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Victory/Defeat Trigger and wc3stats.com MMD Parse

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Level 18
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Mar 16, 2008
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This is kind of a mess and I do not really expect an answer but I thought I might as well post this and see if anyone has any insight.

Pretty much the parses never log victory/defeat correctly and I can't figure out why.

For example in this game, Purple, Brown, Light Brown were supposed to be winners and everyone else was supposed to be losers. Teal left early but got marked as winners.

Here are the relevant triggers:

"Teal Leave" - Red, Blue, Teal, Purple have similar trigger
  • Teal Leaves
    • Events
      • Player - Player 3 (Teal) leaves the game
    • Conditions
    • Actions
      • Unit - Remove Hire_Button_Unit_Yellow[3] from the game
      • Unit - Remove Hire_Button_Unit_OJ[3] from the game
      • Unit - Remove Hire_Button_Unit_LG[3] from the game
      • Unit - Remove Hire_Button_Unit_Pink[3] from the game
      • Unit - Remove Hire_Button_Unit_Gray[3] from the game
      • Unit - Remove Hire_Button_Unit_LB[3] from the game
      • Unit - Remove Hire_Button_Unit_DG[3] from the game
      • Unit - Remove Hire_Button_Unit_Brown[3] from the game
      • Unit - Remove Hire_Button_Unit_LightBrown[3] from the game
      • Unit - Remove Hire_Button_Unit_Peach[3] from the game
      • Unit - Remove Hire_Button_Unit_Lime[3] from the game
      • Unit - Remove Hire_Button_Unit_LightPurple[3] from the game
      • Player Group - Make Group3Teal treat Group3Teal as an Enemy
      • Player Group - Remove Player 3 (Teal) from Group3Teal.
      • Player Group - Remove Player 3 (Teal) from Winning_Group_Var.
      • Player Group - Add Player 3 (Teal) to Losing_Group_Var
      • Trigger - Turn off Announce King Hero Dead Teal <gen>
      • Unit - Remove Gold Mine 0005 <gen> from the game
      • Unit - Remove Gold Mine 0004 <gen> from the game
      • Unit - Remove Queen 0549 <gen> from the game
      • Neutral Building - Set Gold Mine 0003 <gen> to 225000 gold
      • Neutral Building - Set Gold Mine 0576 <gen> to 225000 gold
      • Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Hero - Drop (Item carried by (Picked unit) of type Ankh of Kings) from (Picked unit).)
      • Unit - Kill King's Castle 0038 <gen>
      • Trigger - Turn off (This trigger)
"Blue Defeated pt 1-4" --- Red, Blue, Teal, Purple have similar triggers
  • Defeat Blue Pt1
    • Events
      • Unit - King's Castle 0025 <gen> Dies
    • Conditions
    • Actions
      • Trigger - Turn off Blue Leaves <gen>
      • Set VariableSet DefeatCounter = (DefeatCounter + 1)
      • Countdown Timer - Start End_Timer as a One-shot timer that will expire in 0.10 seconds
      • Countdown Timer - Start End_Timer_Camera as a One-shot timer that will expire in 1.00 seconds
      • Trigger - Turn off Announce King Hero Dead Blue <gen>
      • Custom script: call RemoveLocation(udg_Recent_Dead_Castle_Point_Var)
      • Set VariableSet Recent_Dead_Castle_Point_Var = (Center of Blue Castle <gen>)
      • Set VariableSet Dying_Castle_Cam = Blue Camera <gen>
      • Custom script: call RemoveRect(udg_recent_defeated_king_base)
      • Set VariableSet recent_defeated_king_base = Blue King Stay in <gen>
      • Custom script: call CinematicModeWithoutChangingFog(true, udg_Solo_Group_Blue, bj_CINEMODE_INTERFACEFADE)
      • Player Group - Make Group2Blue treat Group2Blue as an Neutral
      • Cinematic - Send transmission to Solo_Group_Blue from a Neutral Passive.Orb Forger named |cffff0000GAME OVER... at (Center of (Playable map area)): Play No sound and display Your King's Castle .... Modify duration: Add 300.00 seconds and Don't wait
      • Camera - Apply Dying_Castle_Cam for Player 2 (Blue) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
      • Countdown Timer - Start Defeat_Timer_Blue as a One-shot timer that will expire in 1.00 seconds
      • Trigger - Turn off (This trigger)
Pt2
  • Defeat Blue Pt2
    • Events
      • Time - Defeat_Timer_Blue expires
    • Conditions
    • Actions
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 2 (Blue) over 18.00 seconds
      • Quest - Display to (All players) the Quest Completed message: The |cff0000ffEaste...
