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Triggers
(8)MurderAtTheOrcishMansion.w3x
Variables
Initialization
Map Initialization
Sound
Killer
Choose Random Killer
Create Killer and Lock View
Build Tension
Ping Victims
Killer Leaves
Victims
Secret entrance
Secret Exit
Lock View
Victim Death
Victim Eliminated
Victim Leaves
Passage In
Passage Out
Voting
Begin Voting
Vote 1 Correct
Vote 2 Correct
Vote 3 Correct
Vote 4 Correct
Vote 5 Correct
Vote 6 Correct
Vote 7 Correct
Vote 8 Correct
Count Votes
End Votes
Timer
End of Game
End Game Warning 1
End Game Warning 2
End Game Warning 3
End Game Warning 4
Death
Death Copy
Death Copy 2
Death Copy 3
Death Copy 4
Death Copy 4 Copy
Death Copy 4 Copy Copy
Death Copy 4 Copy Copy Copy
Leaderboard
IntroSound
Update Leaderboard
Victory Conditions
All Victims Eliminated
Killer Escapes
Killer Killed
To Master Room
Step 1
Step 2
Step 3
Master Room
UpperLeft Teleport
UpperRight Teleport
LowerLeft Teleport
LowerRight Teleport
UpperMiddle Teleport
LowerMiddle Teleport
Revive Rock Chunks
SecretTelaportation
To Pool
Out Pool
Watery
Rape Room
Rape Room Exit
Trap Room
Horror
Vandalism
Secret Area
SecretEntry1
SecretExit1
SecretExit2
TreeDestroy
MoveAway
MoveAway Copy
MoveAway Copy Copy
MoveAway Copy Copy 2
MoveAway Copy Copy 3
MoveAway Copy Copy 4
MoveAway Copy Copy 4 Copy
MoveAway Copy Copy 4 Copy 2
MoveAway Copy Copy 4 Copy 2 Copy
Bring Back
Throne
Entry
Exit
Alternate Exit
Secret Dust Transport
Outer
Book Trap
TreeOuter
ThunderFear
Thunder
Lightning
Lightning Crackle
ThunderRoar
SCARY1
SCARY2
Elevator
Elevator1
Elevator2
Elevator3
Elevator4
Elevator5
Elevator6
Elevator7
Elevator8
Elevator9
Elevator10
Elevator11
Elevator12 A
Elevator12 B
Elevator13
Elevator14
Elevator15
Lever
Soundkillernotify
Notify
Coil
Cast
Cast Copy
Cast Copy Copy
Drunk
Moving Elevator Puzzle
-------- Setup --------
Elevators Init
Elevators Update
Elevator Sound
Ele AI help for units
Elevator Baddie Dies
Elevator Secret off Lever
Elevator Secret off Lever Q
-------- Action --------
Elevators Update Heights
Elevator Walls Begin Vertical
Elevator Walls Begin Vertical One
Elevator Walls Begin Horizontal
Elevator Walls Begin Horizontal One
Elevator Walls Finish Vertical
Elevator Walls Finish Vertical One
Elevator Walls Finish Horizontal
Elevator Walls Finish Horizontal One
Name
Type
is_array
initial_value
EggSack
sound
No
Killer
player
No
RandomX
real
No
RandomY
real
No
SecretRoom
button
No
Timer
timer
No
VictimLives
integer
Yes
VoteKiller
player
Yes
Votes
integer
No
Game initialization for all players
Map Initialization
Events
Map initialization
Conditions
Actions
-------- Set Enviorment --------
Game - Set the time of day to 0.00
Game - Turn the day/night cycle Off
Environment - Set sky to Fogged Sky
Environment - Set fog to style 0 (Unexpected type: 'fogstyle') , z-start 1.00 , z-end 15000.00 , density 10.00 and color ( 0.00 %, 0.00 %, 50.00 %)
Wait 0.30 seconds
Sound - Clear the music list
Sound - Stop music Immediately
Sound - Set Ambient Sounds to 100 %
Sound - Use the Dungeon nighttime ambient theme
Sound - Set Unit Response Sounds to 50.00 %
Sound - Set Unit Movement Sounds to 50.00 %
-------- Set Variables --------
For each (Integer A) from 1 to 8 , do (If (((Player((Integer A))) slot status) Equal to Is playing) then do (Set VariableSet VictimLives[(Integer A)] = "3") else do (Set VariableSet VictimLives[(Integer A)] = "0"))
-------- Create Timer --------
Countdown Timer - Start Timer as a One-shot timer that will expire in ((Real((Number of players in (All players matching ((((Matching player) slot status) Equal to Is playing) and ((Matching player) Not equal to Player 9 (Gray))).)))) x 60.00) seconds
Countdown Timer - Create a timer window for (Last started timer) with title Time Remaining
Countdown Timer - Show (Last created timer window)
-------- Create Leaderboard --------
Leaderboard - Create a leaderboard for (All players) titled Lives Left:
Player Group - Pick every player in (All players matching (((Matching player) controller) Equal to User).) and do (Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value VictimLives[(Player number of (Picked player))])
Leaderboard - Show (Last created leaderboard)
-------- Create Players --------
Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User)).) and do (Create 1.Victim (Male 2) for (Picked player) at (Random point in Victim_Start <gen>) facing 90.00 degrees)
Destructible - Make Ruined Gate 0028 <gen> Invulnerable
Trigger - Run Choose_Random_Killer <gen> (ignoring conditions)
Player - Make Killer treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Killer as an Ally with shared vision
Visibility - Enable black mask
Destructible - Open Dungeon Gate 1307 <gen>
Destructible - Open Dungeon Gate 1309 <gen>
Destructible - Open Dungeon Gate 1320 <gen>
Destructible - Open Dungeon Gate 1235 <gen>
Sound
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
Sound - Play VarimathrasPissed8 <gen>
Choose Random Killer
Events
Conditions
Actions
Set Variable Set Killer = (Player((Random integer number between 1 and 8)))
If ((Killer slot status) Equal to Is playing) then do (Run ___Create_Killer_and_Lock_View <gen> (ignoring conditions)) else do (Run (This trigger) (ignoring conditions))
Create Killer and Lock View
Events
Conditions
Actions
Unit - Change ownership of The Killer 0001 <gen> to Killer and Retain color
Game - Display to (All enemies of Killer.) the text: ### Important: You've been invited into this mansion that no one has been in for over 80 years. A killer is among you and he will secretly kill you without warning. You must find out who it is and survive one night in this this mansion! ###
Game - Display to (Player group(Killer)) the text: ¤¤¤¤¤ IMPORTANT!!!!!!: ¥OU ARE THE KILLER!!! DON'T LET ANYBODY KNOW YOU ARE THE KILLER!! SEND YOUR BLACK GHOST AND SECRETLY BEGIN KILLING THE GUEST's YOU INVITED OVER!!!!! ¤¤¤¤¤
Game - Display to (Player group(Killer)) the text: ### Hint: Press and hold page up or page down on your keyboard to contrtol your camera. Press insert or delete to surface your camera. This will help you find hiding victims. ###
Trigger - Turn on Lock_View <gen>
Build Tension
Events
Unit - A unit comes within 800.00 of The Killer 0001 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Killer
Actions
Sound - Play Tension <gen>
Sound - Clear the music list
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Trigger - Turn on (This trigger)
Sound - Stop music After fading
Ping Victims
Events
Time - Every 6.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players matching ((Matching player) Not equal to Killer).) and do (Pick every unit in (Units owned by (Picked player) matching (((Matching unit) is alive) Equal to True).) and do (Ping minimap for (Player group(Killer)) at (Position of (Picked unit)) for 2.00 seconds))
What to do when a victim dies and has no lives left
Killer Leaves
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
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Conditions
(Matching player) Equal to Killer
Actions
Sound - Play NewTournament <gen>
Game - Display to (All players) for 10.00 seconds the text: THE KILLER HAS SURRENDERED AND LEFT THE GAME!! Victims win!
