Bank_Trap = True
Bank Guards
  Events
    Unit - A unit enters Bank_Mage_Call <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
    ((Triggering unit) is A flying unit) Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Bank_Trap Equal to True
        (GuardianMage02 is alive) Equal to True
      Then - Actions
        Set VariableSet Bank_Point_01 = (Center of BankGuard_01 <gen>)
        Set VariableSet Bank_Point_02 = (Center of BankGuard_02 <gen>)
        Set VariableSet Bank_Point_03 = (Center of BankGuard_03 <gen>)
        Set VariableSet Bank_Point_04 = (Center of BankGuard_04 <gen>)
        Set VariableSet Bank_Point_05 = (Center of BankGuard_05 <gen>)
        Unit - Create 1.Enraged Elemental for Player 4 (Purple) at Bank_Point_01 facing 160.00 degrees
        Unit - Create 1.Footman for Player 2 (Blue) at Bank_Point_02 facing 160.00 degrees
        Unit - Create 1.Footman for Player 2 (Blue) at Bank_Point_03 facing 160.00 degrees
        Unit - Create 1.Footman for Player 2 (Blue) at Bank_Point_04 facing 160.00 degrees
        Unit - Create 1.Enraged Elemental for Player 4 (Purple) at Bank_Point_05 facing 160.00 degrees
        Special Effect - Create a special effect at Bank_Point_01 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at Bank_Point_02 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at Bank_Point_03 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at Bank_Point_04 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at Bank_Point_05 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation (udg_Bank_Point_01)
        Custom script: call RemoveLocation (udg_Bank_Point_02)
        Custom script: call RemoveLocation (udg_Bank_Point_03)
        Custom script: call RemoveLocation (udg_Bank_Point_04)
        Custom script: call RemoveLocation (udg_Bank_Point_05)
      Else - Actions
AM Setup
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Unit - Make Fists of Pain 0202 <gen> Invulnerable
    Unit - Make Devotion Plating 0200 <gen> Invulnerable
    Unit - Make Heart of Healing 0203 <gen> Invulnerable
AM Mage Animation
  Events
    Time - Every 2.70 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GuardianMage03 is dead) Equal to True
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
        Animation - Play GuardianMage03's spell (animationname) animation
AM Mage Animation Cancel
  Events
    Unit - Council Wizard 0231 <gen> Acquires a target
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off AM_Mage_Animation <gen>
AM Mage Leash
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        End_Leash Equal to True
      Then - Actions
        Set VariableSet AM_Leash_Point = (Center of GuardianMage03 <gen>)
      Else - Actions
        Set VariableSet AM_Leash_Point = (Center of AM_Mage_Leash <gen>)
    Set VariableSet AM_Leash_Point_B = (Position of GuardianMage03)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Distance between AM_Leash_Point and AM_Leash_Point_B) Greater than or equal to 300.00
      Then - Actions
        Unit - Order GuardianMage03 to Move To.AM_Leash_Point
      Else - Actions
    Custom script: call RemoveLocation (udg_AM_Leash_Point)
    Custom script: call RemoveLocation (udg_AM_Leash_Point_B)
AM Visibility
  Events
    Unit - A unit enters AM_Enter <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
    ((Triggering unit) is A flying unit) Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Difficulty level) Equal to Easy
            (Difficulty level) Equal to Normal
      Then - Actions
        Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of AMVisibility <gen>) to a radius of 1600.00.
        Set VariableSet AM_Visibility = (Last created visibility modifier)
      Else - Actions
AM Mage Death
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to GuardianMage03
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Fists of Pain 0202 <gen> Vulnerable
    Unit - Make Devotion Plating 0200 <gen> Vulnerable
    Unit - Make Heart of Healing 0203 <gen> Vulnerable
    Destructible - Pick every destructible in AM_Switch_Clear_01 <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Destructible-type of (Picked destructible)) Equal to B004 (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to YTpb (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Destructible - Pick every destructible in AM_Switch_Clear_02 <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Destructible-type of (Picked destructible)) Equal to B004 (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to YTpb (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Destructible - Pick every destructible in AM_Switch_Clear_03 <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Destructible-type of (Picked destructible)) Equal to B004 (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to YTpb (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within AM_Switch_Clear_01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within AM_Switch_Clear_01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Clear_01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within AM_Switch_Clear_02 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within AM_Switch_Clear_02 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Clear_02 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within AM_Switch_Clear_03 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within AM_Switch_Clear_03 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Clear_03 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within AM_Mage_Leash <gen>.
AM Player Picked Golem Part
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Triggering unit) Equal to Heart of Healing 0203 <gen>
        (Triggering unit) Equal to Devotion Plating 0200 <gen>
        (Triggering unit) Equal to Fists of Pain 0202 <gen>
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet Golem_02 = Battle Golem 0135 <gen>
    Destructible - Kill Foot Switch Dalaran 0439 <gen>
    Destructible - Kill Foot Switch Dalaran 0445 <gen>
    Destructible - Kill Foot Switch Dalaran 0487 <gen>
    Visibility - Destroy AM_Visibility
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (AM_Switch_Check_01 <gen> contains (Triggering unit)) Equal to True
      Then - Actions
        Unit - Kill Devotion Plating 0200 <gen>
        Unit - Kill Heart of Healing 0203 <gen>
        Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Common_Rune_01 <gen>.
        Wait 0.50 seconds
        Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Common_Rune_02 <gen>.
        Wait 0.50 seconds
        Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Common_Rune_03 <gen>.
        Wait 0.50 seconds
        Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Common_Rune_04 <gen>.
        Wait 0.50 seconds
        Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Common_Rune_05 <gen>.
        Wait 0.50 seconds
        Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within AM_Switch_Runes <gen>.
        Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within AM_Switch_Runes <gen>.
        Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Runes <gen>.
        Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within AMCenter <gen>.
        Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within AM_Switch_01_Hint <gen>.
        Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within AM_Switch_02_Hint <gen>.
        Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within AM_Switch_03_Hint <gen>.
        Unit - Unpause Golem_02
        Animation - Change Golem_02's animation speed to 100.00% of its original speed
        Animation - Play Golem_02's birth (animationname) animation
        Unit - Add Slam (Golem) to Golem_02
        Wait 2.00 seconds
        Unit - Change ownership of Golem_02 to Player and Change color
        Unit - Make Golem_02 Vulnerable
        Set VariableSet AM_Golem_Walk_01 = (Center of AM_Golem_Walk_01 <gen>)
        Unit - Order Golem_02 to Move To.AM_Golem_Walk_01
        Custom script: call RemoveLocation (udg_AM_Golem_Walk_01)
        Set VariableSet Golem_UD08 = 1
        -------- GOLEM ALERT --------
        Set VariableSet Golem_00_Point = (Position of Golem_02)
        Cinematic - Ping minimap for (All players) at Golem_00_Point for 3.00 seconds, using a Simple ping of color (100%, 100%, 100%)
        Sound - Play Rescue <gen>
        Custom script: call RemoveLocation (udg_Golem_00_Point)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (AM_Switch_Check_02 <gen> contains (Triggering unit)) Equal to True
          Then - Actions
            Unit - Kill Fists of Pain 0202 <gen>
            Unit - Kill Heart of Healing 0203 <gen>
            Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Common_Rune_07 <gen>.
            Wait 0.50 seconds
            Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Common_Rune_08 <gen>.
            Wait 0.50 seconds
            Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Common_Rune_09 <gen>.
            Wait 0.50 seconds
            Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Common_Rune_10 <gen>.
            Wait 0.50 seconds
            Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within AM_Switch_Runes <gen>.
            Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within AM_Switch_Runes <gen>.
            Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Runes <gen>.
            Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within AMCenter <gen>.
            Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within AM_Switch_01_Hint <gen>.
            Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within AM_Switch_02_Hint <gen>.
            Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within AM_Switch_03_Hint <gen>.