      • Leaderboard - Change the label for Player 2 (Blue) in Alliances_Leaderboard to Failed King
      • Leaderboard - Change the value for Player 2 (Blue) in Alliances_Leaderboard to 0
      • Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
      • Countdown Timer - Start Defeat_Timer_Blue as a One-shot timer that will expire in 1.00 seconds
      • Trigger - Turn off (This trigger)
pt3
  • Defeat Blue Pt3
    • Events
      • Time - Defeat_Timer_Blue expires
    • Conditions
    • Actions
      • Game - Defeat Player 2 (Blue) with the message: |cf...
      • Neutral Building - Set Gold Mine 0006 <gen> to 200000 gold
      • Neutral Building - Set Gold Mine 0577 <gen> to 200000 gold
      • Set VariableSet AllUnits_Blue = (Units owned by Player 2 (Blue).)
      • Unit Group - Pick every unit in AllUnits_Blue and do (Hero - Drop (Item carried by (Picked unit) of type Ankh of Kings) from (Picked unit).)
      • Unit Group - Pick every unit in AllUnits_Blue and do (Hero - Drop (Item carried by (Picked unit) of type Magic Rare Item Upgrade Scroll) from (Picked unit).)
      • Custom script: call DestroyGroup(udg_AllUnits_Blue)
      • Countdown Timer - Start Defeat_Timer_Blue as a One-shot timer that will expire in 17.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 2 (Blue) over 30.00 seconds
      • Trigger - Turn off (This trigger)
pt4
  • Defeat Blue Pt4
    • Events
      • Time - Defeat_Timer_Blue expires
    • Conditions
    • Actions
      • Game - Defeat Player 2 (Blue) with the message: Your castle has bee...
      • Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Unit - Kill (Picked unit))
      • Unit - Remove King's Tome Library 0680 <gen> from the game
      • Unit - Remove Fountain of Life and Mana 0492 <gen> from the game
      • Unit - Remove King's Vault 0679 <gen> from the game
      • Unit - Remove Gold Mine 0007 <gen> from the game
      • Unit - Remove Gold Mine 0008 <gen> from the game
      • Unit - Remove Queen 0548 <gen> from the game
      • Trigger - Turn off (This trigger)
"King Victory" - this is supposed to run when it comes down to the final two king players and one is defeated
  • King Victory
    • Events
      • Time - End_Timer expires
    • Conditions
      • DefeatCounter Greater than or equal to 3
      • (Number of players in Black_Group_Var) Equal to 0
    • Actions
      • Trigger - Turn off Red Leaves <gen>
      • Trigger - Turn off Blue Leaves <gen>
      • Trigger - Turn off Teal Leaves <gen>
      • Trigger - Turn off Purple Leaves <gen>
      • Trigger - Turn off Yellow Leaves <gen>
      • Trigger - Turn off OJ Leaves <gen>
      • Trigger - Turn off LG Leaves <gen>
      • Trigger - Turn off Pink Leaves <gen>
      • Trigger - Turn off Grey Leaves <gen>
      • Trigger - Turn off LB Leaves <gen>
      • Trigger - Turn off DG Leaves <gen>
      • Trigger - Turn off Brown Leaves <gen>
      • Trigger - Turn off Light Brown Leaves <gen>
      • Trigger - Turn off Peach Leaves <gen>
      • Trigger - Turn off Lime Leaves <gen>
      • Trigger - Turn off Light Purple Leaves <gen>
      • Trigger - Turn off Red King Stay in <gen>
      • Trigger - Turn off Blue King Stay in <gen>
      • Trigger - Turn off Teal King Stay in <gen>
      • Trigger - Turn off Purple King Stay in <gen>
      • Trigger - Turn off Purple King Stay in <gen>
      • Trigger - Turn off Yellow Black Altar <gen>
      • Trigger - Turn off OJ Black Altar <gen>
      • Trigger - Turn off LG Black Altar <gen>
      • Trigger - Turn off DG Black Altar <gen>
      • Trigger - Turn off Brown Black Altar <gen>
      • Trigger - Turn off Light Brown Black Altar <gen>
      • Trigger - Turn off Peach Black Altar <gen>
      • Trigger - Turn off Lime Black Altar <gen>
      • Trigger - Turn off Light Purple Black Altar <gen>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (King's Castle 0012 <gen> is alive) Equal to True
        • Then - Actions
          • Unit - Make King's Castle 0012 <gen> Invulnerable
          • Player Group - Pick every player in Group1Red and do (Actions)
            • Loop - Actions
              • Player Group - Add (Picked player) to Winning_Group_Var
              • Player Group - Remove (Picked player) from Losing_Group_Var.
