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Triggers
(11)BalrogTag!!!!!!!.w3x
Variables
Initialization
Map
Building Action
Castle
Multi
Create
NOAlways
Dialog
EasyClicked
NormalClicked
HardClicked
InsaneClicked
Dead Zone Event
Dead
Die1
Die2
Die3
Die4
Die5
Die6
Die7
Die8
Die9
Die10
Die11
Misc.
Revive
AI
Comp
Move
Baby
Misc
VariableTrue
BalrogDie
Left1
Left2
Left3
Left4
Left5
Left6
Left7
Left8
Left9
Left10
Left11
Win/Lose
Win
Lose
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
BalrogNUMB
integer
No
DeadPlayer
boolean
Yes
DialogButton
button
Yes
DificultyDialog
dialog
No
Map
Events
Map initialization
Conditions
Actions
Visibility - Enable black mask
Game - Set the time of day to 12
Game - Turn the day/night cycle Off
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is unused
Then - Actions
Unit - Remove |cff0080C0Victime 0029 <gen> from the game
Set Variable Set DeadPlayer[1] = "true"
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Then - Actions
Unit - Remove |cff0080C0Victime 0030 <gen> from the game
Set Variable Set DeadPlayer[2] = "true"
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Then - Actions
Unit - Remove |cff0080C0Victime 0031 <gen> from the game
Set Variable Set DeadPlayer[3] = "true"
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Then - Actions
Unit - Remove |cff0080C0Victime 0032 <gen> from the game
Set Variable Set DeadPlayer[4] = "true"
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
Then - Actions
Unit - Remove |cff0080C0Victime 0033 <gen> from the game
Set Variable Set DeadPlayer[5] = "true"
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Then - Actions
Unit - Remove |cff0080C0Victime 0034 <gen> from the game
Set Variable Set DeadPlayer[6] = "true"
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is unused
Then - Actions
Unit - Remove |cff0080C0Victime 0035 <gen> from the game
Set Variable Set DeadPlayer[7] = "true"
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) slot status) Equal to Is unused
Then - Actions
Unit - Remove |cff0080C0Victime 0036 <gen> from the game
Set Variable Set DeadPlayer[8] = "true"
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 9 (Gray) slot status) Equal to Is unused
Then - Actions
Unit - Remove |cff0080C0Victime 0037 <gen> from the game
Set Variable Set DeadPlayer[9] = "true"
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 10 (Light Blue) slot status) Equal to Is unused
Then - Actions
Unit - Remove |cff0080C0Victime 0038 <gen> from the game
Set Variable Set DeadPlayer[10] = "true"
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 11 (Dark Green) slot status) Equal to Is unused
Then - Actions
Unit - Remove |cff0080C0Victime 0039 <gen> from the game
Set Variable Set DeadPlayer[11] = "true"
Else - Actions
Do nothing
Selection - Select |cff0080C0Victime 0029 <gen> for Player 1 (Red)
Selection - Select |cff0080C0Victime 0030 <gen> for Player 2 (Blue)
Selection - Select |cff0080C0Victime 0031 <gen> for Player 3 (Teal)
Selection - Select |cff0080C0Victime 0032 <gen> for Player 4 (Purple)
Selection - Select |cff0080C0Victime 0033 <gen> for Player 5 (Yellow)
Selection - Select |cff0080C0Victime 0034 <gen> for Player 6 (Orange)
Selection - Select |cff0080C0Victime 0035 <gen> for Player 7 (Green)
Selection - Select |cff0080C0Victime 0036 <gen> for Player 8 (Pink)
Selection - Select |cff0080C0Victime 0037 <gen> for Player 9 (Gray)
Selection - Select |cff0080C0Victime 0038 <gen> for Player 10 (Light Blue)
Selection - Select |cff0080C0Victime 0039 <gen> for Player 11 (Dark Green)
Dialog - Create a dialog button for DificultyDialog labelled |cff0000A0Easy
Set Variable Set DialogButton[1] = (Last created dialog Button)
Dialog - Create a dialog button for DificultyDialog labelled |cff0000A0Normal
Set Variable Set DialogButton[2] = (Last created dialog Button)
Dialog - Create a dialog button for DificultyDialog labelled |cff0000A0Hard
Set Variable Set DialogButton[3] = (Last created dialog Button)
Dialog - Create a dialog button for DificultyDialog labelled |cff0000A0Insane
Set Variable Set DialogButton[4] = (Last created dialog Button)
Wait 0.10 seconds
Player Group - Pick every player in (All players) and do (Show DificultyDialog for (Picked player))
Set Variable Set BalrogNUMB = "4"
Destructible - Open Dungeon Gate 0000 <gen>
Player Group - Pick every player in (All players) and do (Add 90 to (Picked player).Current gold)
Castle
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Little |cff008080Castle|r
Actions
Unit - Create 5 Worker for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing (Position of (Triggering unit))
Create
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Multiboard - Create a multiboard with 2 columns and 1 rows, titled |cff008000Balrog .