Wait 5.00 seconds
Player Group - Pick every player in (All enemies of Killer.) and do (Victory (Picked player) (Show dialogs, Skip scores))
Game - Defeat (Triggering player) with the message: You REALLY Suck!
Secret entrance
Events
Unit - A unit enters secondpassagein <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of secret_entrance <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Secret Exit
Events
Unit - A unit enters Secondpassageout <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of secret_exit <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Lock View
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All enemies of Killer.) and do (Lock camera target for (Picked player) to (Random unit from (Units owned by (Picked player) matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)).)), offset by (0, 0) using Default rotation)
What to do when a victim dies, but has lives left
Victim Death
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
(VictimLives[(Player number of (Owner of (Triggering unit)))] Greater than 0) and (((Owner of (Triggering unit)) slot status) Equal to Is playing)
Actions
Trigger - Remove Victim_Eliminated <gen> from the trigger queue
Sound - Stop music After fading
Sound - Play GruntDeath <gen>
Sound - Play DarkSummoningTarget1 <gen>
Sound - Play RollingThunder1 <gen>
If ((Random integer number between 1 and 2) Equal to 1) then do (Create 1.Victim (Male 2) for (Owner of (Triggering unit)) at (Random point in Respawn_Region_1 <gen>) facing Default building facing degrees) else do (If ((Random integer number between 1 and 2) Equal to 1) then do (Create 1.Victim (Male 2) for (Owner of (Triggering unit)) at (Random point in Respawn_Region_2 <gen>) facing Default building facing degrees) else do (If ((Random integer number between 1 and 2) Equal to 1) then do (Create 1.Victim (Male 2) for (Owner of (Triggering unit)) at (Random point in Respawn_Region_3 <gen>) facing Default building facing degrees) else do (If ((Random integer number between 1 and 2) Equal to 1) then do (Create 1.Victim (Male 2) for (Owner of (Triggering unit)) at (Random point in Respawn_Region_4 <gen>) facing Default building facing degrees) else do (Create 1.Victim (Male 2) for (Owner of (Triggering unit)) at (Random point in Respawn_Region_5 <gen>) facing Default building facing degrees))))
Set Variable Set VictimLives[(Player number of (Owner of (Triggering unit)))] = (VictimLives[(Player number of (Owner of (Triggering unit)))] - 1)
What to do when a victim dies and has no lives left
Victim Eliminated
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
(VictimLives[(Player number of (Owner of (Triggering unit)))] Less than or equal to 0) and ((Owner of (Triggering unit)) Not equal to Killer)
Actions
Sound - Play QuestFailed <gen>
Game - Defeat (Triggering player) with the message: G A M E O V E R
Leaderboard - Remove (Owner of (Triggering unit)) from (Last created leaderboard) .
Sound - Stop music After fading
Wait 0.50 seconds
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)).) and do (Remove (Picked unit) from the game)
What to do when a victim dies and has no lives left
Victim Leaves
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
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Conditions
(Matching player) Not equal to Killer
Actions
Sound - Play QuestFailed <gen>
Game - Defeat (Triggering player) with the message: G A M E O V E R
Game - Display to (All players) for 10.00 seconds the text: A victim has left the game and been taken prisoner by the killer!
Leaderboard - Remove (Owner of (Triggering unit)) from (Last created leaderboard) .
Wait 0.50 seconds
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)).) and do (Remove (Picked unit) from the game)
Passage In
Events
Unit - A unit enters Secret_Passage_Out <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of entrance <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Passage Out
Events
Unit - A unit enters Secret_Passage_In <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Exit <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Begin Voting
Events
Conditions
Actions
Sound - Play WayGateWhat1 <gen>
Sound - Play OrcDefeat <gen>
Destructible - Close Dungeon Gate 1307 <gen>
Destructible - Close Dungeon Gate 1309 <gen>
Destructible - Close Dungeon Gate 1320 <gen>
Destructible - Close Dungeon Gate 1235 <gen>
Trigger - Turn off Lightning_Crackle <gen>
Trigger - Turn off ThunderRoar <gen>
Set Variable Set Votes = "0"
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Remove (Picked unit) from the game)
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 1.Circle of Power for Player 1 (Red) at (Center of Player_1_Vote <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 1.Circle of Power for Player 2 (Blue) at (Center of Player_2_Vote <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 1.Circle of Power for Player 3 (Teal) at (Center of Player_3_Vote <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 1.Circle of Power for Player 4 (Purple) at (Center of Player_4_Vote <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 1.Circle of Power for Player 5 (Yellow) at (Center of Player_5_Vote <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 1.Circle of Power for Player 6 (Orange) at (Center of Player_6_Vote <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 1.Circle of Power for Player 8 (Pink) at (Center of Player_8_Vote <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 1.Circle of Power for Player 7 (Green) at (Center of Player_7_Vote <gen>) facing Default building facing degrees) else do (Do nothing)
Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User)).) and do (Create 1.Victim (Male 2) for (Picked player) at (Random point in Vote_Spawn <gen>) facing 90.00 degrees)
Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing).) and do (Lock camera target for (Picked player) to (Random unit from (Units in Vote_Spawn <gen> owned by (Picked player))), offset by (0, 0) using Default rotation)
Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing).) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Center <gen>)
Game - Display to (All players) the text: ### Step in to the circle of the person YOU think is the killer. ###NOTE!: THOSE WHO DO NOT VOTE IN 60 SECONDS WILL LOSE!