        • Else - Actions
          • Player Group - Pick every player in Group1Red and do (Actions)
            • Loop - Actions
              • Player Group - Add (Picked player) to Losing_Group_Var
              • Player Group - Remove (Picked player) from Winning_Group_Var.
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (King's Castle 0025 <gen> is alive) Equal to True
        • Then - Actions
          • Unit - Make King's Castle 0025 <gen> Invulnerable
          • Player Group - Pick every player in Group2Blue and do (Actions)
            • Loop - Actions
              • Player Group - Add (Picked player) to Winning_Group_Var
              • Player Group - Remove (Picked player) from Losing_Group_Var.
        • Else - Actions
          • Player Group - Pick every player in Group2Blue and do (Actions)
            • Loop - Actions
              • Player Group - Add (Picked player) to Losing_Group_Var
              • Player Group - Remove (Picked player) from Winning_Group_Var.
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (King's Castle 0038 <gen> is alive) Equal to True
        • Then - Actions
          • Unit - Make King's Castle 0038 <gen> Invulnerable
          • Player Group - Pick every player in Group3Teal and do (Actions)
            • Loop - Actions
              • Player Group - Add (Picked player) to Winning_Group_Var
              • Player Group - Remove (Picked player) from Losing_Group_Var.
        • Else - Actions
          • Player Group - Pick every player in Group2Blue and do (Actions)
            • Loop - Actions
              • Player Group - Add (Picked player) to Losing_Group_Var
              • Player Group - Remove (Picked player) from Winning_Group_Var.
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (King's Castle 0051 <gen> is alive) Equal to True
        • Then - Actions
          • Unit - Make King's Castle 0051 <gen> Invulnerable
          • Player Group - Pick every player in Group4Purp and do (Actions)
            • Loop - Actions
              • Player Group - Add (Picked player) to Winning_Group_Var
              • Player Group - Remove (Picked player) from Losing_Group_Var.
        • Else - Actions
          • Player Group - Pick every player in Group2Blue and do (Actions)
            • Loop - Actions
              • Player Group - Add (Picked player) to Losing_Group_Var
              • Player Group - Remove (Picked player) from Winning_Group_Var.
      • Trigger - Turn off Black Victory <gen>
      • Trigger - Turn off Black Victory Cinematic Start <gen>
      • Trigger - Turn off Leviathan Leave <gen>
      • Trigger - Turn off Penguin Leave <gen>
      • Trigger - Turn off Golem Leave <gen>
      • Trigger - Turn off Storm Leave <gen>
      • Countdown Timer - Start MMD_Timer as a One-shot timer that will expire in 0.50 seconds
      • Trigger - Turn on Victory Cam Loop <gen>
      • Countdown Timer - Start End_Loop_Timer as a One-shot timer that will expire in 29.60 seconds
      • Set VariableSet units_owned_by_creeps = (Units in (Playable map area) owned by Neutral Hostile)
      • Unit Group - Pick every unit in units_owned_by_creeps and do (Unit - Change ownership of (Picked unit) to Player 24 (Peanut) and Retain color)
      • Player Group - Add Player 24 (Peanut) to Losing_Group_Var
      • Player Group - Make Losing_Group_Var treat Group1Red as an Enemy
      • Player Group - Make Losing_Group_Var treat Group2Blue as an Enemy
      • Player Group - Make Losing_Group_Var treat Group3Teal as an Enemy
      • Player Group - Make Losing_Group_Var treat Group4Purp as an Enemy
      • Player Group - Make Losing_Group_Var treat Group5_NoGroup as an Enemy
      • Player Group - Make Losing_Group_Var treat Black_Group_Var as an Enemy
      • Player Group - Make Group1Red treat Losing_Group_Var as an Enemy
      • Player Group - Make Group2Blue treat Losing_Group_Var as an Enemy
      • Player Group - Make Group3Teal treat Losing_Group_Var as an Enemy
      • Player Group - Make Group4Purp treat Losing_Group_Var as an Enemy
      • Player Group - Make Group5_NoGroup treat Losing_Group_Var as an Enemy
      • Player Group - Make Black_Group_Var treat Losing_Group_Var as an Enemy
      • Player - Make Neutral Hostile treat Player 24 (Peanut) as an Enemy
      • Player - Make Player 21 (Coal) treat Player 24 (Peanut) as an Enemy
      • Player - Make Player 24 (Peanut) treat Player 21 (Coal) as an Enemy
      • Player - Make Player 24 (Peanut) treat Neutral Hostile as an Enemy
      • Leaderboard - Sort Alliances_Leaderboard by Value in Descending order
      • Set VariableSet highest_score_player_var = (Player in position 1 of Alliances_Leaderboard.)
