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Triggers
(1)mage castle~1.w3x
Variables
Firstboss
Untitled Trigger 001
boss dies
Spell
Spell2
player 12 attack
Untitled Trigger 005
2nd boss
boss dies 2
waygate
Untitled Trigger 004
Checkpoints
Boss 1
checkpoint
Boss 2
Checkpoint 2
Boss 3
Checkpoint 3
Hero Level up
exp
Floating Text
Skilltree text
Natureboss spell
Morph
Morph Copy
Untitled Category
Untitled Trigger 002
respawn
Talent Select
Mage
Paladin
Shaman
Warrior
Archer
Healer
Blademaster
Vampire
Warlock
Hero Move
Archer
Beastmastery
Marksmanship
Warlock
Affliction
Demonology
Vampire
Blood
Darkness
Warrior
Furry
Protection
Healer
Nature
Holy
Blademaster
Assassination
Combat
Mage
Frost
Fire
Paladin
Holyprotection
Retribution
Shaman
Enhancement
Elemental
Cinematic
bandit cinema
First Boss Cinema
Bandit death
death
Player Leaves
Player Leaves Game
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
player12
player
No
Player11
Untitled Trigger 001
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Unit - Hide Siriz, the Water Mage. 0002 <gen>
Unit - Hide Way Gate 0193 <gen>
Unit - Hide Way Gate 0098 <gen>
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Ally with shared vision
boss dies
Events
Unit - Siriz, the Water Mage 0001 <gen> Dies
Conditions
Actions
Destructible - Open Demonic Gate 1337 <gen>
Item - Create The Water Staff at (Center of Region_003 <gen>)
Item - Create Tome of Power at (Center of Region_003 <gen>)
Item - Create Shield of the Kirin Tor at (Center of Region_003 <gen>)
Item - Create Frost Sword at (Center of Region_003 <gen>)
Unit - Remove Siriz, the Water Mage. 0002 <gen> from the game
Trigger - Turn off Spell <gen>
Trigger - Turn off Spell2 <gen>
Spell
Events
Unit - A unit enters Region_001 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Wait 30.00 seconds
Unit - Move Siriz, the Water Mage 0001 <gen> instantly to (Center of Region_007 <gen>)
Unit - Unhide Siriz, the Water Mage. 0002 <gen>
Unit - Move Siriz, the Water Mage. 0002 <gen> instantly to (Center of Region_004 <gen>)
Special Effect - Create a special effect at (Center of Region_003 <gen>) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Special Effect - Create a special effect at (Center of Region_004 <gen>) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Wait 10.00 seconds
Special Effect - Create a special effect at (Center of Region_004 <gen>) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Special Effect - Create a special effect at (Center of Region_003 <gen>) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Unit - Move Siriz, the Water Mage. 0002 <gen> instantly to (Center of Region_007 <gen>)
Unit - Move Siriz, the Water Mage 0001 <gen> instantly to (Center of Region_003 <gen>)
Wait 30.00 seconds
Special Effect - Create a special effect at (Center of Region_004 <gen>) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Special Effect - Create a special effect at (Center of Region_003 <gen>) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Unit - Move Siriz, the Water Mage. 0002 <gen> instantly to (Center of Region_004 <gen>)
Unit - Move Siriz, the Water Mage 0001 <gen> instantly to (Center of Region_007 <gen>)
Wait 10.00 seconds
Special Effect - Create a special effect at (Center of Region_004 <gen>) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Special Effect - Create a special effect at (Center of Region_003 <gen>) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Unit - Move Siriz, the Water Mage. 0002 <gen> instantly to (Center of Region_007 <gen>)
Unit - Move Siriz, the Water Mage 0001 <gen> instantly to (Center of Region_003 <gen>)
Wait 30.00 seconds
