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Triggers
Alliance System, Script by AnonRulez.w3x
Variables
Alliance Menu (-allies)
Menu
Menus action
Second Menu
Players Options
Results
Player 1
Player 2
Player 3
Player 4
Player 5
Player 6
Player 7
Player 8
Player 9
Player 10
Player 11
Player 12
Alright so... First things first, this was officialy realeased by AnonRulez at hiveworkshop.com.
Rule 1: You are not allowed to release this as your own work.
Rule 2: You must include me in the credits list.
Rule 3: Have fun... :)
Notes:
To use the Alliance Script just type -allies in game and a list will show up. It's really easy to use.
For an alliance to be complete, you have to ally each other, otherwise you will treat somebody as an ally, and he will as an enemy.
Name
Type
is_array
initial_value
DialogButtons
button
Yes
Options
button
Yes
PlayerDialog1
dialog
No
PlayerDialog2
dialog
No
PlayerDialog3
dialog
No
Menu
Events
Player - Player 1 (Red) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Dialog - Clear PlayerDialog1
Dialog - Change the title of PlayerDialog1 to Choose allies (1/2)
Dialog - Create a dialog button for PlayerDialog1 labelled Player 1 (Red)
Set Variable Set DialogButtons[1] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog1 labelled Player 2 (Blue)
Set Variable Set DialogButtons[2] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog1 labelled Player 3 (Teal)
Set Variable Set DialogButtons[3] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog1 labelled Player 4 (Purple)
Set Variable Set DialogButtons[4] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog1 labelled Player 5 (Yellow)
Set Variable Set DialogButtons[5] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog1 labelled Player 6 (Orange)
Set Variable Set DialogButtons[6] = (Last created dialog Button)
Dialog - Clear PlayerDialog2
Dialog - Change the title of PlayerDialog2 to Choose allies (2/2)
Dialog - Create a dialog button for PlayerDialog2 labelled Player 7 (Green)
Set Variable Set DialogButtons[7] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog2 labelled Player 8 (Pink)
Set Variable Set DialogButtons[8] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog2 labelled Player 9 (Gray)
Set Variable Set DialogButtons[9] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog2 labelled Player 10 (Light Blue)
Set Variable Set DialogButtons[10] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog2 labelled Player 11 (Dark Green)
Set Variable Set DialogButtons[11] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog2 labelled Player 12 (Brown)
Set Variable Set DialogButtons[12] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog1 labelled ...to page 2
Set Variable Set DialogButtons[13] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog2 labelled ...to page 1
Set Variable Set DialogButtons[14] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog1 labelled Cancel
Set Variable Set DialogButtons[15] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog2 labelled Cancel
Set Variable Set DialogButtons[16] = (Last created dialog Button)
If ((Clicked dialog button) Equal to DialogButtons[15]) then do (Hide PlayerDialog1 for (Triggering player)) else do (Do nothing)
If ((Clicked dialog button) Equal to DialogButtons[16]) then do (Hide PlayerDialog2 for (Triggering player)) else do (Do nothing)
If ((Clicked dialog button) Equal to DialogButtons[17]) then do (Hide PlayerDialog3 for (Triggering player)) else do (Do nothing)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
Dialog - Show PlayerDialog1 for (Picked player)
Menus action
Events
Dialog - A dialog button is clicked for PlayerDialog1
Dialog - A dialog button is clicked for PlayerDialog2
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[13]
Then - Actions
Dialog - Change the title of PlayerDialog2 to Choose allies (2/2)
Dialog - Show PlayerDialog2 for (Triggering player)
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[14]
Then - Actions
Dialog - Change the title of PlayerDialog1 to Choose allies (1/2)
Dialog - Show PlayerDialog1 for (Triggering player)
Skip remaining actions
Else - Actions
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[1]
Then - Actions
Dialog - Change the title of PlayerDialog3 to Player 1 (Red) - Options
Dialog - Show PlayerDialog3 for (Triggering player)
Else - Actions
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[2]
Then - Actions
Dialog - Change the title of PlayerDialog3 to Player 2 (Blue) - Options
Dialog - Show PlayerDialog3 for (Triggering player)
Else - Actions
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[3]
Then - Actions
Dialog - Change the title of PlayerDialog3 to Player 3 (Teal) - Options
Dialog - Show PlayerDialog3 for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[4]
Then - Actions
Dialog - Change the title of PlayerDialog3 to Player 4 (Purple) - Options
Dialog - Show PlayerDialog3 for (Triggering player)
Else - Actions
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[5]
Then - Actions
Dialog - Change the title of PlayerDialog3 to Player 5 (Yellow) - Options
Dialog - Show PlayerDialog3 for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[6]
Then - Actions
Dialog - Change the title of PlayerDialog3 to Player 6 (Orange) - Options
Dialog - Show PlayerDialog3 for (Triggering player)
Else - Actions
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[7]
Then - Actions
Dialog - Change the title of PlayerDialog3 to Player 7 (Green) - Options
Dialog - Show PlayerDialog3 for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[8]
Then - Actions
Dialog - Change the title of PlayerDialog3 to Player 8 (Pink) - Options
Dialog - Show PlayerDialog3 for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[9]
Then - Actions
Dialog - Change the title of PlayerDialog3 to Player 9 (Gray) - Options
Dialog - Show PlayerDialog3 for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[10]
Then - Actions
Dialog - Change the title of PlayerDialog3 to Player 10 (Light Blue) - Options
Dialog - Show PlayerDialog3 for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[11]
Then - Actions
Dialog - Change the title of PlayerDialog3 to Player 11 (Dark Green) - Options
Dialog - Show PlayerDialog3 for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[12]
Then - Actions
Dialog - Change the title of PlayerDialog3 to Player 12 (Brown) - Options
Dialog - Show PlayerDialog3 for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[13]
Then - Actions
Dialog - Change the title of PlayerDialog2 to Choose allies (2/2)
Dialog - Show PlayerDialog2 for (Triggering player)
Else - Actions
Players Options
Events
Player - Player 1 (Red) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -allies (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Dialog - Clear PlayerDialog3
Dialog - Change the title of PlayerDialog3 to Options
Dialog - Create a dialog button for PlayerDialog3 labelled Ally - Shared Unit Controll
Set Variable Set Options[1] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog3 labelled Ally - Shared Vision
Set Variable Set Options[2] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog3 labelled Ally
Set Variable Set Options[3] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog3 labelled Neutral - Shared Vision
Set Variable Set Options[4] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog3 labelled Neutral
Set Variable Set Options[5] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog3 labelled Start a war! - Shared Vision
Set Variable Set Options[6] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog3 labelled Start a war!