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 1 to (String(BalrogNUMB))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 1 to Balrog Alive
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 1 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 1 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 1 to 3 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 1 to 7.00 % of the total screen width
Multiboard - Show (Last created multiboard)
NOAlways
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 1 to (String(BalrogNUMB))
EasyClicked
Events
Dialog - A dialog button is clicked for DificultyDialog
Conditions
(Clicked dialog button) Equal to DialogButton[1]
Actions
Set Variable Set BalrogNUMB = (BalrogNUMB - 3)
Unit - Remove Balrog 0043 <gen> from the game
Unit - Remove Balrog 0042 <gen> from the game
Unit - Remove Balrog 0041 <gen> from the game
Game - Display to (All players) the text: ((Name of (Triggering player)) + choosed easy..)
Player Group - Pick every player in (All players) and do (Hide DificultyDialog for (Picked player))
Dialog - Clear DificultyDialog
NormalClicked
Events
Dialog - A dialog button is clicked for DificultyDialog
Conditions
(Clicked dialog button) Equal to DialogButton[2]
Actions
Set Variable Set BalrogNUMB = (BalrogNUMB - 2)
Unit - Remove Balrog 0043 <gen> from the game
Unit - Remove Balrog 0042 <gen> from the game
Game - Display to (All players) the text: ((Name of (Triggering player)) + choosed normal..)
Player Group - Pick every player in (All players) and do (Hide DificultyDialog for (Picked player))
Dialog - Clear DificultyDialog
HardClicked
Events
Dialog - A dialog button is clicked for DificultyDialog
Conditions
(Clicked dialog button) Equal to DialogButton[3]
Actions
Set Variable Set BalrogNUMB = (BalrogNUMB - 1)
Unit - Remove Balrog 0043 <gen> from the game
Game - Display to (All players) the text: ((Name of (Triggering player)) + choosed hard..)
Player Group - Pick every player in (All players) and do (Hide DificultyDialog for (Picked player))
Dialog - Clear DificultyDialog
InsaneClicked
Events
Dialog - A dialog button is clicked for DificultyDialog
Conditions
(Clicked dialog button) Equal to DialogButton[4]
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + choosed Insane..)
Player Group - Pick every player in (All players) and do (Hide DificultyDialog for (Picked player))
Dialog - Clear DificultyDialog
Die1
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cff0080C0Victime
Actions
Set Variable Set DeadPlayer[1] = "true"
Camera - Pan camera for Player 1 (Red) to (Random point in Dead_Zone <gen>) over 1.00 seconds
Unit - Create 1 |cff0080C0Victime |cff808080(Dead) for Player 1 (Red) at (Random point in Dead_Zone <gen>) facing (Position of (Triggering unit))
Game - Display to (All players) the text: ((Name of Player 1 (Red)) + are dead)
Die2
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cff0080C0Victime
Actions
Set Variable Set DeadPlayer[2] = "true"
Camera - Pan camera for Player 2 (Blue) to (Random point in Dead_Zone <gen>) over 1.00 seconds
Unit - Create 1 |cff0080C0Victime |cff808080(Dead) for Player 2 (Blue) at (Random point in Dead_Zone <gen>) facing (Position of (Triggering unit))
Game - Display to (All players) the text: ((Name of Player 2 (Blue)) + are dead)
Die3
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cff0080C0Victime
Actions
Set Variable Set DeadPlayer[3] = "true"
Camera - Pan camera for Player 3 (Teal) to (Random point in Dead_Zone <gen>) over 1.00 seconds
Unit - Create 1 |cff0080C0Victime |cff808080(Dead) for Player 3 (Teal) at (Random point in Dead_Zone <gen>) facing (Position of (Triggering unit))
Game - Display to (All players) the text: ((Name of Player 3 (Teal)) + are dead)
Die4
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cff0080C0Victime
Actions
Set Variable Set DeadPlayer[4] = "true"
Camera - Pan camera for Player 4 (Purple) to (Random point in Dead_Zone <gen>) over 1.00 seconds
Unit - Create 1 |cff0080C0Victime |cff808080(Dead) for Player 4 (Purple) at (Random point in Dead_Zone <gen>) facing (Position of (Triggering unit))
Game - Display to (All players) the text: ((Name of Player 4 (Purple)) + are dead)
Die5
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cff0080C0Victime
Actions
Set Variable Set DeadPlayer[5] = "true"
Camera - Pan camera for Player 5 (Yellow) to (Random point in Dead_Zone <gen>) over 1.00 seconds
Unit - Create 1 |cff0080C0Victime |cff808080(Dead) for Player 5 (Yellow) at (Random point in Dead_Zone <gen>) facing (Position of (Triggering unit))
Game - Display to (All players) the text: ((Name of Player 5 (Yellow)) + are dead)
Die6
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cff0080C0Victime
Actions
Set Variable Set DeadPlayer[6] = "true"