      • Set VariableSet HS_Unt_Grp_Var = (Units owned by highest_score_player_var.)
      • Unit Group - Pick every unit in HS_Unt_Grp_Var and do (If (((Picked unit) is A Hero) Equal to True) then do (If (((Picked unit) is alive) Equal to True) then do (Unit - Move (Picked unit) instantly to Recent_Dead_Castle_Point_Var) else do (Hero - Instantly revive (Picked unit) at Recent_Dead_Castle_Point_Var, Sh
      • Unit Group - Pick every unit in HS_Unt_Grp_Var and do (If (((Picked unit) is A Hero) Equal to True) then do (Unit - Set Max HP of (Picked unit) to 50000) else do (Do nothing))
      • Game - Defeat Player 21 (Coal) with the message: Defeat!
      • Visibility - Create an initially Enabled visibility modifier for Neutral Hostile emitting Visibility across (Playable map area)
      • Neutral Building - Enable Way Gate 0688 <gen>
      • Animation - Reset Way Gate 0688 <gen>'s animation
      • Neutral Building - Enable Way Gate 0690 <gen>
      • Animation - Reset Way Gate 0690 <gen>'s animation
      • Neutral Building - Enable Way Gate 0691 <gen>
      • Animation - Reset Way Gate 0691 <gen>'s animation
      • Neutral Building - Enable Way Gate 0259 <gen>
      • Animation - Reset Way Gate 0259 <gen>'s animation
      • Destructible - Destroy Fire Gate (Vertical) 4193 <gen>
      • Destructible - Destroy Water Gate (Vertical) 1093 <gen>
      • Destructible - Destroy Wind Gate (Horizontal) 1652 <gen>
      • Destructible - Destroy Ice Rock Gate (Vertical) 3260 <gen>
      • Destructible - Destroy Ice Rock Gate (Horizontal) 3202 <gen>
      • Destructible - Destroy Ice Rock Gate (Vertical) 3203 <gen>
      • Destructible - Destroy Ice Rock Gate (Horizontal) 3259 <gen>
      • Destructible - Destroy Demonic Gate (Diagonal 1) 0063 <gen>
      • Unit Group - Pick every unit in (Units of type LOS Blocker) and do (Unit - Remove (Picked unit) from the game)
      • Unit Group - Pick every unit in (Units of type |cff009900Uncommon Treasure|r (variation 1)) and do (Unit - Remove (Picked unit) from the game)
      • Unit Group - Pick every unit in (Units of type |cff009900Uncommon Treasure|r (variation 2)) and do (Unit - Remove (Picked unit) from the game)
      • Cinematic - Clear the screen of text messages for (All players).
      • Wait 2.00 seconds
      • Trigger - Turn off Defeat Red Pt4 <gen>
      • Trigger - Turn off Defeat Blue Pt4 <gen>
      • Trigger - Turn off Defeat Teal Pt4 <gen>
      • Trigger - Turn off Defeat Purple Pt4 <gen>
This is the cinenmatic trigger that is supposed to run along side the king victory trigger
  • King Victory Cinematic Start
    • Events
      • Time - End_Timer_Camera expires
    • Conditions
      • DefeatCounter Greater than or equal to 3
      • (Number of players in Black_Group_Var) Equal to 0
    • Actions
      • Cinematic - Turn cinematic mode On for (All players)
      • Cinematic - Send transmission to Losing_Group_Var from a Neutral Passive.Orb Forger named |cffff0000GAME OVER... at (Center of (Playable map area)): Play No sound and display Only one King's Cas.... Modify duration: Add 23.10 seconds and Wait
      • Cinematic - Send transmission to Winning_Group_Var from a Neutral Passive.Orb Forger named |cff00ff00GAME OVER... at (Center of (Playable map area)): Play No sound and display Only one King's Cas.... Modify duration: Add 23.10 seconds and Wait
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • King_v_Black_Var Equal to 0
        • Then - Actions
          • Camera - Apply Dying_Castle_Cam for Player 1 (Red) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 2 (Blue) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 3 (Teal) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 4 (Purple) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 5 (Yellow) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 6 (Orange) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 7 (Green) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 8 (Pink) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 9 (Gray) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 10 (Light Blue) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 11 (Dark Green) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 12 (Brown) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 17 (Wheat) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 18 (Peach) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 19 (Mint) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
          • Camera - Apply Dying_Castle_Cam for Player 20 (Lavender) over 1.00 seconds with ease in time: 1.00 seconds, ease out time: 1.00 seconds, and smooth factor: 1.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • King_v_Black_Var Equal to 1
        • Then - Actions
          • Camera - Lock camera target for Player 1 (Red) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 2 (Blue) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 3 (Teal) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 4 (Purple) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 5 (Yellow) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 6 (Orange) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 7 (Green) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 8 (Pink) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 9 (Gray) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 10 (Light Blue) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 11 (Dark Green) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 12 (Brown) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 17 (Wheat) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 18 (Peach) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 19 (Mint) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
          • Camera - Lock camera target for Player 20 (Lavender) to Black_Recent_Death, offset by (0.00, 0.00) using Default rotation
        • Else - Actions
      • Environment - Set sky to Lordaeron Summer Sky
      • Wait 1.00 seconds
      • Unit - Change ownership of EmberKnight to Neutral Passive and Retain color
      • Unit - Make EmberKnight Invulnerable
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of EmberKnight) Greater than or equal to 10.00
        • Then - Actions
          • Unit - Move EmberKnight instantly to Recent_Dead_Castle_Point_Var
          • Special Effect - Create a special effect attached to the origin of EmberKnight using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.10 seconds