Special Effect - Create a special effect at (Center of Region_003 <gen>) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Special Effect - Create a special effect at (Center of Region_004 <gen>) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Unit - Move Siriz, the Water Mage 0001 <gen> instantly to (Center of Region_007 <gen>)
Unit - Move Siriz, the Water Mage. 0002 <gen> instantly to (Center of Region_004 <gen>)
Wait 10.00 seconds
Special Effect - Create a special effect at (Center of Region_004 <gen>) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Special Effect - Create a special effect at (Center of Region_003 <gen>) using Abilities\Spells\Other\CrushingWave\CrushingWaveDamage.mdl
Unit - Move Siriz, the Water Mage. 0002 <gen> instantly to (Center of Region_007 <gen>)
Unit - Move Siriz, the Water Mage 0001 <gen> instantly to (Center of Region_003 <gen>)
Spell2
Events
Unit - A unit leaves Region_001 <gen>
Conditions
(Triggering unit) Equal to Siriz, the Water Mage 0001 <gen>
Actions
Unit - Cause (Triggering unit) to damage circular area after 0 seconds of radius 1000.00 at (Random point in Region_014 <gen>) , dealing 250.00 damage of attack type Chaos and damage type Normal
Untitled Trigger 005
Events
Unit - A unit enters Region_012 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Enemy
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_013 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Region_013 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Region_013 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Region_013 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Region_013 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Region_013 <gen>
Trigger - Turn off (This trigger)
boss dies 2
Events
Unit - Kalishick, the Stom Wizard 0099 <gen> Dies
Conditions
Actions
Item - Create Storm Gauntlets at (Center of Region_011 <gen>)
Item - Create Storm Hammer at (Center of Region_011 <gen>)
Item - Create Storm Robes at (Center of Region_011 <gen>)
Item - Create Tome of Power at (Center of Region_011 <gen>)
Item - Create Tome of Knowledge at (Center of Region_011 <gen>)
Item - Create Tome of Strength +2 at (Center of Region_011 <gen>)
Sound - Play MonsoonLightningHit <gen>
Unit - Unhide Way Gate 0193 <gen>
Untitled Trigger 004
Events
Unit - A unit enters Region_006 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Unhide Way Gate 0098 <gen>
Sound - Play InvisibilityTarget <gen>
Boss 1
Events
Unit - Siriz, the Water Mage 0001 <gen> Dies
Conditions
Actions
Trigger - Turn on checkpoint <gen>
Trigger - Turn off respawn <gen>
checkpoint
Events
Unit - A unit enters Region_008 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_009 <gen>)
Game - Display to (All players) the text: A new checkpoint has been activated at the pinging area on the map.
Cinematic - Ping minimap for (All players) at (Center of Region_009 <gen>) for 3.00 seconds, using a Simple ping of color ( 100 %, 100 %, 100 %)
Boss 2
Events
Unit - Kalishick, the Stom Wizard 0099 <gen> Dies
Conditions
Actions
Trigger - Turn on Checkpoint_2 <gen>
Trigger - Turn off checkpoint <gen>
Checkpoint 2
Events
Unit - A unit enters Region_008 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_015 <gen>)
Game - Display to (All players) the text: A new checkpoint has been activated at the pinging area on the map.
Cinematic - Ping minimap for (All players) at (Center of Region_015 <gen>) for 3.00 seconds, using a Simple ping of color ( 100 %, 100 %, 100 %)
Boss 3
Events
Unit - Bandit King 0168 <gen> Dies
Conditions
Actions
Trigger - Turn on Checkpoint_3 <gen>
Trigger - Turn off Checkpoint_2 <gen>
Checkpoint 3
Events
Unit - A unit enters Region_008 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_017 <gen>)
Game - Display to (All players) the text: A new checkpoint has been activated at the pinging area on the map.
