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Triggers
murder in the forest version 2.w3m
Variables
Initialization
Map Initialization
Edits by elevensis
Music Start
Killing Animals
Kill Location
Killer info
Decoy Initilazation
Decoy TL
Decoy BL
Decoy TR
Decoy BR
Leaderboard
Update Leaderboard
Timer
End of Game
Victims
Victim Death
Victim Eliminated
Killer
Choose Random Killer
Create Killer and Lock View
Color Change
Build Tension
Ping Victims
Weather
Lightning
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
Victory Conditions
All Victims Eliminated
Killer Escapes
Killer Killed
Name
Type
is_array
initial_value
Killer
player
No
RandomX
real
No
RandomY
real
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 - Create at (Playable map area) the weather effect Lordaeron Rain (Heavy)
Environment - Turn (Last created weather effect) On
Environment - Create at (Playable map area) the weather effect Dungeon Green Fog (Heavy)
Environment - Turn (Last created weather effect) On
Environment - Set sky to Fogged Sky
Wait 0.50 seconds
Sound - Clear the music list
Sound - Stop music Immediately
Sound - Set Ambient Sounds to 100 %
Environment - Set fog to style 0 (Unexpected type: 'fogstyle') , z-start 1000 , z-end 8000 , density 0.75 and color ( 100.00 %, 100.00 %, 100.00 %)
Sound - Use the Dungeon nighttime ambient theme
Sound - Add RainAmbience <gen> across (Playable map area)
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 50.00) 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.Police (Male 2) for (Picked player) at (Center of Victim_Start <gen>) facing 270.00 degrees)
Destructible - Make Dungeon Gate 0000 <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
Trigger - Run Decoy_Initilazation <gen> (ignoring conditions)
Music Start
Events
Conditions
Actions
Sound - Play LightningBolt1 <gen>
Wait 30.00 seconds
Sound - Stop Halloween_Loop <gen> After fading
Killing Animals
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
((Dying unit) is in (Units of type Police (Male 2)).) Equal to False
Actions
Game - Display to (All players) the text: The Killer has killed an animal! You are really an evil killer!
Cinematic - Ping minimap for (All enemies of Killer.) at (Position of Russian Demon 0006 <gen>) for 3.00 seconds
Kill Location
Events
Conditions
Actions
Cinematic - Ping minimap for (All enemies of Killer.) at (Position of Russian Demon 0006 <gen>) for 3.00 seconds
Killer info
Events
Time - Elapsed game time is 15.00 seconds
Conditions
Actions
Game - Display to (All players) the text: The killer is invisible! When you hear the scary "Barbie Girl" music it means the killer is close to one of the victims
Wait 20.00 seconds
Game - Display to (All players) the text: The killer is also in control of a victim, which may be killed by the killer to cause confusion!!
Decoy Initilazation
Events
Conditions
Actions
Unit - Order Police 0021 <gen> to Move To . (Center of Decoy_TL <gen>)
Unit - Order Police 0022 <gen> to Move To . (Center of Decoy_BL <gen>)
Unit - Order Police 0023 <gen> to Move To . (Center of Decoy_TR <gen>)
Unit - Order Police 0024 <gen> to Move To . (Center of Decoy_BR <gen>)
Decoy TL
Events
Unit - A unit enters Decoy_TL <gen>
Conditions
((Unit-type of (Triggering unit)) Equal to Police (Male 2)) and ((Owner of (Triggering unit)) Equal to Neutral Passive)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Decoy_BL <gen>)
Decoy BL
Events
Unit - A unit enters Decoy_BL <gen>
Conditions
((Unit-type of (Triggering unit)) Equal to Police (Male 2)) and ((Owner of (Triggering unit)) Equal to Neutral Passive)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Decoy_TR <gen>)
Decoy TR
Events
Unit - A unit enters Decoy_TR <gen>
Conditions
((Unit-type of (Triggering unit)) Equal to Police (Male 2)) and ((Owner of (Triggering unit)) Equal to Neutral Passive)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Decoy_BR <gen>)
Decoy BR
Events
Unit - A unit enters Decoy_BR <gen>
Conditions
((Unit-type of (Triggering unit)) Equal to Police (Male 2)) and ((Owner of (Triggering unit)) Equal to Neutral Passive)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Decoy_TL <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))])
End of Game
Events
Time - Timer expires
Conditions
Actions
Trigger - Run Begin_Voting <gen> (checking conditions)
Countdown Timer - Destroy (Last created timer window)
Trigger - Turn off Ping_Victims <gen>
Trigger - Turn off Build_Tension <gen>
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
((Unit-type of (Triggering unit)) Equal to Police (Male 2)) and (VictimLives[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 1)
Actions
Trigger - Run Kill_Location <gen> (ignoring conditions)
Set Variable Set VictimLives[(Player number of (Owner of (Triggering unit)))] = (VictimLives[(Player number of (Owner of (Triggering unit)))] - 1)
Sound - Stop music After fading
Sound - Play PeasantDeath <gen>
Set Variable Set RandomX = (Random real number between -2559.00 and 2047.00)
Set Variable Set RandomY = (Random real number between -3069.00 and 2580.00)
Unit - Create 1 . Police (Male 2) for (Owner of (Triggering unit)) at (Point(RandomX, RandomY)) facing Default building facing degrees
If ((Owner of (Triggering unit)) Not equal to Killer) then do (Lock camera target for (Owner of (Triggering unit)) to (Last created unit), offset by (0, 0) using Default rotation) else do (Do nothing)
Trigger - Run Music_Start <gen> (ignoring conditions)
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
((Unit-type of (Triggering unit)) Equal to Police (Male 2)) and ((VictimLives[(Player number of (Owner of (Triggering unit)))] Less than or equal to 0) and ((Owner of (Triggering unit)) Not equal to Killer))
Actions
Leaderboard - Remove (Owner of (Triggering unit)) from (Last created leaderboard) .