Set Variable Set Options[7] = (Last created dialog Button)
Dialog - Create a dialog button for PlayerDialog3 labelled Cancel
Set Variable Set Options[8] = (Last created dialog Button)
Results
Events
Dialog - A dialog button is clicked for PlayerDialog1
Dialog - A dialog button is clicked for PlayerDialog2
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[1]
Then - Actions
Trigger - Turn on Player_1 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[2]
Then - Actions
Trigger - Turn on Player_2 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[3]
Then - Actions
Trigger - Turn on Player_3 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[4]
Then - Actions
Trigger - Turn on Player_4 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[5]
Then - Actions
Trigger - Turn on Player_5 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[6]
Then - Actions
Trigger - Turn on Player_6 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[7]
Then - Actions
Trigger - Turn on Player_7 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[8]
Then - Actions
Trigger - Turn on Player_8 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[9]
Then - Actions
Trigger - Turn on Player_9 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[10]
Then - Actions
Trigger - Turn on Player_10 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[11]
Then - Actions
Trigger - Turn on Player_11 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to DialogButtons[12]
Then - Actions
Trigger - Turn on Player_12 <gen>
Else - Actions
Player 1
Events
Dialog - A dialog button is clicked for PlayerDialog3
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[1]
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision and shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[2]
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[3]
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[4]
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Neutral with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[5]
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Neutral
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[6]
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[7]
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Else - Actions
Player 2
Events
Dialog - A dialog button is clicked for PlayerDialog3
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[1]
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision and shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[2]
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[3]
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[4]
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Neutral with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[5]
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Neutral
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[6]
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[7]
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Else - Actions
Player 3
Events
Dialog - A dialog button is clicked for PlayerDialog3
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[1]
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision and shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[2]
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[3]
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[4]
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Neutral with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[5]
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Neutral
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[6]
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[7]
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Else - Actions
Player 4
Events
Dialog - A dialog button is clicked for PlayerDialog3
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[1]
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision and shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[2]
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[3]
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[4]
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Neutral with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[5]
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Neutral
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[6]
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[7]
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Else - Actions
Player 5
Events
Dialog - A dialog button is clicked for PlayerDialog3
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[1]
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision and shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[2]
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[3]
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[4]
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Neutral with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[5]
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Neutral
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[6]
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[7]
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Else - Actions
Player 6
Events
Dialog - A dialog button is clicked for PlayerDialog3
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[1]
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision and shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[2]
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[3]
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[4]
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Neutral with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[5]
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Neutral
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[6]
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[7]
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Else - Actions
Player 7
Events
Dialog - A dialog button is clicked for PlayerDialog3
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[1]
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision and shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[2]
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[3]
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[4]
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Neutral with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[5]
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Neutral
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[6]
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[7]
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Else - Actions
Player 8
Events
Dialog - A dialog button is clicked for PlayerDialog3
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[1]
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision and shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[2]
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[3]
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[4]
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Neutral with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[5]
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Neutral
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[6]
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[7]
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Else - Actions
Player 9
Events
Dialog - A dialog button is clicked for PlayerDialog3
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[1]
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision and shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[2]
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[3]
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[4]
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Neutral with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[5]
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Neutral
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[6]
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[7]
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Else - Actions
Player 10
Events
Dialog - A dialog button is clicked for PlayerDialog3
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[1]
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision and shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[2]
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[3]
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[4]
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Neutral with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[5]
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Neutral
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[6]
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[7]
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Else - Actions
Player 11
Events
Dialog - A dialog button is clicked for PlayerDialog3
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[1]
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision and shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[2]
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[3]
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[4]
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Neutral with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[5]
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Neutral
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[6]
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[7]
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Else - Actions
Player 12
Events
Dialog - A dialog button is clicked for PlayerDialog3
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[1]
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision and shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[2]
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[3]
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[4]
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Neutral with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[5]
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Neutral
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[6]
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy with shared vision
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Options[7]
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
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