Camera - Pan camera for Player 6 (Orange) to (Random point in Dead_Zone <gen>) over 1.00 seconds
Unit - Create 1 |cff0080C0Victime |cff808080(Dead) for Player 6 (Orange) at (Random point in Dead_Zone <gen>) facing (Position of (Triggering unit))
Game - Display to (All players) the text: ((Name of Player 6 (Orange)) + are dead)
Die7
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cff0080C0Victime
Actions
Set Variable Set DeadPlayer[7] = "true"
Camera - Pan camera for Player 7 (Green) to (Random point in Dead_Zone <gen>) over 1.00 seconds
Unit - Create 1 |cff0080C0Victime |cff808080(Dead) for Player 7 (Green) at (Random point in Dead_Zone <gen>) facing (Position of (Triggering unit))
Game - Display to (All players) the text: ((Name of Player 7 (Green)) + are dead)
Die8
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cff0080C0Victime
Actions
Set Variable Set DeadPlayer[8] = "true"
Camera - Pan camera for Player 8 (Pink) to (Random point in Dead_Zone <gen>) over 1.00 seconds
Unit - Create 1 |cff0080C0Victime |cff808080(Dead) for Player 8 (Pink) at (Random point in Dead_Zone <gen>) facing (Position of (Triggering unit))
Game - Display to (All players) the text: ((Name of Player 8 (Pink)) + are dead)
Die9
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cff0080C0Victime
Actions
Set Variable Set DeadPlayer[9] = "true"
Camera - Pan camera for Player 9 (Gray) to (Random point in Dead_Zone <gen>) over 1.00 seconds
Unit - Create 1 |cff0080C0Victime |cff808080(Dead) for Player 9 (Gray) at (Random point in Dead_Zone <gen>) facing (Position of (Triggering unit))
Game - Display to (All players) the text: ((Name of Player 9 (Gray)) + are dead)
Die10
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cff0080C0Victime
Actions
Set Variable Set DeadPlayer[10] = "true"
Camera - Pan camera for Player 10 (Light Blue) to (Random point in Dead_Zone <gen>) over 1.00 seconds
Unit - Create 1 |cff0080C0Victime |cff808080(Dead) for Player 10 (Light Blue) at (Random point in Dead_Zone <gen>) facing (Position of (Triggering unit))
Game - Display to (All players) the text: ((Name of Player 10 (Light Blue)) + are dead)
Die11
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cff0080C0Victime
Actions
Set Variable Set DeadPlayer[11] = "true"
Camera - Pan camera for Player 11 (Dark Green) to (Random point in Dead_Zone <gen>) over 1.00 seconds
Unit - Create 1 |cff0080C0Victime |cff808080(Dead) for Player 11 (Dark Green) at (Random point in Dead_Zone <gen>) facing (Position of (Triggering unit))
Game - Display to (All players) the text: ((Name of Player 11 (Dark Green)) + are dead)
Revive
Events
Unit - A unit enters Revive_Zone <gen>
Conditions
(Unit-type of (Entering unit)) Equal to |cff0080C0Victime
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DeadPlayer[1] Equal to True
Then - Actions
Set Variable Set DeadPlayer[1] = "false"
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type |cff0080C0Victime |cff808080(Dead)) and do (Remove (Picked unit) from the game)
Unit - Create 1 |cff0080C0Victime for Player 1 (Red) at (Center of Revive_Zone <gen>) facing (Position of (Triggering unit))
Camera - Pan camera for Player 1 (Red) to (Center of Revive_Zone <gen>) over 0 seconds
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DeadPlayer[2] Equal to True
Then - Actions
Set Variable Set DeadPlayer[2] = "false"
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type |cff0080C0Victime |cff808080(Dead)) and do (Remove (Picked unit) from the game)
Unit - Create 1 |cff0080C0Victime for Player 2 (Blue) at (Center of Revive_Zone <gen>) facing (Position of (Triggering unit))
Camera - Pan camera for Player 2 (Blue) to (Center of Revive_Zone <gen>) over 0 seconds
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DeadPlayer[3] Equal to True
Then - Actions
Set Variable Set DeadPlayer[3] = "false"
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type |cff0080C0Victime |cff808080(Dead)) and do (Remove (Picked unit) from the game)
Unit - Create 1 |cff0080C0Victime for Player 3 (Teal) at (Center of Revive_Zone <gen>) facing (Position of (Triggering unit))
Camera - Pan camera for Player 3 (Teal) to (Center of Revive_Zone <gen>) over 0 seconds
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DeadPlayer[4] Equal to True
Then - Actions
Set Variable Set DeadPlayer[4] = "false"
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type |cff0080C0Victime |cff808080(Dead)) and do (Remove (Picked unit) from the game)
Unit - Create 1 |cff0080C0Victime for Player 4 (Purple) at (Center of Revive_Zone <gen>) facing (Position of (Triggering unit))
Camera - Pan camera for Player 4 (Purple) to (Center of Revive_Zone <gen>) over 0 seconds
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DeadPlayer[5] Equal to True
Then - Actions
Set Variable Set DeadPlayer[5] = "false"