-------- Enable Voting Triggers --------
Trigger - Turn on ___Count_Votes <gen>
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Turn on ___Vote_1_Correct <gen>) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Turn on ___Vote_2_Correct <gen>) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Turn on ___Vote_3_Correct <gen>) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Turn on ___Vote_4_Correct <gen>) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Turn on ___Vote_5_Correct <gen>) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Turn on ___Vote_6_Correct <gen>) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Turn on ___Vote_7_Correct <gen>) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Turn on ___Vote_8_Correct <gen>) else do (Do nothing)
Vote 1 Correct
Events
Unit - A unit enters Player_1_Vote <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Victim (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
Unit - Pause (Triggering unit)
Set Variable Set VoteKiller[(Player number of (Owner of (Triggering unit)))] = Player 1 (Red)
Set Variable Set Votes = (Votes + 1)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: ## Now you must wait until all players have cast their votes ###
Vote 2 Correct
Events
Unit - A unit enters Player_2_Vote <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Victim (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
Unit - Pause (Triggering unit)
Set Variable Set VoteKiller[(Player number of (Owner of (Triggering unit)))] = Player 2 (Blue)
Set Variable Set Votes = (Votes + 1)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: ## Now you must wait until all players have cast their votes ###
Vote 3 Correct
Events
Unit - A unit enters Player_3_Vote <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Victim (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
Unit - Pause (Triggering unit)
Set Variable Set VoteKiller[(Player number of (Owner of (Triggering unit)))] = Player 3 (Teal)
Set Variable Set Votes = (Votes + 1)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: ## Now you must wait until all players have cast their votes ###
Vote 4 Correct
Events
Unit - A unit enters Player_4_Vote <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Victim (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
Unit - Pause (Triggering unit)
Set Variable Set VoteKiller[(Player number of (Owner of (Triggering unit)))] = Player 4 (Purple)
Set Variable Set Votes = (Votes + 1)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: ## Now you must wait until all players have cast their votes ###
Vote 5 Correct
Events
Unit - A unit enters Player_5_Vote <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Victim (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
Unit - Pause (Triggering unit)
Set Variable Set VoteKiller[(Player number of (Owner of (Triggering unit)))] = Player 5 (Yellow)
Set Variable Set Votes = (Votes + 1)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: ## Now you must wait until all players have cast their votes ###
Vote 6 Correct
Events
Unit - A unit enters Player_6_Vote <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Victim (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
Unit - Pause (Triggering unit)
Set Variable Set VoteKiller[(Player number of (Owner of (Triggering unit)))] = Player 6 (Orange)
Set Variable Set Votes = (Votes + 1)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: ## Now you must wait until all players have cast their votes ###
Vote 7 Correct
Events
Unit - A unit enters Player_7_Vote <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Victim (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
Unit - Pause (Triggering unit)
Set Variable Set VoteKiller[(Player number of (Owner of (Triggering unit)))] = Player 7 (Green)
Set Variable Set Votes = (Votes + 1)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: ## Now you must wait until all players have cast their votes ###
Vote 8 Correct
Events
Unit - A unit enters Player_8_Vote <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Victim (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
Unit - Pause (Triggering unit)
Set Variable Set VoteKiller[(Player number of (Owner of (Triggering unit)))] = Player 8 (Pink)
Set Variable Set Votes = (Votes + 1)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: ## Now you must wait until all players have cast their votes ###
Count Votes
Events
Time - Every 0.50 seconds of game time
Conditions
(Number of players in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User)).)) Equal to Votes
Actions
Trigger - Run ______End_Votes <gen> (ignoring conditions)
Trigger - Turn off (This trigger)
End Votes
Events
Conditions
Actions
Sound - Stop music Immediately
For each (Integer A) from 1 to 8 , do (If ((VoteKiller[(Integer A)] Not equal to Killer) and (((Player((Integer A))) Not equal to Killer) and (((Player((Integer A))) slot status) Equal to Is playing))) then do (Defeat (Player((Integer A))) with the message: ((Name of Killer) + was the killer! You lost!)) else do (Do nothing))
For each (Integer A) from 1 to 8 , do (If ((Player((Integer A))) Not equal to Killer) then do (Pick every player in (All players matching ((((Matching player) is an enemy of Killer.) Equal to True) and ((Player((Integer A))) Not equal to (Matching player))).) and do (Make (Player((Integer A))) treat (Picked player) as an Ally)) else do (Do nothing))
If ((Number of players in (All enemies of Killer.)) Equal to 0) then do (Victory Killer (Show dialogs, Show scores)) else do (Do nothing)
-------- change gameplay --------
Leaderboard - Destroy (Last created leaderboard)
Wait 1.00 seconds
Game - Display to (All players matching ((((Matching player) is an enemy of Killer.) Equal to True) and (((Matching player) slot status) Equal to Is playing)).) the text: ### YOU'VE FOUND OUT WHO THE KILLER IS! SHOOT HIM BEFORE HE ESCAEPS THE MANSION AT THE SOUTH GATE! [BEWARE, THERE IS ALSO A WAY TO THE GATHE THROUGH THE OUTER WALLS AND THE PORTAL!] GOOD LUCK! ###
Cinematic - Ping minimap for (All players) at (Center of Escape_Region <gen>) for 20.00 seconds
Game - Display to (Player group(Killer)) the text: ******** YOU'VE BEEN DISCOVERED!!! YOU SUCK!!! GET TO THE GATE AND ESCAPE THE MANSION OR YOUR GONNA DIE!!! GOOD LUCK, AND HAVE A NICE DEATH NEWB! ********
Sound - Play OrcVictory <gen>
Sound - Play ArrangedTeamInvitation <gen>
Sound - Play TheHornOfCenarius <gen>
Trigger - Turn off Thunder <gen>
Trigger - Turn off Lightning <gen>
Wait 5.00 seconds
Game - Display to (Player group(Killer)) the text: The victims are armed with rifles. They will shoot you on site! There are 3 ways to the front gate: Walk to it (EXREME RISK's) or take the secret chamber from the west throne. You can also use the instant portal room but it takes too long to find.
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Discovered Killer (Male) for Killer at (Center of Killer_Escape_Start <gen>) facing 90.00 degrees
Player Group - Pick every player in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) Not equal to Killer) and (((Matching player) controller) Equal to User))).) and do (Create 1.Armed Victim for (Picked player) at (Center of Revenge_Start <gen>) facing 270.00 degrees)
Wait 0.25 seconds
Player Group - Pick every player in (All players) and do (Lock camera target for (Picked player) to (Random unit from (Units in (Playable map area) owned by (Picked player))), offset by (0, 0) using Default rotation)
Wait 0.25 seconds
Player Group - Pick every player in (All players) and do (Reset camera for (Picked player) to standard game-view over 0 seconds)
Destructible - Open Ruined Gate 0028 <gen>
Destructible - Destroy Dungeon Gate 1320 <gen>
Destructible - Destroy Dungeon Gate 1307 <gen>
Destructible - Destroy Dungeon Gate 1309 <gen>