Sound - Stop music After fading
Sound - Play PeasantDeath <gen>
Game - Display to (All players) the text: (( + (Name of (Owner of (Triggering unit)))) + has been eliminated!!!)
Wait 2 seconds
Game - Defeat (Triggering player) with the message: You have been struck downby the killer!
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 Russian Demon 0006 <gen> to Killer and Retain color
Game - Display to (All enemies of Killer.) the text: The killer is out to get you, survive long enough to guess who the killer is and kill him!!
Game - Display to (Player group(Killer)) the text: |cffffcc00You are the killer! Eliminate the your victims!
Game - Display to (Player group(Killer)) the text: Confuse your victims so the won't know who you are!!!
Player Group - Pick every player in (All players matching ((Matching player) Not equal to Killer).) and do (Pick every unit in (Units in (Playable map area) owned by (Picked player)) and do (Lock camera target for (Picked player) to (Picked unit), offset by (0, 0) using Default rotation))
Color Change
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit - Change color of Russian Demon 0006 <gen> to (Color of (Random player from (All enemies of Killer.)))
Build Tension
Events
Unit - A unit comes within 100.00 of Russian Demon 0006 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Killer
Actions
Sound - Play Killer_is_near_you <gen>
Sound - Clear the music list
Trigger - Turn off (This trigger)
Wait 25.00 seconds
Trigger - Turn on (This trigger)
Sound - Stop music After fading
Ping Victims
Events
Time - Every 12.00 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 ((Unit-type of (Matching unit)) Equal to Police (Male 2)).) and do (Ping minimap for (Player group(Killer)) at (Position of (Picked unit)) for 2.00 seconds))
Create random lightning
Lightning
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Set Variable Set RandomX = (Random real number between -2559.00 and 2047.00)
Set Variable Set RandomY = (Random real number between -3069.00 and 2580.00)
Wait 0.50 seconds
Special Effect - Create a special effect at (Point(RandomX, RandomY)) using Doodads\Cinematic\Lightningbolt\Lightningbolt.mdx
Sound - Set position of LightningBolt1 <gen> to (Point(RandomX, RandomY)) with Z offset 0
Sound - Set cutoff distance of LightningBolt1 <gen> to 2000.00
Sound - Play LightningBolt1 <gen>
Begin Voting
Events
Conditions
Actions
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 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)
If ((Player 6 (Orange) 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)
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.Police (Male 2) for (Picked player) at (Center of 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 that corresponds with who you think is the killer!
-------- 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 Police (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
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 Police (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
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 Police (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
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 Police (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
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 Police (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
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 Police (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
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 Police (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
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 Police (Male 2)
Actions
Unit - Move (Triggering unit) instantly to (Center of Vote_Cast <gen>)
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
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 enemies of Killer.) and do (Make (Player((Integer A))) treat (Picked player) as an Ally with shared vision)) 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 --------
Game - Display to (All enemies of Killer.) the text: You have discorvered the identity of the killer! Stop him from getting to the gates at the north!!
Cinematic - Ping minimap for (All players) at (Center of Escape_Region <gen>) for 20.00 seconds
Game - Display to (Player group(Killer)) the text: Your identity has been uncovered!! Get to the gates to escape!
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Discovered Maffia (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.EX Friend out of revenge for (Picked player) at (Center of Revenge_Start <gen>) facing 270.00 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 (Playable map area) 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 (Reset camera for (Picked player) to standard game-view over 0 seconds)
Destructible - Open Dungeon Gate 0000 <gen>
Trigger - Turn on Killer_Escapes <gen>
Trigger - Turn on Killer_Killed <gen>
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]))))))) Less than or equal to 0) and ((Remaining time for Timer) Greater than or equal to 0.00)
Actions
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!))
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 Maffia (Male)
Actions
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!)
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 Maffia (Male)
Actions
Game - Defeat Killer with the message: You have been killed! You will cause chaos no longer...
Player Group - Pick every player in (All enemies of Killer.) and do (Victory (Picked player) (Show dialogs, Show scores))
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