Cinematic - Ping minimap for (All players) at (Center of Region_017 <gen>) for 3.00 seconds, using a Simple ping of color ( 100 %, 100 %, 100 %)
exp
Events
Map initialization
Conditions
Actions
Hero - Make Player 1 (Red) Heroes gain 300.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 300.00 % experience from future kills
Hero - Make Player 3 (Teal) Heroes gain 300.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 300.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 300.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 300.00 % experience from future kills
Skilltree text
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads BeastMastery at (Center of BM_text <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Marksmanship at (Center of Marksman_text <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Affliction at (Center of (Playable map area)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Demonology at (Center of demon_text <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Blood at (Center of (Playable map area)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Darkness at (Center of dark_text <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Furry at (Center of Furry_text <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Protection at (Center of Prot_text <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Morph
Events
Unit - A unit enters Region_020 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Wake up The Great Druid 0318 <gen>
Unit - Pause all units
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from The Great Druid 0318 <gen> named The Great Druid : Play No sound and display WHO DARES AWAKEN MY SLUMBER? . Modify duration: Add 3.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Unit - Unpause all units
Trigger - Turn off (This trigger)
Morph Copy
Events
Unit - A unit enters Region_020 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Region - Center Region_020 <gen> on (Center of (Playable map area))
Wait 30.00 seconds
Unit - Order The Great Druid 0318 <gen> to Night Elf Druid Of The Claw - Bear Form .
Wait 30.00 seconds
Unit - Order The Great Druid 0318 <gen> to Night Elf Druid Of The Claw - Night Elf Form .
Wait 30.00 seconds
Unit - Order The Great Druid 0318 <gen> to Night Elf Druid Of The Talon - Storm Crow Form .
Wait 30.00 seconds
Unit - Order The Great Druid 0318 <gen> to Night Elf Druid Of The Talon - Night Elf Form .
Wait 30.00 seconds
Unit - Order The Great Druid 0318 <gen> to Night Elf Druid Of The Claw - Bear Form .
Wait 30.00 seconds
Unit - Order The Great Druid 0318 <gen> to Night Elf Druid Of The Claw - Night Elf Form .
Wait 30.00 seconds
Unit - Order The Great Druid 0318 <gen> to Night Elf Druid Of The Talon - Storm Crow Form .
Wait 30.00 seconds
Unit - Order The Great Druid 0318 <gen> to Night Elf Druid Of The Talon - Night Elf Form .
Untitled Trigger 002
Events
Time - Elapsed game time is 0.05 seconds
Conditions
Actions
Player - Set Player 1 (Red) . Current lumber to 1
Player - Set Player 2 (Blue) . Current lumber to 1
Player - Set Player 3 (Teal) . Current lumber to 1
Player - Set Player 4 (Purple) . Current lumber to 1
Player - Set Player 5 (Yellow) . Current lumber to 1
Player - Set Player 6 (Orange) . Current lumber to 1
respawn
Events
Unit - A unit enters Region_008 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_000 <gen>)
Mage
Events
Unit - A unit enters Region_005 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Mage
Actions
Unit - Move (Triggering unit) instantly to (Center of Mage <gen>)
Paladin
Events
Unit - A unit enters Region_005 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
Actions
Unit - Move (Triggering unit) instantly to (Center of Paladin <gen>)
Shaman
Events
Unit - A unit enters Region_005 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Shaman
Actions
Unit - Move (Triggering unit) instantly to (Center of Shaman <gen>)
Warrior
Events
Unit - A unit enters Region_005 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Warrior
Actions
Unit - Move (Triggering unit) instantly to (Center of warrior <gen>)
Archer
Events
Unit - A unit enters Region_005 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Archer
Actions
Unit - Move (Triggering unit) instantly to (Center of archer <gen>)
Healer
Events
Unit - A unit enters Region_005 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Healer
Actions
Unit - Move (Triggering unit) instantly to (Center of priest <gen>)
Blademaster
Events
Unit - A unit enters Region_005 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Blademaster
Actions
Unit - Move (Triggering unit) instantly to (Center of Blademaster <gen>)
Vampire
Events
Unit - A unit enters Region_005 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Vampire
Actions
Unit - Move (Triggering unit) instantly to (Center of Vampire <gen>)
Warlock
Events
Unit - A unit enters Region_005 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Warlock
Actions
Unit - Move (Triggering unit) instantly to (Center of Warlock <gen>)
