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Triggers
Nightmare on Elm Street.w3x
Variables
Initialization
Map Initialization
Music
Water Red
Permanent Night
Magic Glow
Edits by elevensis
Music Start
Killing Animals
Sentry Anti camp
Sentry Anti Camp timer start
Sentry Circle
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
Traps
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 White Fog (Heavy)
Environment - Turn (Last created weather effect) On
Environment - Set sky to Fogged Sky
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 %)
Wait 0.50 seconds
-------- 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.Victim (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
Events
Map initialization
Conditions
Actions
Sound - Play freddy_krueger_nightmare_on_elm_street <gen>
Water Red
Events
Map initialization
Conditions
Actions
Environment - Set sky to Outland Sky
Environment - Change water tinting color to ( 100 %, 30.00 %, 30.00 %) with 0 % transparency
Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Heavy)
Permanent Night
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Game - Set the time of day to 0.00
Magic Glow
Events
Map initialization
Conditions
Actions
Special Effect - Create a special effect at (Center of Magic_Glow_1 <gen>) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
Special Effect - Create a special effect at (Center of Magic_Glow_2 <gen>) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
Music Start
Events
Conditions
Actions
Killing Animals
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
((Dying unit) is in (Units of type Victim (Male 2)).) Equal to False
Actions
Game - Display to (All players) the text: The Killer has killed an animal! You really are an evil killer!
Cinematic - Ping minimap for (All enemies of Killer.) at (Position of Freddy Krueger 0006 <gen>) for 3.00 seconds
Sentry Anti camp
Events
Conditions
((Unit-type of (Triggering unit)) Equal to Victim (Male 2)) and ((Sentry_Anti_Camp <gen> contains (Triggering unit)) Equal to True)
Actions
Unit - Move (Triggering unit) instantly to (Center of Senrty_Anti_Camp_Relo <gen>)
Game - Display to (All players) the text: No Camping!
Sentry Anti Camp timer start
Events
Unit - A unit enters Sentry_Anti_Camp <gen>
Conditions
Actions
Wait 30.00 seconds
Trigger - Run Sentry_Anti_camp <gen> (checking conditions)
Sentry Circle
Events
Unit - A unit enters Sentry_Circle <gen>
Conditions
(Triggering unit) Not equal to Freddy Krueger 0006 <gen>
Actions
Unit - Change ownership of Sentry Tower 0034 <gen> to (Owner of (Triggering unit)) and Change color
Kill Location
Events
Conditions
Actions
Cinematic - Ping minimap for (All enemies of Killer.) at (Position of Freddy Krueger 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 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 Victim 0021 <gen> to Move To . (Center of Decoy_TL <gen>)
Unit - Order Victim 0022 <gen> to Move To . (Center of Decoy_BL <gen>)
Unit - Order Victim 0023 <gen> to Move To . (Center of Decoy_TR <gen>)
Unit - Order Victim 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 Victim (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 Victim (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 Victim (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 Victim (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 Victim (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 - Play There_will_be_blood <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 . Victim (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 Victim (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 - Play There_will_be_blood <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 Freddy Krueger 0006 <gen> to Killer and Retain color
Game - Display to (All enemies of Killer.) the text: ### You have begun dreaming avoid Freddy untill you wake up ###
Game - Display to (Player group(Killer)) the text: |cffffcc00### You are Freddy Kruegers Vessal. Kill all the vitcims. ###|
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 Freddy Krueger 0006 <gen> to (Color of (Random player from (All enemies of Killer.)))
Build Tension
Events
Unit - A unit comes within 650.00 of Freddy Krueger 0006 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Killer
Actions
Trigger - Turn off (This trigger)
Wait 25.00 seconds
Trigger - Turn on (This trigger)
Ping Victims
Events
Time - Every 2.00 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 Victim (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.Victim (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 Victim (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 Victim (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 Victim (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 Victim (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 Victim (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 Victim (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 Victim (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 Victim (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 Vessal (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.Victim out to get 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 Vessal (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 Vessal (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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