            Unit - Unpause Golem_02
            Animation - Change Golem_02's animation speed to 100.00% of its original speed
            Animation - Play Golem_02's birth (animationname) animation
            Unit - Add Devotion Aura (Golem) to Golem_02
            Wait 2.00 seconds
            Unit - Change ownership of Golem_02 to Player and Change color
            Unit - Make Golem_02 Vulnerable
            Set VariableSet AM_Golem_Walk_01 = (Center of AM_Golem_Walk_01 <gen>)
            Unit - Order Golem_02 to Move To.AM_Golem_Walk_01
            Custom script: call RemoveLocation (udg_AM_Golem_Walk_01)
            Set VariableSet Golem_UD08 = 2
            -------- GOLEM ALERT --------
            Set VariableSet Golem_00_Point = (Position of Golem_02)
            Cinematic - Ping minimap for (All players) at Golem_00_Point for 3.00 seconds, using a Simple ping of color (100%, 100%, 100%)
            Sound - Play Rescue <gen>
            Custom script: call RemoveLocation (udg_Golem_00_Point)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (AM_Switch_Check_03 <gen> contains (Triggering unit)) Equal to True
              Then - Actions
                Unit - Kill Fists of Pain 0202 <gen>
                Unit - Kill Devotion Plating 0200 <gen>
                Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Common_Rune_12 <gen>.
                Wait 0.50 seconds
                Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Common_Rune_13 <gen>.
                Wait 0.50 seconds
                Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Common_Rune_14 <gen>.
                Wait 0.50 seconds
                Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Common_Rune_15 <gen>.
                Wait 0.50 seconds
                Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within AM_Switch_Runes <gen>.
                Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within AM_Switch_Runes <gen>.
                Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within AM_Switch_Runes <gen>.
                Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within AMCenter <gen>.
                Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within AM_Switch_01_Hint <gen>.
                Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within AM_Switch_02_Hint <gen>.
                Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within AM_Switch_03_Hint <gen>.
                Unit - Unpause Golem_02
                Animation - Change Golem_02's animation speed to 100.00% of its original speed
                Animation - Play Golem_02's birth (animationname) animation
                Unit - Add Life Regeneration Aura (Golem) to Golem_02
                Unit - Add Healing Aura (Golem) to Golem_02
                Wait 2.00 seconds
                Unit - Change ownership of Golem_02 to Player and Change color
                Unit - Make Golem_02 Vulnerable
                Set VariableSet AM_Golem_Walk_01 = (Center of AM_Golem_Walk_01 <gen>)
                Unit - Order Golem_02 to Move To.AM_Golem_Walk_01
                Custom script: call RemoveLocation (udg_AM_Golem_Walk_01)
                Set VariableSet Golem_UD08 = 3
                -------- GOLEM ALERT --------
                Set VariableSet Golem_00_Point = (Position of Golem_02)
                Cinematic - Ping minimap for (All players) at Golem_00_Point for 3.00 seconds, using a Simple ping of color (100%, 100%, 100%)
                Sound - Play Rescue <gen>
                Custom script: call RemoveLocation (udg_Golem_00_Point)
              Else - Actions
MCE Visibility
  Events
    Unit - A unit enters MCE_Engage_01 <gen>
    Unit - A unit enters MCE_Engage_02 <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
    ((Triggering unit) is A flying unit) Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Difficulty level) Equal to Easy
            (Difficulty level) Equal to Normal
      Then - Actions
        Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of MCEVisibility <gen>) to a radius of 1500.00.
        Set VariableSet MCE_Visibility = (Last created visibility modifier)
      Else - Actions
MCE Mage Animation
  Events
    Time - Every 2.70 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GuardianMage04 is dead) Equal to True
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
        Animation - Play GuardianMage04's spell (animationname) animation
MCE Mage Animation Cancel
  Events
    Unit - Council Wizard 0240 <gen> Acquires a target
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off MCE_Mage_Animation <gen>
MCE Mage Leash
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        End_Leash Equal to True
      Then - Actions
        Set VariableSet MCE_Leash_Point = (Center of GuardianMage04 <gen>)
      Else - Actions
        Set VariableSet MCE_Leash_Point = (Center of MCE_Mage_Leash <gen>)
    Set VariableSet MCE_Leash_Point_B = (Position of GuardianMage04)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Distance between MCE_Leash_Point and MCE_Leash_Point_B) Greater than or equal to 300.00
      Then - Actions
        Unit - Order GuardianMage04 to Move To.MCE_Leash_Point
      Else - Actions
    Custom script: call RemoveLocation (udg_MCE_Leash_Point)
    Custom script: call RemoveLocation (udg_MCE_Leash_Point_B)
MCE Mage Death
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to GuardianMage04
  Actions
    Trigger - Turn off (This trigger)
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within MCEArea <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within MCEArea <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within MCEArea <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within MCEArea <gen>.
    Visibility - Destroy MCE_Visibility
MCE Shoplifting
  Events
    Unit - A unit Sells an item (from shop)
  Conditions
    (Triggering unit) Equal to Goblin Merchant 0044 <gen>
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GuardianMage04 is alive) Equal to True
      Then - Actions
        Set VariableSet MCE_Point_01 = (Center of MCEGuard01 <gen>)
        Set VariableSet MCE_Point_02 = (Center of MCEGuard02 <gen>)
        Set VariableSet MCE_Point_03 = (Center of MCEGuard03 <gen>)
        Set VariableSet MCE_Point_04 = (Center of MCEGuard04 <gen>)
        Set VariableSet MCE_Point_05 = (Center of MCEGuard05 <gen>)
        Unit - Create 1.Footman for Player 2 (Blue) at MCE_Point_01 facing 45.00 degrees
        Unit - Create 1.Footman for Player 2 (Blue) at MCE_Point_02 facing 45.00 degrees
        Unit - Create 1.Footman for Player 2 (Blue) at MCE_Point_03 facing 45.00 degrees
        Unit - Create 1.Footman for Player 2 (Blue) at MCE_Point_04 facing 45.00 degrees
        Unit - Create 1.Footman for Player 2 (Blue) at MCE_Point_05 facing 45.00 degrees
        Special Effect - Create a special effect at MCE_Point_01 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at MCE_Point_02 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at MCE_Point_03 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at MCE_Point_04 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at MCE_Point_05 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call RemoveLocation (udg_MCE_Point_01)
        Custom script: call RemoveLocation (udg_MCE_Point_02)
        Custom script: call RemoveLocation (udg_MCE_Point_03)
        Custom script: call RemoveLocation (udg_MCE_Point_04)
        Custom script: call RemoveLocation (udg_MCE_Point_05)
      Else - Actions
RS Setup
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Archmage02 Invulnerable
    Unit - Add Invulnerable Origin Effect to Archmage02
    Set VariableSet Observ_01 = Arcane Observatory 0008 <gen>
    Animation - Play Observ_01's stand work (animationname) animation
    Custom script: call UnitAddAbility(udg_Observ_01, 'Aloc' )
RS Activate
  Events
    Unit - A unit enters Runeweaver_Activate_01 <gen>
    Unit - A unit enters Runeweaver_Activate_02 <gen>
    Unit - A unit enters Runeweaver_Activate_03 <gen>
    Unit - A unit enters Runeweaver_Activate_04 <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
    ((Triggering unit) is A flying unit) Equal to False
    (Archmage02 is alive) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off RS_Archmage_Leash <gen>
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Difficulty level) Equal to Easy
            (Difficulty level) Equal to Normal
      Then - Actions
        Visibility - Destroy Archmage02Visibility
        Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of Archmage02RevealerB <gen>) to a radius of 1500.00.
