- Joined
- Jan 11, 2018
- Messages
- 23
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EndBattle
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Events
- Unit - A unit Dies
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Conditions
- CurrentWarZone Greater than 0
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Actions
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For each (Integer A) from 1 to CurrentWarZone, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
- (Number of units in (Units in WarZone[(Integer A)] matching ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to (Player(((Player number of (Owner of DefendingArmy[(Integer A)])) + 1))))))) Less than 1
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Game - Display to (All players) the text: It's over!
- Set VictoryPosition = (Position of AttackingArmy[WriteIndex])
- Camera - Pan camera for (Owner of AttackingArmy[WriteIndex]) to VictoryPosition over 0.00 seconds
- Camera - Pan camera for (Owner of DefendingArmy[WriteIndex]) to VictoryPosition over 0.00 seconds
- Unit - Unhide AttackingArmy[WriteIndex]
- Unit - Unhide DefendingArmy[WriteIndex]
- Unit - Kill DefendingArmy[WriteIndex]
- Floating Text - Create floating text that reads ((Name of (Owner of AttackingArmy[WriteIndex])) + victory!) at VictoryPosition with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
- Floating Text - Change the fading age of (Last created floating text) to 4.00 seconds
- Animation - Play AttackingArmy[WriteIndex]'s attack animation
- Unit - Create 1 SkullPile for Neutral Passive at VictoryPosition facing Default building facing degrees
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Number of units in (Units in WarZone[(Integer A)] matching ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to (Player(((Player number of (Owner of AttackingArmy[(Integer A)])) + 1))))))) Less than 1
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Then - Actions
- Game - Display to (All players) the text: It's over!
- Set VictoryPosition = (Position of DefendingArmy[WriteIndex])
- Camera - Pan camera for (Owner of AttackingArmy[WriteIndex]) to VictoryPosition over 0.00 seconds
- Camera - Pan camera for (Owner of DefendingArmy[WriteIndex]) to VictoryPosition over 0.00 seconds
- Unit - Unhide AttackingArmy[WriteIndex]
- Unit - Unhide DefendingArmy[WriteIndex]
- Unit - Kill AttackingArmy[WriteIndex]
- Floating Text - Create floating text that reads ((Name of (Owner of DefendingArmy[WriteIndex])) + victory!) at VictoryPosition with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
- Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
- Floating Text - Change (Last created floating text): Disable permanence
- Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
- Floating Text - Change the fading age of (Last created floating text) to 4.00 seconds
- Animation - Play DefendingArmy[WriteIndex]'s attack animation
- Unit - Create 1 SkullPile for Neutral Passive at VictoryPosition facing Default building facing degrees
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer A) from 1 to CurrentWarZone, do (Actions)
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Events