Destructible - Destroy Dungeon Gate 1235 <gen>
Trigger - Turn on Killer_Escapes <gen>
Trigger - Turn on Killer_Killed <gen>
Trigger - Turn off Lock_View <gen>
End of Game
Events
Time - Timer expires
Conditions
Actions
Trigger - Turn off Build_Tension <gen>
Trigger - Turn off Ping_Victims <gen>
Trigger - Run Begin_Voting <gen> (checking conditions)
Countdown Timer - Destroy (Last created timer window)
Game - Set the time of day to 8.00
Environment - Reset fog to default values
End Game Warning 1
Events
Time - Every 1.00 seconds of game time
Conditions
(Remaining time for Timer) Less than or equal to 30.00
Actions
Countdown Timer - Change the color of the time for (Last created timer window) to ( 100.00 %, 0.00 %, 0.00 %) with 0 % transparency
End Game Warning 2
Events
Time - Every 1.00 seconds of game time
Conditions
(Remaining time for Timer) Equal to 30.00
Actions
Game - Display to (All players) for 8.00 seconds the text: *** 30 SECONDS REMAIN! ***
End Game Warning 3
Events
Time - Every 1.00 seconds of game time
Conditions
(Remaining time for Timer) Equal to 20.00
Actions
Game - Display to (All players) for 8.00 seconds the text: ***** 20 SECONDS REMAIN!! *****
End Game Warning 4
Events
Time - Every 1.00 seconds of game time
Conditions
(Remaining time for Timer) Equal to 10.00
Actions
Game - Display to (All players) for 6.00 seconds the text: ¤¤¤ 10 Seconds Remain..... ¤¤¤
Death
Events
Player - Player 1 (Red) leaves the game with a defeat
Conditions
Actions
Sound - Play DarkSummoningTarget1 <gen>
Wait for (Last played sound) to be 0 seconds from finished playing
Sound - Stop DarkSummoningTarget1 <gen> After fading
Death Copy
Events
Player - Player 2 (Blue) leaves the game with a defeat
Conditions
Actions
Sound - Play DarkSummoningTarget1 <gen>
Wait for (Last played sound) to be 0 seconds from finished playing
Sound - Stop DarkSummoningTarget1 <gen> After fading
Death Copy 2
Events
Player - Player 3 (Teal) leaves the game with a defeat
Conditions
Actions
Sound - Play DarkSummoningTarget1 <gen>
Wait for (Last played sound) to be 0 seconds from finished playing
Sound - Stop DarkSummoningTarget1 <gen> After fading
Death Copy 3
Events
Player - Player 4 (Purple) leaves the game with a defeat
Conditions
Actions
Sound - Play DarkSummoningTarget1 <gen>
Wait for (Last played sound) to be 0 seconds from finished playing
Sound - Stop DarkSummoningTarget1 <gen> After fading
Death Copy 4
Events
Player - Player 5 (Yellow) leaves the game with a defeat
Conditions
Actions
Sound - Play DarkSummoningTarget1 <gen>
Wait for (Last played sound) to be 0 seconds from finished playing
Sound - Stop DarkSummoningTarget1 <gen> After fading
Death Copy 4 Copy
Events
Player - Player 6 (Orange) leaves the game with a defeat
Conditions
Actions
Sound - Play DarkSummoningTarget1 <gen>
Wait for (Last played sound) to be 0 seconds from finished playing
Sound - Stop DarkSummoningTarget1 <gen> After fading
Death Copy 4 Copy Copy
Events
Player - Player 7 (Green) leaves the game with a defeat
Conditions
Actions
Sound - Play DarkSummoningTarget1 <gen>
Wait for (Last played sound) to be 0 seconds from finished playing
Sound - Stop DarkSummoningTarget1 <gen> After fading
Death Copy 4 Copy Copy Copy
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Sound - Play DarkSummoningTarget1 <gen>
Wait for (Last played sound) to be 0 seconds from finished playing
Sound - Stop DarkSummoningTarget1 <gen> After fading
IntroSound
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Sound - Play TempleOfTheDamnedWhat <gen>
Constantly Update the Leaderboard
Update Leaderboard
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players matching (((Matching player) controller) Equal to User).) and do (Change the value for (Picked player) in (Last created leaderboard) to VictimLives[(Player number of (Picked player))])
All Victims Eliminated
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
((VictimLives[1] + (VictimLives[2] + (VictimLives[3] + (VictimLives[4] + (VictimLives[5] + (VictimLives[6] + (VictimLives[7] + (VictimLives[8] - VictimLives[(Player number of Killer)])))))))) Less than or equal to 0) and ((Remaining time for Timer) Greater than or equal to 0.00)
Actions
Trigger - Clear all pending triggers from the trigger queue
Sound - Play DarkSummoningTarget1 <gen>
Sound - Play SacrificeUnit <gen>
Sound - Play OrcDefeat <gen>
Player Group - Pick every player in (All players matching ((Picked player) Not equal to Killer).) and do (Defeat (Picked player) with the message: ((### + (Name of Killer)) + was the killer! You were all Slaughtered! ###))
Wait 0.01 seconds
Game - Display to (All players) the text: ALL VICTIMS ELIMINATED!! THE KILLER HAS SLAIN THEM ALL!!
Wait 8.00 seconds
Game - Victory Killer ( Show dialogs, Skip scores)
Killer Escapes
Events
Unit - A unit enters Escape_Region <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Discovered Killer (Male)
Actions
Sound - Play SacrificeUnit <gen>
Wait 0.01 seconds
Trigger - Clear all pending triggers from the trigger queue
Game - Victory Killer ( Show dialogs, Show scores)
Player Group - Pick every player in (All enemies of Killer.) and do (Defeat (Picked player) with the message: The killer has escaped! You lost!)
Trigger - Turn off Killer_Killed <gen>
Killer Killed
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Discovered Killer (Male)
Actions
Sound - Play UtherReturns <gen>
Sound - Play UtherReturns <gen>
Wait 0.01 seconds
Trigger - Clear all pending triggers from the trigger queue
Game - Defeat Killer with the message: YOU WERE SHOT BY THE VICTIMS! YOU SUCK!
Player Group - Pick every player in (All enemies of Killer.) and do (Victory (Picked player) (Show dialogs, Show scores))
Trigger - Turn off Killer_Escapes <gen>
Step 1
Events
Unit - A unit enters To_Master_Room_1 <gen>
Conditions
Actions
Destructible - Kill
Step 2
Events
Unit - A unit enters To_Master_Room_2 <gen>
Conditions
Actions
Destructible - Kill
Step 3
Events
Unit - A unit enters To_Master_Room_3 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Teleport_Room <gen>)
UpperLeft Teleport
Events
Unit - A unit enters UpperLeft_Teleport <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of secret_entrance <gen>)
UpperRight Teleport
Events
Unit - A unit enters UpperRight_Teleport <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of entrance <gen>)
LowerLeft Teleport
Events
Unit - A unit enters LowerLeft_Teleport <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of LowerLeft_Room <gen>)
LowerRight Teleport
Events
Unit - A unit enters LowerRight_Teleport <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of LowerRight_Room <gen>)
UpperMiddle Teleport
Events
Unit - A unit enters UpperMiddle_Teleport <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Exit_Master_Room <gen>)
LowerMiddle Teleport
Events
Unit - A unit enters LowerMiddle_Teleport <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Escape_Region <gen>)
Revive Rock Chunks
Events
Unit - A unit enters Left_Special <gen>
Unit - A unit enters Right_Special <gen>
Conditions
Actions
Destructible - Resurrect with (Max life of (Last created destructible)) life and Hide birth animation
To Pool
Events
Unit - A unit enters SecretBoat <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Pool <gen>)
Out Pool
Events
Unit - A unit enters Splash <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Secretthrone2 <gen>)
Watery
Events
Unit - A unit enters Waters <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of WaterFalls <gen>)
Rape Room
Events
Unit - A unit enters Rape_Room_Trap <gen>
Conditions
Actions
Game - Display to (All players) the text: Someone entered the girls bathroom, got in the bathtub with no water, and when he turned the knob, a latch underneath opened and he fell into the killers nasty rape-room.