        Set VariableSet Archmage02VisibilityB = (Last created visibility modifier)
      Else - Actions
    Set VariableSet RS_Point_A = (Center of Runeweaver_Move_00 <gen>)
    Set VariableSet RS_Point_A1 = (Center of Runeweaver_Move_00A <gen>)
    Set VariableSet RS_Point_A2 = (Center of Runeweaver_Move_00B <gen>)
    Unit - Move Archmage02 instantly to RS_Point_A, facing 25.00 degrees
    Unit - Create 1.Enraged Elemental for Player 4 (Purple) at RS_Point_A1 facing 55.00 degrees
    Unit - Create 1.Enraged Elemental for Player 4 (Purple) at RS_Point_A2 facing 60.00 degrees
    Special Effect - Create a special effect at RS_Point_A using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at RS_Point_A1 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
    Special Effect - Destroy (Last created special effect)
    Special Effect - Create a special effect at RS_Point_A2 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation (udg_RS_Point_A2)
    Custom script: call RemoveLocation (udg_RS_Point_A1)
    Custom script: call RemoveLocation (udg_RS_Point_A)
RS Stage 1
  Events
    Unit - A unit enters Runeweaver_Move_00 <gen>
  Conditions
    (Triggering unit) Equal to Archmage02
  Actions
    Trigger - Turn off (This trigger)
    Wait 7.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Archmage02 is alive) Equal to True
      Then - Actions
        Set VariableSet RS_Point_B = (Position of (Triggering unit))
        Set VariableSet RS_Point_B1 = (Center of Runeweaver_Move_01 <gen>)
        Special Effect - Create a special effect at RS_Point_B using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at RS_Point_B1 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call SetUnitX( GetTriggerUnit(), GetLocationX(udg_RS_Point_B1))
        Custom script: call SetUnitY( GetTriggerUnit(), GetLocationY(udg_RS_Point_B1))
        Custom script: call RemoveLocation (udg_RS_Point_B1)
        Custom script: call RemoveLocation (udg_RS_Point_B)
        Set VariableSet RS_Look_Point = (Center of RSLook <gen>)
        Unit - Make Archmage02 face RS_Look_Point over 0 seconds
        Custom script: call RemoveLocation (udg_RS_Look_Point)
      Else - Actions
RS Stage 2
  Events
    Unit - A unit enters Runeweaver_Move_01 <gen>
  Conditions
    (Triggering unit) Equal to Archmage02
  Actions
    Trigger - Turn off (This trigger)
    Wait 7.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Archmage02 is alive) Equal to True
      Then - Actions
        Set VariableSet RS_Point_C = (Position of (Triggering unit))
        Set VariableSet RS_Point_C1 = (Center of Runeweaver_Move_02 <gen>)
        Special Effect - Create a special effect at RS_Point_C using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at RS_Point_C1 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call SetUnitX( GetTriggerUnit(), GetLocationX(udg_RS_Point_C1))
        Custom script: call SetUnitY( GetTriggerUnit(), GetLocationY(udg_RS_Point_C1))
        Custom script: call RemoveLocation (udg_RS_Point_C1)
        Custom script: call RemoveLocation (udg_RS_Point_C)
        Set VariableSet RS_Look_Point = (Center of RSLook <gen>)
        Unit - Make Archmage02 face RS_Look_Point over 0 seconds
        Custom script: call RemoveLocation (udg_RS_Look_Point)
      Else - Actions
RS Stage 3
  Events
    Unit - A unit enters Runeweaver_Move_02 <gen>
  Conditions
    (Triggering unit) Equal to Archmage02
  Actions
    Trigger - Turn off (This trigger)
    Wait 7.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Archmage02 is alive) Equal to True
      Then - Actions
        Set VariableSet RS_Point_D = (Position of (Triggering unit))
        Set VariableSet RS_Point_D1 = (Center of Runeweaver_Move_03 <gen>)
        Special Effect - Create a special effect at RS_Point_D using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at RS_Point_D1 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call SetUnitX( GetTriggerUnit(), GetLocationX(udg_RS_Point_D1))
        Custom script: call SetUnitY( GetTriggerUnit(), GetLocationY(udg_RS_Point_D1))
        Custom script: call RemoveLocation (udg_RS_Point_D1)
        Custom script: call RemoveLocation (udg_RS_Point_D)
        Set VariableSet RS_Look_Point = (Center of RSLook <gen>)
        Unit - Make Archmage02 face RS_Look_Point over 0 seconds
        Custom script: call RemoveLocation (udg_RS_Look_Point)
      Else - Actions
RS Stage 4
  Events
    Unit - A unit enters Runeweaver_Move_03 <gen>
  Conditions
    (Triggering unit) Equal to Archmage02
  Actions
    Trigger - Turn off (This trigger)
    Wait 7.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Archmage02 is alive) Equal to True
      Then - Actions
        Set VariableSet RS_Point_E = (Position of (Triggering unit))
        Set VariableSet RS_Point_E1 = (Center of Runeweaver_Move_04 <gen>)
        Special Effect - Create a special effect at RS_Point_E using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at RS_Point_E1 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call SetUnitX( GetTriggerUnit(), GetLocationX(udg_RS_Point_E1))
        Custom script: call SetUnitY( GetTriggerUnit(), GetLocationY(udg_RS_Point_E1))
        Custom script: call RemoveLocation (udg_RS_Point_E1)
        Custom script: call RemoveLocation (udg_RS_Point_E)
        Set VariableSet RS_Look_Point = (Center of RSLook <gen>)
        Unit - Make Archmage02 face RS_Look_Point over 0 seconds
        Custom script: call RemoveLocation (udg_RS_Look_Point)
      Else - Actions
RS Stage 5
  Events
    Unit - A unit enters Runeweaver_Move_04 <gen>
  Conditions
    (Triggering unit) Equal to Archmage02
  Actions
    Trigger - Turn off (This trigger)
    Wait 7.00 seconds
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Archmage02 is alive) Equal to True
      Then - Actions
        Set VariableSet RS_Point_F = (Position of (Triggering unit))
        Set VariableSet RS_Point_F1 = (Center of Runeweaver_Move_Final <gen>)
        Special Effect - Create a special effect at RS_Point_F using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at RS_Point_F1 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
        Special Effect - Destroy (Last created special effect)
        Custom script: call SetUnitX( GetTriggerUnit(), GetLocationX(udg_RS_Point_F1))
        Custom script: call SetUnitY( GetTriggerUnit(), GetLocationY(udg_RS_Point_F1))
        Custom script: call RemoveLocation (udg_RS_Point_F1)
        Custom script: call RemoveLocation (udg_RS_Point_F)
        Set VariableSet RS_Look_Point = (Center of RSLook <gen>)
        Unit - Make Archmage02 face RS_Look_Point over 0 seconds
        Custom script: call RemoveLocation (udg_RS_Look_Point)
      Else - Actions
RS Stage 6
  Events
    Unit - A unit enters Runeweaver_Move_Final <gen>
  Conditions
    (Triggering unit) Equal to Archmage02
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off RS_Golem_Rescue <gen>
    Trigger - Turn on RS_Archmage_Leash_B <gen>
    Animation - Play Archmage02's stand channel (animationname) animation
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Archmage02 is alive) Equal to True
      Then - Actions
        Unit - Unpause Battle Golem 0249 <gen>
        Animation - Change Battle Golem 0249 <gen>'s animation speed to 100.00% of its original speed
        Unit - Kill Battle Golem 0249 <gen>
        Set VariableSet Golem_Count_Start = (Golem_Count_Start - 1)
        Set VariableSet RS_Point_H = (Center of Runweaver_Runes <gen>)
        Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Runweaver_Runes <gen>.
        Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within Runweaver_Runes <gen>.
        Custom script: call RemoveLocation (udg_RS_Point_H)
        Set VariableSet RS_Look_Point = (Center of RSLook <gen>)
        Unit - Make Archmage02 face RS_Look_Point over 0 seconds
        Custom script: call RemoveLocation (udg_RS_Look_Point)
      Else - Actions
RS Golem Rescue
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to Archmage02
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet RS_Point_H = (Center of Runweaver_Runes <gen>)
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Runweaver_Runes <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within Runweaver_Runes <gen>.