        • Else - Actions
      • Custom script: call DestroyGroup(udg_Every_Unit_Temp_Var)
      • Set VariableSet Every_Unit_Temp_Var = (Units in (Playable map area) matching (((Matching unit) is alive) Equal to True))
      • Unit Group - Pick every unit in Every_Unit_Temp_Var and do (Animation - Play (Picked unit)'s victory stand animation)
      • Hero - Set EmberKnight Hero-level to ((Hero level of EmberKnight) + 5), Show level-up graphics
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 1 (Red) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 2 (Blue) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 3 (Teal) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 4 (Purple) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 5 (Yellow) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 6 (Orange) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 7 (Green) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 8 (Pink) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 9 (Gray) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 10 (Light Blue) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 11 (Dark Green) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 12 (Brown) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 17 (Wheat) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 18 (Peach) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 19 (Mint) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 20 (Lavender) over 30.00 seconds
      • Wait 22.00 seconds
      • Player Group - Pick every player in Losing_Group_Var and do (Game - Defeat (Picked player) with the message: ...)
      • Player Group - Pick every player in Winning_Group_Var and do (Game - Victory (Picked player) (Show dialogs, Show scores))
      • Cinematic - Send transmission to Losing_Group_Var from a Neutral Passive.Orb Forger named |cffff0000GAME OVER... at (Center of (Playable map area)): Play No sound and display Only one King's Cas.... Modify duration: Add 38.00 seconds and Wait
      • Cinematic - Send transmission to Winning_Group_Var from a Neutral Passive.Orb Forger named |cff00ff00GAME OVER... at (Center of (Playable map area)): Play No sound and display Only one King's Cas.... Modify duration: Add 38.00 seconds and Wait
      • Custom script: call DestroyGroup(udg_Every_Unit_Temp_Var)
      • Set VariableSet Every_Unit_Temp_Var = (Units in (Playable map area) matching (((Matching unit) is alive) Equal to True))
      • Unit Group - Pick every unit in Every_Unit_Temp_Var and do (Unit - Order (Picked unit) to Move To Recent_Dead_Castle_Point_Var)
      • Hero - Set EmberKnight Hero-level to ((Hero level of EmberKnight) + 5), Show level-up graphics
      • Wait 8.10 seconds
      • Custom script: call DestroyGroup(udg_Every_Unit_Temp_Var)
      • Set VariableSet Every_Unit_Temp_Var = (Units in (Playable map area) matching (((Matching unit) is alive) Equal to True))
      • Unit Group - Pick every unit in Every_Unit_Temp_Var and do (Animation - Reset (Picked unit)'s animation)
      • Hero - Set EmberKnight Hero-level to ((Hero level of EmberKnight) + 5), Show level-up graphics
      • Unit Group - Pick every unit in Every_Unit_Temp_Var and do (Unit - Order (Picked unit) to Attack-Move To Recent_Dead_Castle_Point_Var)
      • Unit - Make EmberKnight Vulnerable
      • Unit - Change ownership of EmberKnight to Player 21 (Coal) and Retain color
      • Animation - Reset EmberKnight's animation
      • Hero - Set EmberKnight Hero-level to 60, Show level-up graphics
      • Unit - Order EmberKnight to Human Archmage - Mass Teleport YoungRal's House 2 1516 <gen>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of Fire Golem 0687 <gen>) Greater than or equal to 10.00
        • Then - Actions
          • Unit - Set life of Fire Golem 0687 <gen> to 25.00%
          • Unit - Remove Bash (Neutral Hostile 2) from Fire Golem 0687 <gen>
          • Unit - Move Fire Golem 0687 <gen> instantly to King_Return_Red
          • Special Effect - Create a special effect attached to the origin of Fire Golem 0687 <gen> using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.10 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of Leviathan 0803 <gen>) Greater than or equal to 10.00
        • Then - Actions
          • Unit - Set life of Leviathan 0803 <gen> to 25.00%
          • Unit - Remove Bash (Neutral Hostile 2) from Leviathan 0803 <gen>
          • Unit - Move Leviathan 0803 <gen> instantly to King_Return_Blue
          • Special Effect - Create a special effect attached to the origin of Leviathan 0803 <gen> using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.10 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of Storm 0802 <gen>) Greater than or equal to 10.00
        • Then - Actions
          • Unit - Set life of Storm 0802 <gen> to 25.00%
          • Unit - Remove Bash (Neutral Hostile 2) from Storm 0802 <gen>
          • Unit - Move Storm 0802 <gen> instantly to King_Return_Teal
          • Special Effect - Create a special effect attached to the origin of Storm 0802 <gen> using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.10 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of Penguin King 0693 <gen>) Greater than or equal to 10.00
        • Then - Actions
          • Unit - Set life of Penguin King 0693 <gen> to 25.00%
          • Unit - Remove Bash (Neutral Hostile 2) from Penguin King 0693 <gen>
          • Unit - Move Penguin King 0693 <gen> instantly to King_Return_Purp
          • Special Effect - Create a special effect attached to the origin of Penguin King 0693 <gen> using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.10 seconds
        • Else - Actions
      • Player - Make Neutral Hostile treat Player 21 (Coal) as an Enemy
      • Player - Make Player 21 (Coal) treat Neutral Hostile as an Enemy
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 1 (Red) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 2 (Blue) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 3 (Teal) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 4 (Purple) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 5 (Yellow) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 6 (Orange) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 7 (Green) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 8 (Pink) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 9 (Gray) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 10 (Light Blue) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 11 (Dark Green) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 12 (Brown) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 17 (Wheat) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 18 (Peach) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 19 (Mint) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 20 (Lavender) over 30.00 seconds