Unit - Move (Triggering unit) instantly to (Center of Found_in_Rape_Room <gen>)
Sound - Play NecromancerMissileHit1 <gen>
Sound - Play RevenantDeath1 <gen>
Wait for (Last played sound) to be 0.00 seconds from finished playing
Sound - Play DarkSummoningTarget1 <gen>
Sound - Play WyvernSpearMissile2 <gen>
Wait 10.00 seconds
Rape Room Exit
Events
Unit - A unit enters Enter_Rape_Room <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Exit_Rape_Room <gen>)
Sound - Play NecromancerMissileHit1 <gen>
Wait for (Last played sound) to be 0.00 seconds from finished playing
Trap Room
Events
Unit - A unit enters Enter_Trap <gen>
Conditions
Actions
Sound - Play NecromancerMissileHit1 <gen>
Game - Display to (All players) the text: Someone fell out of a window on the top floor and landed in the pool.
Wait 0.45 seconds
Sound - Play BanditDeath1 <gen>
Unit - Move (Triggering unit) instantly to (Center of Fell_in_pool <gen>)
Wait 0.45 seconds
Sound - Play WaterElementalMissile1 <gen>
Horror
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit - Create a permanent Fleshy Sorceress corpse for (Random player from (All players)) at (Random point in Rape_Room <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Night Elf Runner corpse for (Random player from (All players)) at (Random point in Rape_Room <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Warden corpse for (Random player from (All players)) at (Random point in Rape_Room <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Shandris corpse for (Random player from (All players)) at (Random point in Rape_Room <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Archer corpse for (Random player from (All players)) at (Random point in Rape_Room <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy High Elf (Female) corpse for (Random player from (All players)) at (Random point in Rape_Room <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Archer corpse for (Random player from (All players)) at (Random point in Rape_Room <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Archmage corpse for (Random player from (All players)) at (Random point in Rape_Room <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Villager (Female) corpse for (Random player from (All players)) at (Random point in Rape_Room <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Succubus corpse for (Random player from (All players)) at (Random point in Rape_Room <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Vile Tormentor corpse for (Random player from (All players)) at (Random point in Rape_Room <gen>) facing (Random angle) degrees
Unit - Create a permanent Fleshy Harpy Rogue corpse for (Random player from (All players)) at (Center of Region_106 <gen>) facing 270.17 degrees
Vandalism
Events
Unit - A unit enters
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players matching (((Triggering unit) is A ground unit) Equal to True).) for 10.00 seconds the text: There is grafiti on the wall! Some gangsters tagged on the wall with spray paint in the dumpster area! It says: |c0000ffffTANGO AFF...IVK |c0000ad00HTK " |c0000ffff-E-D-K- DUSK FOES NWOK 3 SOT
Wait 30.00 seconds
SecretEntry1
Events
Unit - A unit enters Secret_Area_Entry1 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Secret_Area_Entry2 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
SecretExit1
Events
Unit - A unit enters Secret_Area_Exit1 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Secret_Area_Exit2 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
SecretExit2
Events
Unit - A unit enters Exit2Area <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Exit2Area2 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
MoveAway
Events
Player - Player 1 (Red) types a chat message containing open sesame (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units in TreeDestroyTalk <gen>)) Not equal to 0
Actions
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Rolling Stone Door 0217 <gen>
MoveAway Copy
Events
Player - Player 2 (Blue) types a chat message containing open sesame (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units in TreeDestroyTalk <gen>)) Not equal to 0
Actions
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Rolling Stone Door 0217 <gen>
MoveAway Copy Copy
Events
Player - Player 3 (Teal) types a chat message containing open sesame (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units in TreeDestroyTalk <gen>)) Not equal to 0
Actions
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Rolling Stone Door 0217 <gen>
MoveAway Copy Copy 2
Events
Player - Player 3 (Teal) types a chat message containing open sesame (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units in TreeDestroyTalk <gen>)) Not equal to 0
Actions
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Rolling Stone Door 0217 <gen>
MoveAway Copy Copy 3
Events
Player - Player 4 (Purple) types a chat message containing open sesame (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units in TreeDestroyTalk <gen>)) Not equal to 0
Actions
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Rolling Stone Door 0217 <gen>
MoveAway Copy Copy 4
Events
Player - Player 5 (Yellow) types a chat message containing open sesame (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units in TreeDestroyTalk <gen>)) Not equal to 0
Actions
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Rolling Stone Door 0217 <gen>
MoveAway Copy Copy 4 Copy
Events
Player - Player 6 (Orange) types a chat message containing open sesame (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units in TreeDestroyTalk <gen>)) Not equal to 0
Actions
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Rolling Stone Door 0217 <gen>
MoveAway Copy Copy 4 Copy 2
Events
Player - Player 7 (Green) types a chat message containing open sesame (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units in TreeDestroyTalk <gen>)) Not equal to 0
Actions
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Rolling Stone Door 0217 <gen>
MoveAway Copy Copy 4 Copy 2 Copy
Events
Player - Player 8 (Pink) types a chat message containing open sesame (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units in TreeDestroyTalk <gen>)) Not equal to 0
Actions
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Rolling Stone Door 0217 <gen>
Bring Back
Events
Unit - A unit leaves TreeDestroyTalk <gen>
Conditions
Actions
Destructible - Close Rolling Stone Door 0217 <gen>
Entry
Events
Unit - A unit enters Secretthrone1 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Secretthrone2 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Exit
Events
Unit - A unit enters secretthrone3 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of secretthrone4 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Alternate Exit
Events
Unit - A unit enters Waters <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of WaterFalls <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Secret Dust Transport
Events
Unit - A unit enters Movement <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Out_Door <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Outer
Events
Unit - A unit enters Movement <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Out_Door <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Book Trap
Events
Unit - A unit enters bookcrap <gen>
Conditions
Actions
Game - Display to (All players) the text: Some player in the library saw an book with an interesting cover. When he pulled it out a latch underneath him opened and he fell into a pit...
Sound - Play NecromancerMissileHit1 <gen>
Sound - Play WyvernSpearMissile2 <gen>
Sound - Play RevenantDeath1 <gen>
Unit - Move (Triggering unit) instantly to (Center of Pit <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Sound - Stop (Last played sound) After fading
TreeOuter
Events
Unit - A unit enters Tree <gen>
Conditions
Actions
Game - Display to (All players) the text: Someone fell out of a window at the top floor and landed in the pool!