Beastmastery
Events
Unit - A unit enters Ranger_Beast_Mastery <gen>
Conditions
Actions
Unit - Create 1 . Archer (Beast mastery) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Marksmanship
Events
Unit - A unit enters Ranger_marksmanship <gen>
Conditions
Actions
Unit - Create 1 . Archer Marksmanship for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Affliction
Events
Unit - A unit enters Warlock_affliction <gen>
Conditions
Actions
Unit - Create 1 . Warlock (Affliction) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Demonology
Events
Unit - A unit enters Warlock_demonology <gen>
Conditions
Actions
Unit - Create 1 . Warlock (Demonology) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Blood
Events
Unit - A unit enters vampire_blood <gen>
Conditions
Actions
Unit - Create 1 . Vampire (Blood) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Darkness
Events
Unit - A unit enters vampire_darkness <gen>
Conditions
Actions
Unit - Create 1 . Vampire (Darkness) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Furry
Events
Unit - A unit enters Fury <gen>
Conditions
Actions
Unit - Create 1 . Warrior (Furry) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Protection
Events
Unit - A unit enters Prot <gen>
Conditions
Actions
Unit - Create 1 . Warrior (Protection) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Nature
Events
Unit - A unit enters Nature <gen>
Conditions
Actions
Unit - Create 1 . Healer (Nature) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Holy
Events
Unit - A unit enters holy <gen>
Conditions
Actions
Unit - Create 1 . Healer (holy) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Assassination
Events
Unit - A unit enters Assassination <gen>
Conditions
Actions
Unit - Create 1 . Blademaster (Assassination) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Combat
Events
Unit - A unit enters Combat <gen>
Conditions
Actions
Unit - Create 1 . Blademaster (Combat) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Frost
Events
Unit - A unit enters Frost <gen>
Conditions
Actions
Unit - Create 1 . Mage (Frost) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Fire
Events
Unit - A unit enters Fire <gen>
Conditions
Actions
Unit - Create 1 . Mage (fire) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Holyprotection
Events
Unit - A unit enters Protection <gen>
Conditions
Actions
Unit - Create 1 . Paladin (protection) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Retribution
Events
Unit - A unit enters retribution <gen>
Conditions
Actions
Unit - Create 1 . Paladin (retribution) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Enhancement
Events
Unit - A unit enters enhanc <gen>
Conditions
Actions
Unit - Create 1 . Shaman (Enhancement) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Elemental
Events
Unit - A unit enters elemental <gen>
Conditions
Actions
Unit - Create 1 . Shaman (Elemental) for (Owner of (Triggering unit)) at (Center of Region_000 <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
bandit cinema
Events
Unit - A unit enters Region_012 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from Bandit King 0168 <gen> named Bandit King : Play No sound and display Attack my warriors! dont let them reach the portal! . Modify duration: Add 5.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Trigger - Turn off (This trigger)
First Boss Cinema
Events
Unit - A unit enters Region_001 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_001 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Region_001 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Region_001 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Region_001 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Region_001 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Region_001 <gen>
Visibility - Create an initially Enabled visibility modifier for Neutral Hostile emitting Visibility across Region_001 <gen>
Unit - Pause all units
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from Siriz, the Water Mage 0001 <gen> named Siriz : Play No sound and display You dare defile my castle? You...shall...PAY!!! . Modify duration: Add 2.50 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Unit - Unpause all units
Trigger - Turn off (This trigger)
death
Events
Unit - Bandit King 0168 <gen> Dies
Conditions
Actions
Item - Create Armor of the Rider at (Position of (Triggering unit))
Item - Create Helm of Vengence at (Position of (Triggering unit))
Item - Create The rebel's fist at (Position of (Triggering unit))
Item - Create The Soul of Leadership at (Position of (Triggering unit))
Unit - Move Way Gate 0237 <gen> instantly to (Position of (Triggering unit))
Player Leaves Game
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game!)
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If ((Owner of (Triggering unit)) Equal to (Triggering player)) then do (Remove (Picked unit) from the game) else do (Do nothing)
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