      • Countdown Timer - Start End_Loop_Timer as a Repeating timer that will expire in 31.00 seconds
      • Wait 30.00 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of EmberKnight) Greater than or equal to 10.00
        • Then - Actions
          • Unit - Move EmberKnight instantly to Recent_Dead_Castle_Point_Var
          • Special Effect - Create a special effect attached to the origin of EmberKnight using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.10 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Life of EmberKnight) Greater than or equal to 10.00
          • (Upgrade Six Final Artifacts <gen> is on) Equal to True
        • Then - Actions
          • Hero - Create |cffff0000Artifacts of the Realm|r and give it to EmberKnight
          • Wait 0.10 seconds
        • Else - Actions
      • Unit - Make EmberKnight Vulnerable
      • Unit - Change ownership of EmberKnight to Player 21 (Coal) and Retain color
Cinematic loop trigger
  • Victory Cam Loop
    • Events
      • Time - End_Loop_Timer expires
    • Conditions
    • Actions
      • Countdown Timer - Start End_Loop_Timer as a One-shot timer that will expire in 30.10 seconds
      • Custom script: call DestroyGroup(udg_Every_Unit_Temp_Var)
      • Set VariableSet Every_Unit_Temp_Var = (Units in (Playable map area) matching (((Matching unit) is alive) Equal to True))
      • If ((recent_defeated_king_base contains (Matching unit)) Equal to True) then do (Unit Group - Remove (Matching unit) from Every_Unit_Temp_Var.) else do (Do nothing)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in Every_Unit_Temp_Var and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (recent_defeated_king_base contains (Picked unit)) Equal to True
            • Then - Actions
              • Unit - Order (Picked unit) to Attack-Move To Recent_Dead_Castle_Point_Var
              • AI - Ignore (Picked unit)'s guard position
            • Else - Actions
              • Unit - Order (Picked unit) to Move To Recent_Dead_Castle_Point_Var
              • AI - Ignore (Picked unit)'s guard position
      • Cinematic - Send transmission to (All players) from a Neutral Passive.Orb Forger named |cff6f2583GAME OVER... at (Center of (Playable map area)): Play No sound and display Thank you for playi.... Modify duration: Add 30.10 seconds and Wait
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 1 (Red) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 2 (Blue) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 3 (Teal) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 4 (Purple) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 5 (Yellow) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 6 (Orange) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 7 (Green) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 8 (Pink) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 9 (Gray) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 10 (Light Blue) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 11 (Dark Green) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 12 (Brown) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 17 (Wheat) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 18 (Peach) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 19 (Mint) over 30.00 seconds
      • Camera - Rotate camera 360.00 degrees around Recent_Dead_Castle_Point_Var for Player 20 (Lavender) over 30.00 seconds
This is the trigger the logs the metadata for wc3stats parse
  • log metadata
    • Events
      • Time - MMD_Timer expires
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) is in Losing_Group_Var.) Equal to True
          • (Player 1 (Red) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 1 (Red) slot status) Equal to Has left the game
              • (Player 1 (Red) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(0), "King")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(0), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 1 (Red) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) is in Winning_Group_Var.) Equal to True
          • (Player 1 (Red) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 1 (Red) slot status) Equal to Has left the game
              • (Player 1 (Red) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(0), "King")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(0), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 1 (Red) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 2 (Blue) is in Losing_Group_Var.) Equal to True
          • (Player 2 (Blue) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 2 (Blue) slot status) Equal to Has left the game
              • (Player 2 (Blue) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(1), "King")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(1), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 2 (Blue) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 2 (Blue) is in Winning_Group_Var.) Equal to True
          • (Player 2 (Blue) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 2 (Blue) slot status) Equal to Has left the game
              • (Player 2 (Blue) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(1), "King")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(1), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 2 (Blue) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 3 (Teal) is in Losing_Group_Var.) Equal to True
          • (Player 3 (Teal) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 3 (Teal) slot status) Equal to Has left the game
              • (Player 3 (Teal) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(2), "King")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(2), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 3 (Teal) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 3 (Teal) is in Winning_Group_Var.) Equal to True
          • (Player 3 (Teal) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 3 (Teal) slot status) Equal to Has left the game