Sound - Play NecromancerMissileHit1 <gen>
Wait 0.50 seconds
Unit - Move (Triggering unit) instantly to (Center of Fell_in_pool <gen>)
Sound - Play BanditDeath1 <gen>
Wait 0.40 seconds
Sound - Play WaterElementalMissile1 <gen>
Thunder
Events
Time - Every 14.00 seconds of game time
Conditions
Actions
Sound - Play RollingThunder1 <gen>
Lightning
Events
Time - Every 33.00 seconds of game time
Conditions
Actions
Sound - Play LightningBolt1 <gen>
Lightning Crackle
Events
Time - Every 93.00 seconds of game time
Conditions
Actions
Sound - Play MonsoonLightningHit <gen>
ThunderRoar
Events
Time - Every 234.00 seconds of game time
Conditions
Actions
Sound - Play RollingThunder1 <gen>
Sound - Play RollingThunder1 <gen>
Sound - Play RollingThunder1 <gen>
Wait 50.00 seconds
Sound - Play LightningBolt1 <gen>
Sound - Play LightningBolt1 <gen>
Sound - Play LightningBolt1 <gen>
Sound - Play LightningBolt1 <gen>
Sound - Play AltarOfStormsWhat1 <gen>
Wait 50.00 seconds
Sound - Play MonsoonLightningHit <gen>
Sound - Play MonsoonLightningHit <gen>
SCARY1
Events
Time - Elapsed game time is 120.00 seconds
Conditions
Actions
Sound - Play HeroShadowHunterDeath <gen>
SCARY2
Events
Time - Elapsed game time is 2870.00 seconds
Conditions
Actions
Sound - Play ArcaneTowerWhat1 <gen>
Elevator1
Events
Unit - A unit enters Red_Book <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of To_Master_Room_3 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Elevator2
Events
Unit - A unit enters Region_126 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Region_127 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Elevator3
Events
Unit - A unit enters Region_107 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Region_117 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Elevator4
Events
Unit - A unit enters Blue_Book <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Region_118 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Elevator5
Events
Unit - A unit enters Green_Book <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Region_129 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Elevator6
Events
Unit - A unit enters Region_120 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play WaterElementalMissile1 <gen>
Unit - Move (Triggering unit) instantly to (Center of Region_124 <gen>)
Wait (Length of WaterElementalMissile1 <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Elevator7
Events
Unit - A unit enters Region_128 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play WaterElementalMissile1 <gen>
Unit - Move (Triggering unit) instantly to (Center of secret_entrance <gen>)
Wait (Length of WaterElementalMissile1 <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Elevator8
Events
Unit - A unit enters Region_119 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Region_134 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Elevator9
Events
Unit - A unit enters Region_121 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Region_130 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Elevator10
Events
Unit - A unit enters Region_131 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Region_132 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Elevator11
Events
Unit - A unit enters Region_122 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Leave_Secret_Library <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Elevator12 A
Events
Unit - A unit enters Region_116 <gen>
Conditions
Actions
Destructible - Kill Lever 0391 <gen>
Trigger - Turn off (This trigger)
Wait 4.00 seconds
Trigger - Turn on Elevator12_B <gen>
Elevator12 B
Events
Unit - A unit enters Region_116 <gen>
Conditions
Actions
Destructible - Kill Lever 0685 <gen>
Trigger - Turn off (This trigger)
Wait 4.00 seconds
Trigger - Turn on Elevator12_A <gen>
Elevator13
Events
Destructible - Lever 0391 <gen> dies
Conditions
Actions
Destructible - Set life of Elevator 0052 <gen> to 0.00 %
Destructible - Resurrect Lever 0685 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Sound - Play BattleNetDoorsStereo2 <gen> at 100 % volume, located at (Center of Region_095 <gen>) with Z offset 5.00
Elevator14
Events
Destructible - Lever 0685 <gen> dies
Conditions
Actions
Destructible - Resurrect Elevator 0052 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Destructible - Resurrect Lever 0391 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Sound - Play BattleNetDoorsStereo2 <gen> at 100 % volume, located at (Center of Region_095 <gen>) with Z offset 5.00
Elevator15
Events
Unit - A unit enters Region_133 <gen>
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdx
Sound - Play MassTeleportTarget <gen>
Unit - Move (Triggering unit) instantly to (Center of Region_124 <gen>)
Wait (Length of MassTeleportTarget <gen>) seconds
Special Effect - Destroy (Last created special effect)
Sound - Stop (Last played sound) After fading
Lever
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Destructible - Kill Lever 0685 <gen>
Notify
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Sound - Play GameFound <gen>
Wait 5.00 seconds
Sound - Play WayGateWhat1 <gen>
Wait 10.00 seconds
Camera - . Apply . gg_cam_Killer_Located for Killer over 0 seconds
Game - Display to (Player group(Killer)) the text: This is your killer unit. Use it to kill the other villagers. REMEMBER to keep the others from knowing you are the killer, and make your strikes on the enemy swift and covert.
Wait 12.00 seconds
Game - Display to (Player group(Killer)) the text: Remember you can kil your own villager to try and fool the victims but remeber not to kill your self three ties or you will be discovered! Also, the killer is usually too busy to talk, remember to talk enough to fool your victims and NOT GET CAUGHT!
Cast
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Doom Ghost (Neutral Hostile)
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
Cast Copy
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Doom Ghost (Neutral Hostile)
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Undead\DeathPact\DeathPactTarget.mdl
Cast Copy Copy
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Doom Ghost (Neutral Hostile)
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIil\AIilTarget.mdl
Drunk
Events
Time - Every 45.00 seconds of game time
Conditions
(Number of units in (Units in DungionScARy <gen>)) Greater than or equal to 3
Actions
Unit Group - Pick every unit in (Units in DungionScARy <gen>) and do (Order Death Knight 0040 <gen> to Neutral Brewmaster - Drunken Haze.(Picked unit))
Elevators Init
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Trigger - Turn off (This trigger)
Countdown Timer - Start EleTimer as a Repeating timer that will expire in 5.00 seconds
-------- Close North and South Edges --------
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
Destructible - Close North wall of zElevatorsA[(Integer A)]
Destructible - Close South wall of zElevatorsD[(Integer A)]
-------- Left Edge Height --------
Set Variable Set zNewHeightsA[0] = "2"
Set Variable Set zNewHeightsB[0] = "2"
Set Variable Set zNewHeightsC[0] = "2"
Set Variable Set zNewHeightsD[0] = "2"
-------- Right Edge Height --------
Set Variable Set zNewHeightsA[7] = "2"
Set Variable Set zNewHeightsB[7] = "2"
Set Variable Set zNewHeightsC[7] = "2"
Set Variable Set zNewHeightsD[7] = "2"
-------- Top Edge --------
Set Variable Set zHeightTop[1] = "1"
Set Variable Set zHeightTop[2] = "1"
Set Variable Set zHeightTop[3] = "2"
Set Variable Set zHeightTop[4] = "1"
Set Variable Set zHeightTop[5] = "3"
Set Variable Set zHeightTop[6] = "1"
-------- Bottom Edge --------
Set Variable Set zHeightBottom[1] = "1"
Set Variable Set zHeightBottom[2] = "1"
Set Variable Set zHeightBottom[3] = "1"
Set Variable Set zHeightBottom[4] = "1"
Set Variable Set zHeightBottom[5] = "3"
Set Variable Set zHeightBottom[6] = "1"
Elevators Update
Events
Time - EleTimer expires
Conditions
Actions
-------- Update Elevator Heights --------
Trigger - Run Elevators_Update_Heights <gen> (checking conditions)
-------- Update Walls For Movement --------
Trigger - Run Elevator_Walls_Begin_Vertical <gen> (checking conditions)
Wait 0.10 seconds
Trigger - Run Elevator_Walls_Begin_Horizontal <gen> (checking conditions)
Trigger - Run Elevator_Sound <gen> (checking conditions)
Wait 1.20 seconds
-------- Update Walls For Waiting --------
Trigger - Run Elevator_Walls_Finish_Vertical <gen> (checking conditions)
Wait 0.10 seconds
Trigger - Run Elevator_Walls_Finish_Horizontal <gen> (checking conditions)
Elevator Sound
Events
Conditions
(VisibilityBigElevatorArea <gen> contains Arthas) Equal to True
Actions
Set Variable Set TempPoint = (Target of current camera view)
Sound - Play ElevatorsSound at 100 % volume, located at TempPoint with Z offset 0
Unit Group - Remove (Dying unit) from ElevatorBaddies .
