Defeat Trigger

Synthetics

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Hey peeps hope all are having a good weekend

I have a problem with one of my defeat triggers,

When someone has lost there hero and all ther buildings (which are stolen using charm based spell) the player is defeat and is given shared vision of the map so they can watch everyone else play.

The Problem is, when someone steals someone elses building it will say a players is defeated (not always just sometimes) additional to that it'll pop up the name of the person who was defeated before that who onwed that building before the recent player that was defeated. I tried using variables but i can get it work

this is the trigger:

hero calc stolen original Master
Events
Unit - A unit Changes owner
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Count structures controlled by (Previous owner)(Exclude incomplete structures)) Equal to 0
((Player 1 (Red) controller) Equal to User) and ((Player 1 (Red) slot status) Equal to Is playing)
HeroPlayer1 Equal to 0
Then - Actions
Game - Display to (All players) the text: ((|CFF00FF00 + (Name of Player 1 (Red))) + Has been Defeated.)
Game - Display to Player Group - Player 1 (Red) the text: You can stay and wa...
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Make (Picked player) treat Player 1 (Red) as an Enemy with shared vision
Else - Actions
Do nothing
I change all the previous owners to actually player numbers but that dont work either, all help would be very much appreciated
 
You could try the trigger with a periodic event that will trigger when the player has no more buildings instead of trying to tell which player stole the building, etc.
 
The periodic timer wouldn't make it accurate but after many hours play testing i finally found the soloution (i think) thx for your help :)
 
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