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type |cff0080C0Victime |cff808080(Dead)) and do (Remove (Picked unit) from the game)
Unit - Create 1 |cff0080C0Victime for Player 5 (Yellow) at (Center of Revive_Zone <gen>) facing (Position of (Triggering unit))
Camera - Pan camera for Player 5 (Yellow) to (Center of Revive_Zone <gen>) over 0 seconds
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DeadPlayer[6] Equal to True
Then - Actions
Set Variable Set DeadPlayer[6] = "false"
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type |cff0080C0Victime |cff808080(Dead)) and do (Remove (Picked unit) from the game)
Unit - Create 1 |cff0080C0Victime for Player 6 (Orange) at (Center of Revive_Zone <gen>) facing (Position of (Triggering unit))
Camera - Pan camera for Player 6 (Orange) to (Center of Revive_Zone <gen>) over 0 seconds
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DeadPlayer[7] Equal to True
Then - Actions
Set Variable Set DeadPlayer[7] = "false"
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type |cff0080C0Victime |cff808080(Dead)) and do (Remove (Picked unit) from the game)
Unit - Create 1 |cff0080C0Victime for Player 7 (Green) at (Center of Revive_Zone <gen>) facing (Position of (Triggering unit))
Camera - Pan camera for Player 7 (Green) to (Center of Revive_Zone <gen>) over 0 seconds
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DeadPlayer[8] Equal to True
Then - Actions
Set Variable Set DeadPlayer[8] = "false"
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type |cff0080C0Victime |cff808080(Dead)) and do (Remove (Picked unit) from the game)
Unit - Create 1 |cff0080C0Victime for Player 8 (Pink) at (Center of Revive_Zone <gen>) facing (Position of (Triggering unit))
Camera - Pan camera for Player 8 (Pink) to (Center of Revive_Zone <gen>) over 0 seconds
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DeadPlayer[9] Equal to True
Then - Actions
Set Variable Set DeadPlayer[9] = "false"
Unit Group - Pick every unit in (Units owned by Player 9 (Gray) of type |cff0080C0Victime |cff808080(Dead)) and do (Remove (Picked unit) from the game)
Unit - Create 1 |cff0080C0Victime for Player 9 (Gray) at (Center of Revive_Zone <gen>) facing (Position of (Triggering unit))
Camera - Pan camera for Player 9 (Gray) to (Center of Revive_Zone <gen>) over 0 seconds
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DeadPlayer[10] Equal to True
Then - Actions
Set Variable Set DeadPlayer[10] = "false"
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type |cff0080C0Victime |cff808080(Dead)) and do (Remove (Picked unit) from the game)
Unit - Create 1 |cff0080C0Victime for Player 10 (Light Blue) at (Center of Revive_Zone <gen>) facing (Position of (Triggering unit))
Camera - Pan camera for Player 10 (Light Blue) to (Center of Revive_Zone <gen>) over 0 seconds
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DeadPlayer[11] Equal to True
Then - Actions
Set Variable Set DeadPlayer[11] = "false"
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type |cff0080C0Victime |cff808080(Dead)) and do (Remove (Picked unit) from the game)
Unit - Create 1 |cff0080C0Victime for Player 11 (Dark Green) at (Center of Revive_Zone <gen>) facing (Position of (Triggering unit))
Camera - Pan camera for Player 11 (Dark Green) to (Center of Revive_Zone <gen>) over 0 seconds
Else - Actions
Do nothing
Comp
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 12 (Brown) controller) Equal to Computer
Actions
Trigger - Turn on Move <gen>
Move
Events
Time - Every (Random real number between 5.00 and 15.00) seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Balrog) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Baby Balrog) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Baby
Events
Time - Every 900.00 seconds of game time
Conditions
Actions
Unit - Create 10 Baby Balrog for Player 12 (Brown) at (Center of Spawn_Baby_Balrog <gen>) facing (Position of (Triggering unit))
Camera - Pan camera for Player 12 (Brown) to (Center of Spawn_Baby_Balrog <gen>) over 0 seconds
VariableTrue
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is unused) then do (Set VariableSet DeadPlayer[1] = "true") else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is unused) then do (Set VariableSet DeadPlayer[2] = "true") else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is unused) then do (Set VariableSet DeadPlayer[3] = "true") else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is unused) then do (Set VariableSet DeadPlayer[4] = "true") else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is unused) then do (Set VariableSet DeadPlayer[5] = "true") else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is unused) then do (Set VariableSet DeadPlayer[6] = "true") else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is unused) then do (Set VariableSet DeadPlayer[7] = "true") else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is unused) then do (Set VariableSet DeadPlayer[8] = "true") else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is unused) then do (Set VariableSet DeadPlayer[9] = "true") else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Is unused) then do (Set VariableSet DeadPlayer[10] = "true") else do (Do nothing)