    Unit - Change ownership of Battle Golem 0249 <gen> to Player 7 (Green) and Change color
    Unit - Unpause Battle Golem 0249 <gen>
    Unit - Make Battle Golem 0249 <gen> Vulnerable
    Animation - Change Battle Golem 0249 <gen>'s animation speed to 100.00% of its original speed
    Set VariableSet RS_Golem_Walk_01 = (Center of RS_Golem_Walk_01 <gen>)
    Unit - Order Battle Golem 0249 <gen> to Attack-Move To.RS_Golem_Walk_01
    Custom script: call RemoveLocation (udg_RS_Golem_Walk_01)
    Set VariableSet Golem_Count_Progress = (Golem_Count_Progress + 1)
    -------- GOLEM ALERT --------
    Set VariableSet Golem_00_Point = (Position of Battle Golem 0249 <gen>)
    Cinematic - Ping minimap for (All players) at Golem_00_Point for 3.00 seconds, using a Simple ping of color (100%, 100%, 100%)
    Sound - Play Rescue <gen>
    Custom script: call RemoveLocation (udg_Golem_00_Point)
    Custom script: call RemoveLocation (udg_RS_Point_H)
RS Archmage Leash
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Distance between (Position of Archmage02) and (Center of Archmage02LeashArea <gen>)) Greater than or equal to 1200.00
  Actions
    Unit - Order Archmage02 to Move To.(Center of Archmage02LeashArea <gen>)
RS Archmage Leash B
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Distance between (Position of Archmage02) and (Center of Runeweaver_Move_Final <gen>)) Greater than or equal to 1200.00
  Actions
    Unit - Order Archmage02 to Move To.(Center of Runeweaver_Move_Final <gen>)
RS Archmage Animation
  Events
    Time - Every 2.70 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Archmage02 is dead) Equal to True
      Then - Actions
        Trigger - Add RS_Archmage_Death_Q <gen> to the trigger queue (Checking conditions)
        Trigger - Turn off (This trigger)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in (Units in Runeweaver_Animation_Check <gen> owned by Player)) Equal to 0
          Then - Actions
            Animation - Play Archmage02's spell (animationname) animation
          Else - Actions
Run from 'Archmage02'
RS Archmage Death Q
  Events
  Conditions
    (RS_Archmage_Death_Q <gen> is on) Equal to True
    GAMEOVER Equal to False
  Actions
    Trigger - Remove (This trigger) from the trigger queue
    Trigger - Turn off (This trigger)
    Trigger - Turn off VH_Portal_Enable_C <gen>
    Trigger - Turn off VH_Portal_Enable_CC <gen>
    Trigger - Turn off RS_Archmage_Leash <gen>
    Trigger - Turn off RS_Archmage_Leash_B <gen>
    Trigger - Run Leaderboard_Update <gen> (checking conditions)
    Sound - Set position of LightningShieldTarget <gen> to (Center of DoodadDeathArea03 <gen>) with Z offset 0
    Sound - Play LightningShieldTarget <gen>
    Sound - Set position of RejuvenationTarget1 <gen> to (Center of DoodadDeathArea03 <gen>) with Z offset 0
    Sound - Play RejuvenationTarget1 <gen>
    Unit - Make Archmage03 Vulnerable
    Unit - Remove Invulnerable Origin Effect from Archmage03
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within DoodadDeathArea02 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within DoodadDeathArea02 <gen>.
    Destructible - Kill ForceWall 45 0385 <gen>
    Wait 1.00 seconds
    Unit Group - Pick every unit in (Units in Runeweaver_Remove_01 <gen>) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Picked unit)) Not equal to Player 7 (Green)
          Then - Actions
            Unit - Kill (Picked unit)
          Else - Actions
    Unit Group - Pick every unit in (Units in Runeweaver_Remove_02 <gen>) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Owner of (Picked unit)) Not equal to Player 7 (Green)
          Then - Actions
            Unit - Kill (Picked unit)
          Else - Actions
    Visibility - Destroy Archmage02VisibilityB
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of Archmage03Revealer <gen>) to a radius of 512.00.
    Set VariableSet Archmage03Visibility = (Last created visibility modifier)
    Set VariableSet Archmage_Next_Point = (Position of Archmage03)
    Cinematic - Ping minimap for (All players) at Archmage_Next_Point for 4.00 seconds
    Quest - Create Campaign Quest Icon on Archmage03 using Primary styl
    Sound - Play Hint <gen>
    Custom script: call RemoveLocation (udg_Archmage_Next_Point)
    Sound - Setup all volume channels for speech
    If ((KelThuzad is alive) Equal to True) then do (Play Dialogue to (All players) from KelThuzad with type Lich (Lich). Play U07KelThuzad11 <gen>. Modify duration: Add 0 seconds and Wait) else do (Do nothing)
    Sound - Reset all volume channels to 100%
    Quest - Mark QuestReqArchmage02 as Completed
    Trigger - Run Main_Quest <gen> (checking conditions)
    Wait Campaign quest delay seconds
    -------- Auto-Save --------
    Destructible - Set height of Stairs Block 0753 <gen> to 3
    Destructible - Open All walls of Stairs Block 0753 <gen>
    Set VariableSet Bridge_Point = (Position of Stairs Block 0753 <gen>)
    Cinematic - Ping minimap for (All players) at Bridge_Point for 3.00 seconds
    Custom script: call RemoveLocation (udg_Bridge_Point)
    Sound - Play Hint <gen>
    Game - Create campaign checkpoint with name The Siege of Dalaran (anyfile) (Hide checkpoint message)
VH Setup
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Set VariableSet VH_Portal_Unit_01 = VH Dummy Missile 0254 <gen>
    Set VariableSet VH_Portal_Unit_02 = VH Dummy Missile 0255 <gen>
    Set VariableSet VH_Portal_Unit_03 = VH Dummy Missile 0257 <gen>
    Set VariableSet VH_Portal_Unit_05 = VH Dummy Missile 0253 <gen>
    Set VariableSet VH_Portal_Unit_06 = VH Dummy Missile 0252 <gen>
    Set VariableSet VH_Portal_Unit_07 = VH Dummy Missile 0250 <gen>
    Unit Group - Pick every unit in (Units in VH_Death_Runes <gen>) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Picked unit)) Equal to VH Dummy Missile
          Then - Actions
            Custom script: call UnitAddAbility( GetEnumUnit(), 'Aloc' )
            Unit - Hide (Picked unit)
          Else - Actions
    Unit - Add Unit Spawner Marker to GuardianMage05
VH Visibility
  Events
    Unit - A unit enters VH_Release_01 <gen>
    Unit - A unit enters VH_Release_07 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 7 (Green)
    ((Triggering unit) is A flying unit) Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Difficulty level) Equal to Easy
            (Difficulty level) Equal to Normal
      Then - Actions
        Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of VHVisibility <gen>) to a radius of 1800.00.
        Set VariableSet VH_Visibility = (Last created visibility modifier)
      Else - Actions
VH Portal 01
  Events
    Unit - A unit enters VH_Release_01 <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to (Player controller)
    ((Triggering unit) is A flying unit) Equal to False
    (GuardianMage05 is alive) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Unhide VH_Portal_Unit_01
    Unit - Set VH_Portal_Unit_01 movement speed to 500.00
    Unit - Order VH_Portal_Unit_01 to Move To.(Center of VH_Portal_01 <gen>)
    Wait 3.00 seconds
    Unit - Kill VH_Portal_Unit_01
    Set VariableSet VH_Portal_Point_01 = (Center of VH_Portal_01B <gen>)
    Animation - Play the death (animationname) animation for all doodads of type D004 (doodadcode) within VH_Portal_01 <gen>.
    Destructible - Kill ForceWall 0360 <gen>
    Unit - Create 1.Stormreaver Necrolyte for Player 15 (Turquoise) at VH_Portal_Point_01 facing 90.00 degrees
    Special Effect - Create a special effect at VH_Portal_Point_01 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
    Special Effect - Destroy (Last created special effect)
    Trigger - Run VH_Portal_Enable_C <gen> (checking conditions)
    Custom script: call RemoveLocation (udg_VH_Portal_Point_01)
VH Portal 02
  Events
    Unit - A unit enters VH_Release_02 <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to (Player controller)
    ((Triggering unit) is A flying unit) Equal to False
    (GuardianMage05 is alive) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Unhide VH_Portal_Unit_02
    Unit - Set VH_Portal_Unit_02 movement speed to 500.00
    Unit - Order VH_Portal_Unit_02 to Move To.(Center of VH_Portal_02 <gen>)
    Wait 2.25 seconds
    Unit - Kill VH_Portal_Unit_02
    Set VariableSet VH_Portal_Point_02 = (Center of VH_Portal_02B <gen>)
    Animation - Play the death (animationname) animation for all doodads of type D004 (doodadcode) within VH_Portal_02 <gen>.
    Destructible - Kill ForceWall 45 1705 <gen>
    Unit - Create 2.Murloc Plaguebearer for Player 15 (Turquoise) at VH_Portal_Point_02 facing 90.00 degrees
    Special Effect - Create a special effect at VH_Portal_Point_02 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation (udg_VH_Portal_Point_02)
VH Portal 03
  Events
    Unit - A unit enters VH_Release_03 <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to (Player controller)
    ((Triggering unit) is A flying unit) Equal to False
    (GuardianMage05 is alive) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Unhide VH_Portal_Unit_03
    Unit - Set VH_Portal_Unit_03 movement speed to 500.00
    Unit - Order VH_Portal_Unit_03 to Move To.(Center of VH_Portal_03 <gen>)
    Wait 1.25 seconds
    Unit - Kill VH_Portal_Unit_03
    Set VariableSet VH_Portal_Point_03 = (Center of VH_Portal_03B <gen>)
    Animation - Play the death (animationname) animation for all doodads of type D004 (doodadcode) within VH_Portal_03 <gen>.