Elevator Secret off Lever
Events
Destructible - Lever 0676 <gen> dies
Conditions
Actions
Trigger - Turn off (This trigger)
Trigger - Add Elevator_Secret_off_Lever_Q <gen> to the trigger queue ( Checking conditions)
Elevator Secret off Lever Q
Events
Conditions
Actions
Trigger - Turn off (This trigger)
Set Variable Set ElevatorDisarmed = "true"
Destructible - Set height of Elevator 0679 <gen> to 2
Destructible - Close East wall of Elevator 0679 <gen>
Destructible - Open West wall of Elevator 0679 <gen>
Destructible - Open North wall of Elevator 0679 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
zNewHeightsA[1] Equal to 2
Then - Actions
Destructible - Open South wall of Elevator 0679 <gen>
Else - Actions
Destructible - Close South wall of Elevator 0679 <gen>
Set Variable Set zHeightTop[1] = "2"
Quest - Display to (All players) the Quest Update message: |cffffcc00SECRET FOUND|rAccess granted.
Wait 2 seconds
Camera - Pan camera for AP1_Player to (Center of Hidden_Area_Pan <gen>) over 0 seconds
Visibility - Create an initially Enabled visibility modifier for AP1_Player emitting Visibility from (Center of Hidden_Area_Pan <gen>) to a radius of 512.00 .
Set Variable Set SecrectElevatorVisibility = (Last created visibility modifier)
Wait 5.00 seconds
Visibility - Destroy SecrectElevatorVisibility
Trigger - Remove (This trigger) from the trigger queue
Elevators Update Heights
Events
Conditions
Actions
-------- Calc Old Heights --------
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
Set Variable Set zOldHeightsA[(Integer A)] = zNewHeightsA[(Integer A)]
Set Variable Set zOldHeightsB[(Integer A)] = zNewHeightsB[(Integer A)]
Set Variable Set zOldHeightsC[(Integer A)] = zNewHeightsC[(Integer A)]
Set Variable Set zOldHeightsD[(Integer A)] = zNewHeightsD[(Integer A)]
-------- Set New Heights --------
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
Destructible - Set height of zElevatorsA[(Integer A)] to (Random integer number between 1 and 3)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ElevatorDisarmed Equal to True
Then - Actions
Destructible - Set height of zElevatorsB[(Integer A)] to 2
Else - Actions
Destructible - Set height of zElevatorsB[(Integer A)] to (Random integer number between 1 and 3)
Destructible - Set height of zElevatorsC[(Integer A)] to (Random integer number between 1 and 3)
Destructible - Set height of zElevatorsD[(Integer A)] to (Random integer number between 1 and 3)
-------- Calc New Heights --------
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
Set Variable Set zNewHeightsA[(Integer A)] = (Height of zElevatorsA[(Integer A)])
Set Variable Set zNewHeightsB[(Integer A)] = (Height of zElevatorsB[(Integer A)])
Set Variable Set zNewHeightsC[(Integer A)] = (Height of zElevatorsC[(Integer A)])
Set Variable Set zNewHeightsD[(Integer A)] = (Height of zElevatorsD[(Integer A)])
-------- Exceptions --------
Set Variable Set zNewHeightsC[2] = "3"
Set Variable Set zNewHeightsD[5] = "3"
Elevator Walls Begin Vertical
Events
Conditions
Actions
-------- Vertical Walls --------
For each (Integer A) from 0 to 6 , do (Actions)
Loop - Actions
-------- A --------
Set Variable Set WhichElevatorA = zElevatorsA[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsA[((Integer A) + 1)]
Set Variable Set WhichNewDiff = (zNewHeightsA[(Integer A)] - zNewHeightsA[((Integer A) + 1)])
Set Variable Set WhichOldDiff = (zOldHeightsA[(Integer A)] - zOldHeightsA[((Integer A) + 1)])
Trigger - Run Elevator_Walls_Begin_Vertical_One <gen> (checking conditions)
-------- B --------
Set Variable Set WhichElevatorA = zElevatorsB[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsB[((Integer A) + 1)]
Set Variable Set WhichNewDiff = (zNewHeightsB[(Integer A)] - zNewHeightsB[((Integer A) + 1)])
Set Variable Set WhichOldDiff = (zOldHeightsB[(Integer A)] - zOldHeightsB[((Integer A) + 1)])
Trigger - Run Elevator_Walls_Begin_Vertical_One <gen> (checking conditions)
-------- C --------
Set Variable Set WhichElevatorA = zElevatorsC[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsC[((Integer A) + 1)]
Set Variable Set WhichNewDiff = (zNewHeightsC[(Integer A)] - zNewHeightsC[((Integer A) + 1)])
Set Variable Set WhichOldDiff = (zOldHeightsC[(Integer A)] - zOldHeightsC[((Integer A) + 1)])
Trigger - Run Elevator_Walls_Begin_Vertical_One <gen> (checking conditions)
-------- D --------
Set Variable Set WhichElevatorA = zElevatorsD[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsD[((Integer A) + 1)]
Set Variable Set WhichNewDiff = (zNewHeightsD[(Integer A)] - zNewHeightsD[((Integer A) + 1)])
Set Variable Set WhichOldDiff = (zOldHeightsD[(Integer A)] - zOldHeightsD[((Integer A) + 1)])
Trigger - Run Elevator_Walls_Begin_Vertical_One <gen> (checking conditions)
Elevator Walls Begin Vertical One
Events
Conditions
Or - Any (Conditions) are true
Conditions
WhichElevatorA Not equal to No destructible
WhichElevatorB Not equal to No destructible
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
WhichNewDiff Equal to 0
WhichOldDiff Equal to 0
Then - Actions
-------- Open --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
WhichElevatorA Not equal to No destructible
Then - Actions
Destructible - Open East wall of WhichElevatorA
Else - Actions
Destructible - Open West wall of WhichElevatorB
Else - Actions
-------- Close --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
WhichElevatorA Not equal to No destructible
Then - Actions
Destructible - Close East wall of WhichElevatorA
Else - Actions
Destructible - Close West wall of WhichElevatorB
Elevator Walls Begin Horizontal
Events
Conditions
Actions
-------- Horizontal Walls --------
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
-------- Top / A --------
Set Variable Set WhichElevatorA = No destructible
Set Variable Set WhichElevatorB = zElevatorsA[(Integer A)]
Set Variable Set WhichNewDiff = (zHeightTop[(Integer A)] - zNewHeightsA[(Integer A)])
Set Variable Set WhichOldDiff = (zHeightTop[(Integer A)] - zOldHeightsA[(Integer A)])
Trigger - Run Elevator_Walls_Begin_Horizontal_One <gen> (checking conditions)
-------- A / B --------
Set Variable Set WhichElevatorA = zElevatorsA[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsB[(Integer A)]
Set Variable Set WhichNewDiff = (zNewHeightsA[(Integer A)] - zNewHeightsB[(Integer A)])
Set Variable Set WhichOldDiff = (zOldHeightsA[(Integer A)] - zOldHeightsB[(Integer A)])
Trigger - Run Elevator_Walls_Begin_Horizontal_One <gen> (checking conditions)
-------- B / C --------
Set Variable Set WhichElevatorA = zElevatorsB[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsC[(Integer A)]