              • (Player 3 (Teal) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(2), "King")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(2), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 3 (Teal) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 4 (Purple) is in Losing_Group_Var.) Equal to True
          • (Player 4 (Purple) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 4 (Purple) slot status) Equal to Has left the game
              • (Player 4 (Purple) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(3), "King")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(3), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 4 (Purple) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 4 (Purple) is in Winning_Group_Var.) Equal to True
          • (Player 4 (Purple) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 4 (Purple) slot status) Equal to Has left the game
              • (Player 4 (Purple) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(3), "King")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(3), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 4 (Purple) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 5 (Yellow) is in Losing_Group_Var.) Equal to True
          • (Player 5 (Yellow) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 5 (Yellow) slot status) Equal to Has left the game
              • (Player 5 (Yellow) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(4), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(4), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 5 (Yellow) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 5 (Yellow) is in Winning_Group_Var.) Equal to True
          • (Player 5 (Yellow) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 5 (Yellow) slot status) Equal to Has left the game
              • (Player 5 (Yellow) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(4), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(4), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 5 (Yellow) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 6 (Orange) is in Losing_Group_Var.) Equal to True
          • (Player 6 (Orange) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 6 (Orange) slot status) Equal to Has left the game
              • (Player 6 (Orange) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(5), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(5), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 6 (Orange) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 6 (Orange) is in Winning_Group_Var.) Equal to True
          • (Player 6 (Orange) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 6 (Orange) slot status) Not equal to Has left the game
              • (Player 6 (Orange) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(5), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(5), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 6 (Orange) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 7 (Green) is in Losing_Group_Var.) Equal to True
          • (Player 7 (Green) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 7 (Green) slot status) Equal to Has left the game
              • (Player 7 (Green) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(6), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(6), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 7 (Green) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 7 (Green) is in Winning_Group_Var.) Equal to True
          • (Player 7 (Green) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 7 (Green) slot status) Equal to Has left the game
              • (Player 7 (Green) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(6), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(6), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 7 (Green) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 8 (Pink) is in Losing_Group_Var.) Equal to True
          • (Player 8 (Pink) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 8 (Pink) slot status) Equal to Has left the game
              • (Player 8 (Pink) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(7), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(7), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 8 (Pink) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 8 (Pink) is in Winning_Group_Var.) Equal to True
          • (Player 8 (Pink) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 8 (Pink) slot status) Equal to Has left the game
              • (Player 8 (Pink) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(7), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(7), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 8 (Pink) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 9 (Gray) is in Losing_Group_Var.) Equal to True
          • (Player 9 (Gray) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 9 (Gray) slot status) Equal to Has left the game
              • (Player 9 (Gray) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(8), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(8), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 9 (Gray) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 9 (Gray) is in Winning_Group_Var.) Equal to True
          • (Player 9 (Gray) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 9 (Gray) slot status) Equal to Has left the game
              • (Player 9 (Gray) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(8), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(8), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 9 (Gray) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 10 (Light Blue) is in Losing_Group_Var.) Equal to True
          • (Player 10 (Light Blue) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 10 (Light Blue) slot status) Equal to Has left the game
              • (Player 10 (Light Blue) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(9), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(9), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 10 (Light Blue) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 10 (Light Blue) is in Winning_Group_Var.) Equal to True
          • (Player 10 (Light Blue) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 10 (Light Blue) slot status) Equal to Has left the game
              • (Player 10 (Light Blue) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(9), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(9), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 10 (Light Blue) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 11 (Dark Green) is in Losing_Group_Var.) Equal to True