    Destructible - Kill ForceWall 0344 <gen>
    Unit - Create 1.Enforcer for Player 15 (Turquoise) at VH_Portal_Point_03 facing 0.00 degrees
    Special Effect - Create a special effect at VH_Portal_Point_03 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation (udg_VH_Portal_Point_03)
VH Portal 05
  Events
    Unit - A unit enters VH_Release_05 <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to (Player controller)
    ((Triggering unit) is A flying unit) Equal to False
    (GuardianMage05 is alive) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Unhide VH_Portal_Unit_05
    Unit - Set VH_Portal_Unit_05 movement speed to 500.00
    Unit - Order VH_Portal_Unit_05 to Move To.(Center of VH_Portal_05 <gen>)
    Wait 1.25 seconds
    Unit - Kill VH_Portal_Unit_05
    Set VariableSet VH_Portal_Point_05 = (Center of VH_Portal_05B <gen>)
    Animation - Play the death (animationname) animation for all doodads of type D004 (doodadcode) within VH_Portal_05 <gen>.
    Destructible - Kill ForceWall 0399 <gen>
    Unit - Create 1.Sludge Monstrosity for Player 15 (Turquoise) at VH_Portal_Point_05 facing 90.00 degrees
    Special Effect - Create a special effect at VH_Portal_Point_05 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation (udg_VH_Portal_Point_05)
VH Portal 06
  Events
    Unit - A unit enters VH_Release_06 <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to (Player controller)
    ((Triggering unit) is A flying unit) Equal to False
    (GuardianMage05 is alive) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Unhide VH_Portal_Unit_06
    Unit - Set VH_Portal_Unit_06 movement speed to 500.00
    Unit - Order VH_Portal_Unit_06 to Move To.(Center of VH_Portal_06 <gen>)
    Wait 2.25 seconds
    Unit - Kill VH_Portal_Unit_06
    Set VariableSet VH_Portal_Point_06 = (Center of VH_Portal_06B <gen>)
    Animation - Play the death (animationname) animation for all doodads of type D004 (doodadcode) within VH_Portal_06 <gen>.
    Destructible - Kill ForceWall 45 0408 <gen>
    Unit - Create 5.Dalaran Mutant for Player 15 (Turquoise) at VH_Portal_Point_06 facing 0.00 degrees
    Special Effect - Create a special effect at VH_Portal_Point_06 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
    Special Effect - Destroy (Last created special effect)
    Custom script: call RemoveLocation (udg_VH_Portal_Point_06)
VH Portal 07
  Events
    Unit - A unit enters VH_Release_07 <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to (Player controller)
    ((Triggering unit) is A flying unit) Equal to False
    (GuardianMage05 is alive) Equal to True
  Actions
    Trigger - Turn off (This trigger)
    Unit - Unhide VH_Portal_Unit_07
    Unit - Set VH_Portal_Unit_07 movement speed to 500.00
    Unit - Order VH_Portal_Unit_07 to Move To.(Center of VH_Portal_07 <gen>)
    Wait 3.00 seconds
    Unit - Kill VH_Portal_Unit_07
    Set VariableSet VH_Portal_Point_07 = (Center of VH_Portal_07B <gen>)
    Animation - Play the death (animationname) animation for all doodads of type D004 (doodadcode) within VH_Portal_07 <gen>.
    Destructible - Kill ForceWall 0383 <gen>
    Unit - Create 2.Heretic for Player 15 (Turquoise) at VH_Portal_Point_07 facing 0.00 degrees
    Special Effect - Create a special effect at VH_Portal_Point_07 using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
    Special Effect - Destroy (Last created special effect)
    Trigger - Run VH_Portal_Enable_CC <gen> (checking conditions)
    Custom script: call RemoveLocation (udg_VH_Portal_Point_07)
VH Portal Enable C
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 15.00 seconds
    Trigger - Turn on VH_Portal_02 <gen>
    Wait 30.00 seconds
    Trigger - Turn on VH_Portal_03 <gen>
VH Portal Enable CC
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Wait 15.00 seconds
    Trigger - Turn on VH_Portal_06 <gen>
    Wait 30.00 seconds
    Trigger - Turn on VH_Portal_05 <gen>
VH Mage Animation
  Events
    Time - Every 2.70 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GuardianMage05 is dead) Equal to True
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
        Animation - Play GuardianMage05's spell (animationname) animation
VH Mage Animation Cancel
  Events
    Unit - Council Wizard 0130 <gen> Acquires a target
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off VH_Mage_Animation <gen>
VH Mage Leash
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        End_Leash Equal to True
      Then - Actions
        Set VariableSet VH_Leash_Point = (Center of GuardianMage05 <gen>)
      Else - Actions
        Set VariableSet VH_Leash_Point = (Center of VH_Mage_Leash <gen>)
    Set VariableSet VH_Leash_Point_B = (Position of GuardianMage05)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Distance between VH_Leash_Point and VH_Leash_Point_B) Greater than or equal to 300.00
      Then - Actions
        Unit - Order GuardianMage05 to Move To.VH_Leash_Point
      Else - Actions
    Custom script: call RemoveLocation (udg_VH_Leash_Point)
    Custom script: call RemoveLocation (udg_VH_Leash_Point_B)
VH Mage Death
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Triggering unit) Equal to GuardianMage05
        (Triggering unit) Equal to GuardianMage05B
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Unit_Spawn <gen>
    Trigger - Turn on Unit_Spawn_B <gen>
    Unit - Make Cage 0120 <gen> Vulnerable
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within VH_Death_Runes <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within VH_Death_Runes <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within VH_Death_Runes <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within VH_Death_Runes <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within Indicator_Yellow <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within Indicator_Green <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within Indicator_Red <gen>.
    Visibility - Destroy VH_Visibility
    Destructible - Pick every destructible in VH_Death_Runes <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Destructible-type of (Picked destructible)) Equal to Dofv (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to Dofw (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Wait 0.10 seconds
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_02 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_17 <gen>.
    Wait 0.10 seconds
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_03 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_16 <gen>.
    Wait 0.10 seconds
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_04 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_15 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D004 (doodadcode) within VH_Portal_05 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D004 (doodadcode) within VH_Portal_03 <gen>.
    Destructible - Pick every destructible in VH_Portal_05 <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Destructible-type of (Picked destructible)) Equal to Dofv (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to Dofw (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Destructible - Pick every destructible in VH_Portal_03 <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Destructible-type of (Picked destructible)) Equal to Dofv (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to Dofw (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Wait 0.10 seconds
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_05 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_14 <gen>.
    Wait 0.10 seconds
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_06 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_13 <gen>.
    Wait 0.10 seconds
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_07 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_12 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D004 (doodadcode) within VH_Portal_06 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D004 (doodadcode) within VH_Portal_02 <gen>.
    Destructible - Pick every destructible in VH_Portal_06 <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Destructible-type of (Picked destructible)) Equal to Dofv (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to Dofw (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Destructible - Pick every destructible in VH_Portal_02 <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Destructible-type of (Picked destructible)) Equal to Dofv (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to Dofw (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Wait 0.10 seconds
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_08 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_11 <gen>.
    Wait 0.10 seconds
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_09 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Eventide_Common_Rune_10 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D004 (doodadcode) within VH_Portal_07 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D004 (doodadcode) within VH_Portal_01 <gen>.
    Destructible - Pick every destructible in VH_Portal_07 <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Destructible-type of (Picked destructible)) Equal to Dofv (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to Dofw (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Destructible - Pick every destructible in VH_Portal_01 <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Destructible-type of (Picked destructible)) Equal to Dofv (destructablecode)
                (Destructible-type of (Picked destructible)) Equal to Dofw (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Wait 0.10 seconds
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within UnitSpawn04 <gen>.