Set Variable Set WhichNewDiff = (zNewHeightsB[(Integer A)] - zNewHeightsC[(Integer A)])
Set Variable Set WhichOldDiff = (zOldHeightsB[(Integer A)] - zOldHeightsC[(Integer A)])
Trigger - Run Elevator_Walls_Begin_Horizontal_One <gen> (checking conditions)
-------- C / D --------
Set Variable Set WhichElevatorA = zElevatorsC[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsD[(Integer A)]
Set Variable Set WhichNewDiff = (zNewHeightsC[(Integer A)] - zNewHeightsD[(Integer A)])
Set Variable Set WhichOldDiff = (zOldHeightsC[(Integer A)] - zOldHeightsD[(Integer A)])
Trigger - Run Elevator_Walls_Begin_Horizontal_One <gen> (checking conditions)
-------- D / Bottom --------
Set Variable Set WhichElevatorA = zElevatorsD[(Integer A)]
Set Variable Set WhichElevatorB = No destructible
Set Variable Set WhichNewDiff = (zNewHeightsD[(Integer A)] - zHeightBottom[(Integer A)])
Set Variable Set WhichOldDiff = (zOldHeightsD[(Integer A)] - zHeightBottom[(Integer A)])
Trigger - Run Elevator_Walls_Begin_Horizontal_One <gen> (checking conditions)
Elevator Walls Begin Horizontal One
Events
Conditions
Or - Any (Conditions) are true
Conditions
WhichElevatorA Not equal to No destructible
WhichElevatorB Not equal to No destructible
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
WhichNewDiff Equal to 0
WhichOldDiff Equal to 0
Then - Actions
-------- Open --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
WhichElevatorA Not equal to No destructible
Then - Actions
Destructible - Open South wall of WhichElevatorA
Else - Actions
Destructible - Open North wall of WhichElevatorB
Else - Actions
-------- Close --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
WhichElevatorA Not equal to No destructible
Then - Actions
Destructible - Close South wall of WhichElevatorA
Else - Actions
Destructible - Close North wall of WhichElevatorB
Elevator Walls Finish Vertical
Events
Conditions
Actions
For each (Integer A) from 0 to 6 , do (Actions)
Loop - Actions
-------- A --------
Set Variable Set WhichElevatorA = zElevatorsA[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsA[((Integer A) + 1)]
Set Variable Set WhichHeightA = zNewHeightsA[(Integer A)]
Set Variable Set WhichHeightB = zNewHeightsA[((Integer A) + 1)]
Trigger - Run Elevator_Walls_Finish_Vertical_One <gen> (checking conditions)
-------- B --------
Set Variable Set WhichElevatorA = zElevatorsB[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsB[((Integer A) + 1)]
Set Variable Set WhichHeightA = zNewHeightsB[(Integer A)]
Set Variable Set WhichHeightB = zNewHeightsB[((Integer A) + 1)]
Trigger - Run Elevator_Walls_Finish_Vertical_One <gen> (checking conditions)
-------- C --------
Set Variable Set WhichElevatorA = zElevatorsC[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsC[((Integer A) + 1)]
Set Variable Set WhichHeightA = zNewHeightsC[(Integer A)]
Set Variable Set WhichHeightB = zNewHeightsC[((Integer A) + 1)]
Trigger - Run Elevator_Walls_Finish_Vertical_One <gen> (checking conditions)
-------- D --------
Set Variable Set WhichElevatorA = zElevatorsD[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsD[((Integer A) + 1)]
Set Variable Set WhichHeightA = zNewHeightsD[(Integer A)]
Set Variable Set WhichHeightB = zNewHeightsD[((Integer A) + 1)]
Trigger - Run Elevator_Walls_Finish_Vertical_One <gen> (checking conditions)
Elevator Walls Finish Vertical One
Events
Conditions
Or - Any (Conditions) are true
Conditions
WhichElevatorA Not equal to No destructible
WhichElevatorB Not equal to No destructible
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
WhichHeightA Equal to WhichHeightB
Then - Actions
-------- Open --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
WhichElevatorA Not equal to No destructible
Then - Actions
Destructible - Open East wall of WhichElevatorA
Else - Actions
Destructible - Open West wall of WhichElevatorB
Else - Actions
-------- Close --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
WhichElevatorA Not equal to No destructible
Then - Actions
Destructible - Close East wall of WhichElevatorA
Else - Actions
Destructible - Close West wall of WhichElevatorB
Elevator Walls Finish Horizontal
Events
Conditions
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
-------- Top / A --------
Set Variable Set WhichElevatorA = No destructible
Set Variable Set WhichElevatorB = zElevatorsA[(Integer A)]
Set Variable Set WhichHeightA = zHeightTop[(Integer A)]
Set Variable Set WhichHeightB = zNewHeightsA[(Integer A)]
Trigger - Run Elevator_Walls_Finish_Horizontal_One <gen> (checking conditions)
-------- A / B --------
Set Variable Set WhichElevatorA = zElevatorsA[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsB[(Integer A)]
Set Variable Set WhichHeightA = zNewHeightsA[(Integer A)]
Set Variable Set WhichHeightB = zNewHeightsB[(Integer A)]
Trigger - Run Elevator_Walls_Finish_Horizontal_One <gen> (checking conditions)
-------- B / C --------
Set Variable Set WhichElevatorA = zElevatorsB[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsC[(Integer A)]
Set Variable Set WhichHeightA = zNewHeightsB[(Integer A)]
Set Variable Set WhichHeightB = zNewHeightsC[(Integer A)]
Trigger - Run Elevator_Walls_Finish_Horizontal_One <gen> (checking conditions)
-------- C / D --------
Set Variable Set WhichElevatorA = zElevatorsC[(Integer A)]
Set Variable Set WhichElevatorB = zElevatorsD[(Integer A)]
Set Variable Set WhichHeightA = zNewHeightsC[(Integer A)]
Set Variable Set WhichHeightB = zNewHeightsD[(Integer A)]
Trigger - Run Elevator_Walls_Finish_Horizontal_One <gen> (checking conditions)
-------- D / Bottom --------
Set Variable Set WhichElevatorA = zElevatorsD[(Integer A)]
Set Variable Set WhichElevatorB = No destructible
Set Variable Set WhichHeightA = zNewHeightsD[(Integer A)]
Set Variable Set WhichHeightB = zHeightBottom[(Integer A)]
Trigger - Run Elevator_Walls_Finish_Horizontal_One <gen> (checking conditions)
Elevator Walls Finish Horizontal One
Events
Conditions
Or - Any (Conditions) are true
Conditions
WhichElevatorA Not equal to No destructible
WhichElevatorB Not equal to No destructible
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
WhichHeightA Equal to WhichHeightB
Then - Actions
-------- Open --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
WhichElevatorA Not equal to No destructible
Then - Actions
Destructible - Open South wall of WhichElevatorA
Else - Actions
Destructible - Open North wall of WhichElevatorB
Else - Actions
-------- Close --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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