If ((Player 11 (Dark Green) slot status) Equal to Is unused) then do (Set VariableSet DeadPlayer[11] = "true") else do (Do nothing)
BalrogDie
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Balrog
Actions
Set Variable Set BalrogNUMB = (BalrogNUMB - 1)
Left1
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 1 (Red) slot status) Equal to Has left the game
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + Has Left The Game)
Left2
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 2 (Blue) slot status) Equal to Has left the game
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + Has Left The Game)
Left3
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 3 (Teal) slot status) Equal to Has left the game
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + Has Left The Game)
Left4
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 4 (Purple) slot status) Equal to Has left the game
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + Has Left The Game)
Left5
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 5 (Yellow) slot status) Equal to Has left the game
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + Has Left The Game)
Left6
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 6 (Orange) slot status) Equal to Has left the game
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + Has Left The Game)
Left7
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 7 (Green) slot status) Equal to Has left the game
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + Has Left The Game)
Left8
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 8 (Pink) slot status) Equal to Has left the game
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + Has Left The Game)
Left9
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 9 (Gray) slot status) Equal to Has left the game
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + Has Left The Game)
Left10
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 10 (Light Blue) slot status) Equal to Has left the game
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + Has Left The Game)
Left11
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 11 (Dark Green) slot status) Equal to Has left the game
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + Has Left The Game)
Win
Events
Time - Every 1.00 seconds of game time
Conditions
BalrogNUMB Equal to 0
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Skip scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Skip scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Skip scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Skip scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Skip scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Skip scores)
Game - Victory Player 7 (Green) ( Show dialogs, Skip scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Skip scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Skip scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Skip scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Skip scores)
Game - Defeat Player 12 (Brown) with the message: Muahah sucky!!
Lose
Events
Time - Every 1.00 seconds of game time
Conditions
DeadPlayer[1] Equal to True
DeadPlayer[2] Equal to True
DeadPlayer[3] Equal to True
DeadPlayer[4] Equal to True
DeadPlayer[5] Equal to True
DeadPlayer[6] Equal to True
DeadPlayer[7] Equal to True
DeadPlayer[8] Equal to True
DeadPlayer[9] Equal to True
DeadPlayer[10] Equal to True
DeadPlayer[11] Equal to True
Actions
Game - Defeat Player 1 (Red) with the message: Muaha Sucky!!!
Game - Defeat Player 2 (Blue) with the message: Muaha Sucky!!!
Game - Defeat Player 3 (Teal) with the message: Muaha Sucky!!!
Game - Defeat Player 4 (Purple) with the message: Muaha Sucky!!!
Game - Defeat Player 5 (Yellow) with the message: Muaha Sucky!!!
Game - Defeat Player 6 (Orange) with the message: Muaha Sucky!!!
Game - Defeat Player 7 (Green) with the message: Muaha Sucky!!!
Game - Defeat Player 8 (Pink) with the message: Muaha Sucky!!!
Game - Defeat Player 9 (Gray) with the message: Muaha Sucky!!!
Game - Defeat Player 10 (Light Blue) with the message: Muaha Sucky!!!
Game - Defeat Player 11 (Dark Green) with the message: Muaha Sucky!!!
Game - Victory Player 12 (Brown) ( Show dialogs, Skip scores)
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