    Set VariableSet Unit_Death_Group_C = (Units in UnitSpawn0405Kill <gen> matching ((Level of Unit_Spawn_Ability_01 for (Matching unit)) Equal to 1))
    Unit Group - Pick every unit in Unit_Death_Group_C and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
        Unit - Kill (Picked unit)
    Custom script: call DestroyGroup (udg_Unit_Death_Group_C)
EV Setup
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Unit - Add Unit Spawner Marker to GuardianMage06
EV Visibility
  Events
    Unit - A unit enters EV_Engage <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
    ((Triggering unit) is A flying unit) Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Difficulty level) Equal to Easy
            (Difficulty level) Equal to Normal
      Then - Actions
        Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of EVVisibility <gen>) to a radius of 1800.00.
        Set VariableSet EV_Visibility = (Last created visibility modifier)
      Else - Actions
EV Mage Animation
  Events
    Time - Every 2.70 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GuardianMage06 is dead) Equal to True
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
        Animation - Play GuardianMage06's spell (animationname) animation
EV Mage Animation Cancel
  Events
    Unit - Council Wizard 0072 <gen> Acquires a target
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off EV_Mage_Animation <gen>
EV Mage Leash
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        End_Leash Equal to True
      Then - Actions
        Set VariableSet EV_Leash_Point = (Center of GuardianMage06 <gen>)
      Else - Actions
        Set VariableSet EV_Leash_Point = (Center of Eventide_Mage_Leash <gen>)
    Set VariableSet EV_Leash_Point_B = (Position of GuardianMage06)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Distance between EV_Leash_Point and EV_Leash_Point_B) Greater than or equal to 300.00
      Then - Actions
        Unit - Order GuardianMage06 to Move To.EV_Leash_Point
      Else - Actions
    Custom script: call RemoveLocation (udg_EV_Leash_Point)
    Custom script: call RemoveLocation (udg_EV_Leash_Point_B)
EV Mage Death
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Triggering unit) Equal to GuardianMage06
        (Triggering unit) Equal to GuardianMage06B
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet CouncilWizard05 = True
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within EV_Spawn_Runes_Reset <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within EV_Spawn_Runes_Reset <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within EV_Spawn_Runes_Reset <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within EV_Spawn_Runes_Reset <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within Indicator_Green <gen>.
    Visibility - Destroy EV_Visibility
SE Setup
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within SE_Runes_01 <gen>.
    Animation - Play the stand alternate (animationname) animation for all doodads of type JOgr (doodadcode) within SE_Runes_02 <gen>.
SE Mage Animation
  Events
    Time - Every 2.70 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GuardianMage07 is dead) Equal to True
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
        Animation - Play GuardianMage07's spell (animationname) animation
SE Mage Animation Cancel
  Events
    Unit - Council Wizard 0068 <gen> Acquires a target
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off SE_Mage_Animation <gen>
SE Visibility
  Events
    Unit - A unit enters SE_Runes_01 <gen>
    Unit - A unit enters SE_Runes_02 <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
    ((Triggering unit) is A flying unit) Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Difficulty level) Equal to Easy
            (Difficulty level) Equal to Normal
      Then - Actions
        Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of SEVisibility <gen>) to a radius of 1800.00.
        Set VariableSet SE_Visibility = (Last created visibility modifier)
      Else - Actions
SE Mage Leash
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        End_Leash Equal to True
      Then - Actions
        Set VariableSet SE_Leash_Point_C = (Center of GuardianMage07 <gen>)
      Else - Actions
        Set VariableSet SE_Leash_Point_C = (Center of Silver_Enclave_Mage_Leash_B <gen>)
    Set VariableSet SE_Leash_Point_D = (Position of GuardianMage07)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Distance between SE_Leash_Point_C and SE_Leash_Point_D) Greater than or equal to 300.00
      Then - Actions
        Unit - Order GuardianMage07 to Move To.SE_Leash_Point_C
      Else - Actions
    Custom script: call RemoveLocation (udg_SE_Leash_Point_C)
    Custom script: call RemoveLocation (udg_SE_Leash_Point_D)
SE Mage Death
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to GuardianMage07
  Actions
    Trigger - Turn off (This trigger)
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within Silver_Enclave_Common_Rune_01B <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within Silver_Enclave_Common_Rune_01B <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within Silver_Enclave_Common_Rune_01B <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within SE_Runes_02 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within SE_Runes_02 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within SE_Runes_01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within SE_Runes_01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within Silver_Enclave_Mage_Leash_B <gen>.
    Destructible - Pick every destructible in SE_Blockers <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Destructible-type of (Picked destructible)) Equal to YTpc (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Visibility - Destroy SE_Visibility
    Trigger - Add SE_Golem_Rescue_Q <gen> to the trigger queue (Checking conditions)
SE Golem Rescue Q
  Events
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Remove (This trigger) from the trigger queue
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within SEGolem01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within SEGolem01 <gen>.
    Unit - Change ownership of Battle Golem 0246 <gen> to Player 7 (Green) and Change color
    Unit - Unpause Battle Golem 0246 <gen>
    Unit - Make Battle Golem 0246 <gen> Vulnerable
    Animation - Change Battle Golem 0246 <gen>'s animation speed to 100.00% of its original speed
    Set VariableSet SE_Golem_Walk = (Center of SE_Golem_Walk <gen>)
    Unit - Order Battle Golem 0246 <gen> to Move To.SE_Golem_Walk
    Custom script: call RemoveLocation (udg_SE_Golem_Walk)
    Set VariableSet Golem_Count_Progress = (Golem_Count_Progress + 1)
    -------- GOLEM ALERT --------
    Set VariableSet Golem_00_Point = (Position of Battle Golem 0246 <gen>)
    Cinematic - Ping minimap for (All players) at Golem_00_Point for 3.00 seconds, using a Simple ping of color (100%, 100%, 100%)
    Sound - Play Rescue <gen>
    Custom script: call RemoveLocation (udg_Golem_00_Point)
VC Setup
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Unit - Make Archmage03 Invulnerable
    Unit - Add Invulnerable Origin Effect to Archmage03
    Unit - Add Unit Spawner Marker to GuardianMage09
    Animation - Play the stand alternate (animationname) animation for all doodads of type XOmr (doodadcode) within Silver_Enclave_Common_Rune_35 <gen>.
    Animation - Play the stand alternate (animationname) animation for all doodads of type XOmr (doodadcode) within VC_Gate_Runes <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within VC_Runes_01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within VC_Runes_02 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within VC_Runes_03 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within VC_Runes_04 <gen>.
    Set VariableSet Rat_Units = (Units in KT_Room <gen> matching ((Unit-type of (Matching unit)) Equal to Rat))
    Unit Group - Pick every unit in Rat_Units and do (Actions)
      Loop - Actions
        Set VariableSet Rat_Unit = (Picked unit)
        Animation - Play Rat_Unit's decay bone (animationname) animation
        Animation - Change Rat_Unit's animation speed to 0.00% of its original speed
        Unit - Set (Picked unit) movement speed to 0.00
        Unit - Pause Rat_Unit
        Custom script: call UnitAddAbility(udg_Rat_Unit, 'Aloc' )
    Custom script: call DestroyGroup (udg_Rat_Units)
VC Mage Visibility 01
  Events
    Unit - A unit enters VC_Engage_01 <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
    ((Triggering unit) is A flying unit) Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Difficulty level) Equal to Easy
            (Difficulty level) Equal to Normal
      Then - Actions
        Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of VCVisibility_01 <gen>) to a radius of 1800.00.
        Set VariableSet VC_Visibility_01 = (Last created visibility modifier)
      Else - Actions
VC Mage Visibility 02
  Events
    Unit - A unit enters VC_Engage_02 <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
    ((Triggering unit) is A flying unit) Equal to False
  Actions
    Trigger - Turn off (This trigger)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Difficulty level) Equal to Easy
            (Difficulty level) Equal to Normal
      Then - Actions
        Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of VCVisibility_02 <gen>) to a radius of 1000.00.