          • (Player 11 (Dark Green) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 11 (Dark Green) slot status) Equal to Has left the game
              • (Player 11 (Dark Green) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(10), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(10), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 11 (Dark Green) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 11 (Dark Green) is in Winning_Group_Var.) Equal to True
          • (Player 11 (Dark Green) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 11 (Dark Green) slot status) Equal to Has left the game
              • (Player 11 (Dark Green) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(10), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(10), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 11 (Dark Green) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 12 (Brown) is in Losing_Group_Var.) Equal to True
          • (Player 12 (Brown) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 12 (Brown) slot status) Equal to Has left the game
              • (Player 12 (Brown) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(11), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(11), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 12 (Brown) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 12 (Brown) is in Winning_Group_Var.) Equal to True
          • (Player 12 (Brown) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 12 (Brown) slot status) Equal to Has left the game
              • (Player 12 (Brown) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(11), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(11), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 12 (Brown) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 17 (Wheat) is in Losing_Group_Var.) Equal to True
          • (Player 17 (Wheat) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 17 (Wheat) slot status) Equal to Has left the game
              • (Player 17 (Wheat) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(16), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(16), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 17 (Wheat) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 17 (Wheat) is in Winning_Group_Var.) Equal to True
          • (Player 17 (Wheat) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 17 (Wheat) slot status) Equal to Has left the game
              • (Player 17 (Wheat) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(16), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(16), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 17 (Wheat) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 18 (Peach) is in Losing_Group_Var.) Equal to True
          • (Player 18 (Peach) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 18 (Peach) slot status) Equal to Has left the game
              • (Player 18 (Peach) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(17), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(17), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 18 (Peach) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 18 (Peach) is in Winning_Group_Var.) Equal to True
          • (Player 18 (Peach) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 18 (Peach) slot status) Equal to Has left the game
              • (Player 18 (Peach) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(17), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(17), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 18 (Peach) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 19 (Mint) is in Losing_Group_Var.) Equal to True
          • (Player 19 (Mint) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 19 (Mint) slot status) Equal to Has left the game
              • (Player 19 (Mint) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(18), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(18), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 19 (Mint) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 19 (Mint) is in Winning_Group_Var.) Equal to True
          • (Player 19 (Mint) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 19 (Mint) slot status) Equal to Has left the game
              • (Player 19 (Mint) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(18), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(18), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 19 (Mint) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 20 (Lavender) is in Losing_Group_Var.) Equal to True
          • (Player 20 (Lavender) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 20 (Lavender) slot status) Equal to Has left the game
              • (Player 20 (Lavender) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(19), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(19), MMD_FLAG_LOSER)
          • Wait 0.10 seconds
          • Game - Defeat Player 20 (Lavender) with the message: ...
        • Else - Actions
      • Wait 0.10 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 20 (Lavender) is in Winning_Group_Var.) Equal to True
          • (Player 20 (Lavender) controller) Not equal to Computer
          • Or - Any (Conditions) are true
            • Conditions
              • (Player 20 (Lavender) slot status) Equal to Has left the game
              • (Player 20 (Lavender) slot status) Equal to Is playing
        • Then - Actions
          • Custom script: call MMD_UpdateValueString("mode", Player(19), "Knight")
          • Wait 0.10 seconds
          • Custom script: call MMD_FlagPlayer (Player(19), MMD_FLAG_WINNER)
          • Wait 0.10 seconds
          • Game - Victory Player 20 (Lavender) (Show dialogs, Show scores)
        • Else - Actions
      • Wait 0.10 seconds
      • Cinematic - Send transmission to Losing_Group_Var from a Neutral Passive.Orb Forger named |cffff0000GAME OVER... at (Center of (Playable map area)): Play No sound and display |cff00ff00Metadata .... Modify duration: Add 38.00 seconds and Wait
      • Cinematic - Send transmission to Winning_Group_Var from a Neutral Passive.Orb Forger named |cff00ff00GAME OVER... at (Center of (Playable map area)): Play No sound and display |cff00ff00Metadata .... Modify duration: Add 38.00 seconds and Wait
here are some other games that didn't parse correctly on wc3stats.com:
https://wc3stats.com/games/193359
https://wc3stats.com/games/193360
 
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