================================== { } P_COUNT >7 [Player Count] deactivates_on_trigger 0.00, 0.00 { Player Count Greater Than 7 Activates on Success MAKE viz 8 Activates on Failure P_COUNT >6 } MAKE viz 8 [Unit Control] deactivates_on_trigger 2.00, 2.00 { Visible Flag Activates on Success Monsters } P_COUNT >6 [Player Count] deactivates_on_trigger 0.00, 0.00 { Player Count Greater Than 6 Activates on Success MAKE viz 7 Activates on Failure P_COUNT >5 } MAKE viz 7 [Unit Control] deactivates_on_trigger 2.00, 2.00 { Visible Flag Activates on Success Monsters } P_COUNT >5 [Player Count] deactivates_on_trigger 0.00, 0.00 { Player Count Greater Than 5 Activates on Success MAKE viz 6 Activates on Failure P_COUNT >4 } MAKE viz 6 [Unit Control] deactivates_on_trigger 2.00, 2.00 { Visible Flag Activates on Success Monsters } P_COUNT >4 [Player Count] deactivates_on_trigger 0.00, 0.00 { Player Count Greater Than 4 Activates on Success MAKE viz 5 Activates on Failure P_COUNT >3 } MAKE viz 5 [Unit Control] deactivates_on_trigger 2.00, 2.00 { Visible Flag Activates on Success Monsters } P_COUNT >3 [Player Count] deactivates_on_trigger 0.00, 0.00 { Player Count Greater Than 3 Activates on Success MAKE viz 4 Activates on Failure P_COUNT >2 } MAKE viz 4 [Unit Control] deactivates_on_trigger 2.00, 2.00 { Visible Flag Activates on Success Monsters } P_COUNT >2 [Player Count] deactivates_on_trigger 0.00, 0.00 { Player Count Greater Than 2 Activates on Success MAKE viz 3 Activates on Failure P_COUNT equal2 } MAKE viz 3 [Unit Control] deactivates_on_trigger 2.00, 2.00 { Visible Flag Activates on Success Monsters } P_COUNT equal2 [Player Count] deactivates_on_trigger 0.00, 0.00 { Player Count Equal To 2 Activates on Success MAKE viz 2 Activates on Failure } MAKE viz 2 [Unit Control] deactivates_on_trigger 2.00, 2.00 { Visible Flag Activates on Success Monsters } MAKE viz 1 [Unit Control] deactivates_on_trigger 2.00, 2.00 { Visible Flag Activates on Success Monsters } ================================== { }