        Set VariableSet VC_Visibility_02 = (Last created visibility modifier)
      Else - Actions
Fountain
VC Mage Animation 01
  Events
    Time - Every 2.70 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GuardianMage09 is dead) Equal to True
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
        Animation - Play GuardianMage09's spell (animationname) animation
Spawn
VC Mage Animation 02
  Events
    Time - Every 2.70 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GuardianMage08 is dead) Equal to True
      Then - Actions
        Trigger - Turn off (This trigger)
      Else - Actions
        Animation - Play GuardianMage08's spell (animationname) animation
VC Mage Animation Cancel 01
  Events
    Unit - Council Wizard 0029 <gen> Acquires a target
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off VC_Mage_Animation_01 <gen>
VC Mage Animation Cancel 02
  Events
    Unit - Council Wizard 0158 <gen> Acquires a target
  Conditions
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off VC_Mage_Animation_02 <gen>
Fountain
VC Mage Leash 01
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        End_Leash Equal to True
      Then - Actions
        Set VariableSet SE_Leash_Point = (Center of GuardianMage09 <gen>)
      Else - Actions
        Set VariableSet SE_Leash_Point = (Center of VC_Mage_Leash_01 <gen>)
    Set VariableSet SE_Leash_Point_B = (Position of GuardianMage09)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Distance between SE_Leash_Point and SE_Leash_Point_B) Greater than or equal to 300.00
      Then - Actions
        Unit - Order GuardianMage09 to Move To.SE_Leash_Point
      Else - Actions
    Custom script: call RemoveLocation (udg_SE_Leash_Point)
    Custom script: call RemoveLocation (udg_SE_Leash_Point_B)
Spawn
VC Mage Leash 02
  Events
    Time - Every 0.50 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        End_Leash Equal to True
      Then - Actions
        Set VariableSet VC_Leash_Point_03 = (Center of GuardianMage08 <gen>)
      Else - Actions
        Set VariableSet VC_Leash_Point_03 = (Center of VC_Mage_Leash_02 <gen>)
    Set VariableSet VC_Leash_Point_04 = (Position of GuardianMage08)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Distance between VC_Leash_Point_03 and VC_Leash_Point_04) Greater than or equal to 300.00
      Then - Actions
        Unit - Order GuardianMage08 to Move To.SE_Leash_Point
      Else - Actions
    Custom script: call RemoveLocation (udg_VC_Leash_Point_03)
    Custom script: call RemoveLocation (udg_VC_Leash_Point_04)
Fountain
VC Mage Death 01
  Events
    Unit - A unit Dies
  Conditions
    (Triggering unit) Equal to GuardianMage09
  Actions
    Trigger - Turn off (This trigger)
    Set VariableSet CouncilWizard09 = True
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within SE_Spawn_Runes_Reset <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within SE_Spawn_Runes_Reset <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within SE_Spawn_Runes_Reset <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within SE_Spawn_Runes_Reset <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within Indicator_Yellow <gen>.
    Visibility - Destroy VC_Visibility_01
Spawn
VC Mage Death 02
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Triggering unit) Equal to GuardianMage08
        (Triggering unit) Equal to GuardianMage08B
  Actions
    Trigger - Turn off (This trigger)
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within VC_Common_Rune_01B <gen>.
    Animation - Play the death (animationname) animation for all doodads of type JOgr (doodadcode) within VC_Common_Rune_01B <gen>.
    Animation - Play the death (animationname) animation for all doodads of type D00F (doodadcode) within VC_Common_Rune_01B <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within VC_Common_Rune_01B <gen>.
    Visibility - Destroy VC_Visibility_02
    Unit - Change ownership of Battle Golem 0113 <gen> to Player 7 (Green) and Change color
    Unit - Unpause Battle Golem 0113 <gen>
    Unit - Make Battle Golem 0113 <gen> Vulnerable
    Animation - Change Battle Golem 0113 <gen>'s animation speed to 100.00% of its original speed
    Set VariableSet VC_Golem_Walk = (Center of VC_Golem_Walk_01 <gen>)
    Unit - Order Battle Golem 0113 <gen> to Attack-Move To.VC_Golem_Walk
    Custom script: call RemoveLocation (udg_VC_Golem_Walk)
    Set VariableSet Golem_Count_Progress = (Golem_Count_Progress + 1)
    -------- GOLEM ALERT --------
    Set VariableSet Golem_00_Point = (Position of Battle Golem 0113 <gen>)
    Cinematic - Ping minimap for (All players) at Golem_00_Point for 3.00 seconds, using a Simple ping of color (100%, 100%, 100%)
    Sound - Play Rescue <gen>
    Custom script: call RemoveLocation (udg_Golem_00_Point)
VC Archmage Visibility
  Events
    Unit - A unit enters VCEngage <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to User
    ((Triggering unit) is A flying unit) Equal to False
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Difficulty level) Equal to Easy
            (Difficulty level) Equal to Normal
      Then - Actions
        Visibility - Destroy Archmage03Visibility
        Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of Archmage03RevealerB <gen>) to a radius of 1024.00.
        Set VariableSet Archmage03VisibilityB = (Last created visibility modifier)
      Else - Actions
VC Archmage Leash
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Distance between (Position of Archmage03) and (Center of Archmage03LeashArea <gen>)) Greater than or equal to 300.00
  Actions
    Unit - Order Archmage03 to Move To.(Center of Archmage03LeashArea <gen>)
VC Archmage Animation
  Events
    Time - Every 2.70 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Archmage03 is dead) Equal to True
      Then - Actions
        Trigger - Add VC_Archmage_Death <gen> to the trigger queue (Checking conditions)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Number of units in (Units in VC_Animation_Check <gen> owned by Player)) Equal to 0
          Then - Actions
            Animation - Play Archmage03's spell (animationname) animation
          Else - Actions
VC Archmage Death
  Events
  Conditions
    (VC_Archmage_Death <gen> is on) Equal to True
    GAMEOVER Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Remove (This trigger) from the trigger queue
    Trigger - Run Leaderboard_Update <gen> (checking conditions)
    Visibility - Destroy Archmage03VisibilityB
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of Archmage04Revealer <gen>) to a radius of 512.00.
    Set VariableSet Archmage04Visibility = (Last created visibility modifier)
    Set VariableSet Archmage_Next_Point = (Position of Antonidas)
    Cinematic - Ping minimap for (All players) at Archmage_Next_Point for 4.00 seconds
    Quest - Create Campaign Quest Icon on Antonidas using Primary styl
    Sound - Play Hint <gen>
    Custom script: call RemoveLocation (udg_Archmage_Next_Point)
    Destructible - Set height of Stairs Block 0290 <gen> to 3
    Destructible - Open All walls of Stairs Block 0290 <gen>
    Destructible - Kill ForceWall 2310 <gen>
    Destructible - Pick every destructible in VC_Common_Rune_01 <gen> and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Destructible-type of (Picked destructible)) Equal to YTpb (destructablecode)
          Then - Actions
            Destructible - Kill (Picked destructible)
          Else - Actions
    Set VariableSet Bridge_Point = (Position of Stairs Block 0290 <gen>)
    Cinematic - Ping minimap for (All players) at Bridge_Point for 3.00 seconds
    Custom script: call RemoveLocation (udg_Bridge_Point)
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within VC_Common_Rune_01 <gen>.
    Animation - Play the death (animationname) animation for all doodads of type XOcs (doodadcode) within VC_Common_Rune_01 <gen>.
    Sound - Set position of LightningShieldTarget <gen> to (Center of VC_Common_Rune_01 <gen>) with Z offset 0
    Sound - Play LightningShieldTarget <gen>
    Sound - Set position of RejuvenationTarget1 <gen> to (Center of VC_Common_Rune_01 <gen>) with Z offset 0
    Sound - Play RejuvenationTarget1 <gen>
    Quest - Mark QuestReqArchmage03 as Completed
    Trigger - Run Main_Quest <gen> (checking conditions)
    Wait Campaign quest delay seconds
    -------- Auto-Save --------
    Game - Create campaign checkpoint with name The Siege of Dalaran (anyfile) (Hide checkpoint message)
VC Antonidas Leash
  Events
    Time - Every 0.50 seconds of game time
  Conditions
    (Distance between (Position of Antonidas) and (Center of Archmage04LeashArea <gen>)) Greater than or equal to 300.00
  Actions
    Unit - Order Antonidas to Move To.(Center of Archmage04LeashArea <gen>)
VC Inner Sanctum Enter Runes
  Events
    Unit - A unit enters VC_Gate_Runes <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to (Player controller)
    ((Triggering unit) is A flying unit) Equal to False
  Actions
    Trigger - Turn off (This trigger)
    Animation - Play the death (animationname) animation for all doodads of type XOmr (doodadcode) within VC_Gate_Runes <gen>.
VC Inner Sanctum Enter
  Events
    Unit - A unit enters EndingArea <gen>
  Conditions
    ((Owner of (Triggering unit)) controller) Equal to (Player controller)
    (Unit-type of (Triggering unit)) Not equal to Shade
  Actions
    Trigger - Turn off (This trigger)
    Trigger - Turn off Violet_Council_Track <gen>
    Trigger - Run Ending01 <gen> (checking conditions)
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of EndVisibility <gen>) to a radius of 2800.00.
    Set VariableSet Golem_End_Neutral = (Units in (Playable map area) owned by Neutral Passive)
    Unit Group - Pick every unit in Golem_End_Neutral and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Unit-type of (Picked unit)) Equal to War Golem
                (Unit-type of (Picked unit)) Equal to Siege Golem
          Then - Actions
            Unit - Unpause (Picked unit)
            Unit - Make (Picked unit) Vulnerable
            Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
            Unit - Kill (Picked unit)
          Else - Actions
    Custom script: call DestroyGroup (udg_Golem_End_Neutral)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GuardianMage01 is alive) Equal to True
      Then - Actions
        Set VariableSet End_Spawn_Trap_01 = True
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GuardianMage06 is alive) Equal to True
      Then - Actions
        Set VariableSet End_Spawn_Trap_02 = True
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (GuardianMage08 is alive) Equal to True
      Then - Actions
        Set VariableSet End_Spawn_Trap_03 = True
      Else - Actions
ShowBuildingCourtYard
  Events
    Unit - A unit enters BuildingVisibilityCheck01 <gen>
  Conditions
    CityBuildingVisibleYes01 Equal to False
    (Owner of (Entering unit)) Equal to Player 7 (Green)
  Actions
    Set VariableSet CityBuildingVisibleYes01 = True
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility from (Center of BuildingVisibility01 <gen>) to a radius of 768.00.
    Set VariableSet CityBuildingVisibleModifier01 = (Last created visibility modifier)
    Visibility - Enable CityBuildingVisibleModifier01
HideBuildingCourtYard
  Events
    Time - Every 2 seconds of game time
  Conditions
    CityBuildingVisibleYes01 Equal to True
    (Number of units in (Units in BuildingVisibilityCheck01 <gen> matching ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to Player 7 (Green))))) Equal to 0
  Actions
    Set VariableSet CityBuildingVisibleYes01 = False
    Visibility - Destroy CityBuildingVisibleModifier01
ShowBuilding02
  Events
    Unit - A unit enters BuildingVisibility02 <gen>
  Conditions
    CityBuildingVisibleYes02 Equal to False
    (Owner of (Entering unit)) Equal to Player 7 (Green)
  Actions
    Set VariableSet CityBuildingVisibleYes02 = True
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across BuildingVisibility02 <gen>
    Set VariableSet CityBuildingVisibleModifier02 = (Last created visibility modifier)
    Visibility - Enable CityBuildingVisibleModifier02
HideBuilding02
  Events
    Time - Every 2 seconds of game time
  Conditions
    CityBuildingVisibleYes02 Equal to True
    (Number of units in (Units in BuildingVisibility02 <gen> matching ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to Player 7 (Green))))) Equal to 0
  Actions
    Set VariableSet CityBuildingVisibleYes02 = False
    Visibility - Destroy CityBuildingVisibleModifier02
ShowBuilding03
  Events
    Unit - A unit enters BuildingVisibility03 <gen>
  Conditions
    CityBuildingVisibleYes03 Equal to False
    (Owner of (Entering unit)) Equal to Player 7 (Green)
  Actions
    Set VariableSet CityBuildingVisibleYes03 = True
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across BuildingVisibility03 <gen>
    Set VariableSet CityBuildingVisibleModifier03 = (Last created visibility modifier)
    Visibility - Enable CityBuildingVisibleModifier03
HideBuilding03
  Events
    Time - Every 2 seconds of game time
  Conditions
    CityBuildingVisibleYes03 Equal to True
    (Number of units in (Units in BuildingVisibility03 <gen> matching ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to Player 7 (Green))))) Equal to 0
  Actions
    Set VariableSet CityBuildingVisibleYes03 = False
    Visibility - Destroy CityBuildingVisibleModifier03
ShowBuilding04
  Events
    Unit - A unit enters BuildingVisibility04 <gen>
  Conditions
    CityBuildingVisibleYes04 Equal to False
    (Owner of (Entering unit)) Equal to Player 7 (Green)
  Actions
    Set VariableSet CityBuildingVisibleYes04 = True
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across BuildingVisibility04 <gen>
    Set VariableSet CityBuildingVisibleModifier04 = (Last created visibility modifier)
    Visibility - Enable CityBuildingVisibleModifier04
HideBuilding04
  Events
    Time - Every 2 seconds of game time
  Conditions
    CityBuildingVisibleYes04 Equal to True
    (Number of units in (Units in BuildingVisibility04 <gen> matching ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to Player 7 (Green))))) Equal to 0
  Actions
    Set VariableSet CityBuildingVisibleYes04 = False
    Visibility - Destroy CityBuildingVisibleModifier04
ShowBuilding05
  Events
    Unit - A unit enters BuildingVisibility05 <gen>
  Conditions
    CityBuildingVisibleYes05 Equal to False
    (Owner of (Entering unit)) Equal to Player 7 (Green)
  Actions
    Set VariableSet CityBuildingVisibleYes05 = True
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across BuildingVisibility05 <gen>
    Set VariableSet CityBuildingVisibleModifier05 = (Last created visibility modifier)
    Visibility - Enable CityBuildingVisibleModifier05
HideBuilding05
  Events
    Time - Every 2 seconds of game time
  Conditions
    CityBuildingVisibleYes05 Equal to True
    (Number of units in (Units in BuildingVisibility05 <gen> matching ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to Player 7 (Green))))) Equal to 0
  Actions
    Set VariableSet CityBuildingVisibleYes05 = False
    Visibility - Destroy CityBuildingVisibleModifier05
ShowBuilding06
  Events
    Unit - A unit enters BuildingVisibility06 <gen>
  Conditions
    CityBuildingVisibleYes06 Equal to False
    (Owner of (Entering unit)) Equal to Player 7 (Green)
  Actions
    Set VariableSet CityBuildingVisibleYes06 = True
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across BuildingVisibility06 <gen>
    Set VariableSet CityBuildingVisibleModifier06 = (Last created visibility modifier)
    Visibility - Enable CityBuildingVisibleModifier06
HideBuilding06
  Events
    Time - Every 2 seconds of game time
  Conditions
    CityBuildingVisibleYes06 Equal to True
    (Number of units in (Units in BuildingVisibility06 <gen> matching ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to Player 7 (Green))))) Equal to 0
  Actions
    Set VariableSet CityBuildingVisibleYes06 = False
    Visibility - Destroy CityBuildingVisibleModifier06
ShowBuilding07
  Events
    Unit - A unit enters BuildingVisibility07 <gen>
  Conditions
    CityBuildingVisibleYes07 Equal to False
    (Owner of (Entering unit)) Equal to Player 7 (Green)
  Actions
    Set VariableSet CityBuildingVisibleYes07 = True
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across BuildingVisibility07 <gen>
    Set VariableSet CityBuildingVisibleModifier07 = (Last created visibility modifier)
    Visibility - Enable CityBuildingVisibleModifier07
HideBuilding07
  Events
    Time - Every 2 seconds of game time
  Conditions
    CityBuildingVisibleYes07 Equal to True
    (Number of units in (Units in BuildingVisibility07 <gen> matching ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to Player 7 (Green))))) Equal to 0
  Actions
    Set VariableSet CityBuildingVisibleYes07 = False
    Visibility - Destroy CityBuildingVisibleModifier07
ShowBuilding08
  Events
    Unit - A unit enters BuildingVisibility08 <gen>
  Conditions
    CityBuildingVisibleYes08 Equal to False
    (Owner of (Entering unit)) Equal to Player 7 (Green)
  Actions
    Set VariableSet CityBuildingVisibleYes08 = True
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across BuildingVisibility08 <gen>
    Set VariableSet CityBuildingVisibleModifier08 = (Last created visibility modifier)
    Visibility - Enable CityBuildingVisibleModifier08
HideBuilding08