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Triggers
Civilizations RT.w3x
Variables
player leave
player leave trigger
Missles
SRM
LRM
Research triggers
Modern Age
unit enableity
philosophy 100 points
democracy 500 gold
Internation Income
income
resource 2
resource 3
resource 4
leaderboard set up
leaderboard
leaderboard Copy
Resources
Resources Copy
Resources Copy 2
Resources Copy 3
activation of income
upgrading resource
attack capture resources
attacked cities
construction resources
deconstruction resources
settler settling
Roads
b.4 add-ons
trade potential
Genesis
Space
map inti
atomic bomb
air combat
Ruins
missles deslect
Fanaticism spawns
Pollution
pop retain
quest menu
settler settling Copy
skill kill
Barbarians
Barbarians tech 1
barbarian tech 1 2 interlope
Barbarians tech 2
barbarian tech 2 3 interlope
Barbarians tech 3
barbarian tech 3 4 interlope
Barbarians tech 4
barbarian tech 4 5 interlope
Barbarians tech 5
game set up
color coding
map initializing
disable units
resource set up
stop resource set up
type commands
ally all
unally all
peace all
naming
rename1
allying
player 1
player 1 Copy 2
player 1 Copy 3
player 1 Copy 4
player 5
player 1 Copy 5
player 1 Copy 6
player 1 Copy 7
player 1 Copy 8
player 1 Copy 9
player 1 Copy 10
player 1 Copy 11
peace
peace 1
peace 1 Copy
peace 1 Copy 2
peace 1 Copy 3
peace 1 Copy 4
peace 1 Copy 5
peace 1 Copy 6
peace 1 Copy 7
peace 1 Copy 8
peace 1 Copy 9
peace 1 Copy 10
peace 1 Copy 11
unallying
player 1 Copy
player 1 Copy Copy
player 1 Copy Copy 2
player 1 Copy Copy 3
player 1 Copy Copy 4
player 1 Copy Copy 5
player 1 Copy Copy 6
player 1 Copy Copy 7
player 1 Copy Copy 8
player 1 Copy Copy 9
player 1 Copy Copy 10
player 1 Copy Copy 11
Governments
order restored
Monarchy Copy
Anarchy
Republic Copy
Democracy
absolute monarchy
comunism
Fanaticism
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Banks
integer
Yes
goldincome
integer
Yes
GOVERNMENT
integer
No
GROSS
integer
Yes
100
Landmass
integer
Yes
P1name
string
Yes
researchincome
integer
Yes
TradePotential
integer
Yes
player leave trigger
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + 's Civilization has been shattered and abandoned.)
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
SRM
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to SRM 1
Then - Actions
Unit - Create 1 . SRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -300.00 and 300.00), (Random real number between -300.00 and 300.00)))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to SRM 2
Then - Actions
Unit - Create 1 . SRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -300.00 and 300.00), (Random real number between -300.00 and 300.00)))
Wait 0.01 seconds
Unit - Create 1 . SRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -300.00 and 300.00), (Random real number between -300.00 and 300.00)))
Wait 0.01 seconds
Unit - Create 1 . SRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -300.00 and 300.00), (Random real number between -300.00 and 300.00)))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to SRM 3
Then - Actions
Unit - Create 1 . SRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -300.00 and 300.00), (Random real number between -300.00 and 300.00)))
Wait 0.01 seconds
Unit - Create 1 . SRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -300.00 and 300.00), (Random real number between -300.00 and 300.00)))
Wait 0.01 seconds
Unit - Create 1 . SRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -300.00 and 300.00), (Random real number between -300.00 and 300.00)))
Wait 0.01 seconds
Unit - Create 1 . SRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -300.00 and 300.00), (Random real number between -300.00 and 300.00)))
Wait 0.01 seconds
Unit - Create 1 . SRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -300.00 and 300.00), (Random real number between -300.00 and 300.00)))
Else - Actions
Do nothing
LRM
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to LRM 1
Then - Actions
Unit - Create 1 . LRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -600.00 and 600.00), (Random real number between -600.00 and 600.00)))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to LRM 2
Then - Actions
Unit - Create 1 . LRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -600.00 and 600.00), (Random real number between -600.00 and 600.00)))
Wait 0.10 seconds
Unit - Create 1 . LRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -600.00 and 600.00), (Random real number between -600.00 and 600.00)))
Wait 0.10 seconds
Unit - Create 1 . LRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -600.00 and 600.00), (Random real number between -600.00 and 600.00)))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to LRM 3
Then - Actions
Unit - Create 1 . LRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -600.00 and 600.00), (Random real number between -600.00 and 600.00)))
Wait 0.10 seconds
Unit - Create 1 . LRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -600.00 and 600.00), (Random real number between -600.00 and 600.00)))
Wait 0.10 seconds
Unit - Create 1 . LRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -600.00 and 600.00), (Random real number between -600.00 and 600.00)))
Wait 0.10 seconds
Unit - Create 1 . LRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -600.00 and 600.00), (Random real number between -600.00 and 600.00)))
Wait 0.10 seconds
Unit - Create 1 . LRM for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . ((Target point of ability being cast) offset by ((Random real number between -600.00 and 600.00), (Random real number between -600.00 and 600.00)))
Else - Actions
Do nothing
Modern Age
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R01F (Unexpected type: 'techcode')
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Researching unit))) + has discovered Oil deposits near some of his Cities.)
Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) of type Coal Mine) and do (Create 1.Oil Deposit for (Owner of (Researching unit)) at ((Position of (Picked unit)) offset by ((Random real number between 50.00 and 150.00), (Random real number between -500.00 and 500.00))) facing Default building facing degrees)
Trigger - Turn off (This trigger)
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Wait 1.00 seconds
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Wait 1.00 seconds
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Oil Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
unit enableity
Events
Unit - A unit Finishes research
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00G (Unexpected type: 'techcode')
Then - Actions
Player - Make Archer Available for training/construction by (Owner of (Researching unit))
Player - Make Bowman Unavailable for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00C (Unexpected type: 'techcode')
Then - Actions
Player - Make Horseman Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Warrior Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Legionaire Available for training/construction by (Owner of (Researching unit))
Player - Make Enforcer Available for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00K (Unexpected type: 'techcode')
Then - Actions
Player - Make Legionaire Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Spearman Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Pikeman Available for training/construction by (Owner of (Researching unit))
Player - Make Foot Soldier Available for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00F (Unexpected type: 'techcode')
Then - Actions
Player - Make Spearman Available for training/construction by (Owner of (Researching unit))
Player - Make Phalanx Unavailable for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00N (Unexpected type: 'techcode')
Then - Actions
Player - Make Enforcer Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Knight Available for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00M (Unexpected type: 'techcode')
Then - Actions
Player - Make Crusader Available for training/construction by (Owner of (Researching unit))
Player - Make Paladin Available for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00Q (Unexpected type: 'techcode')
Then - Actions
Player - Make Catapult Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Cannon Available for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00R (Unexpected type: 'techcode')
Then - Actions
Player - Make Fort Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Archer Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Galley Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Musketeer Available for training/construction by (Owner of (Researching unit))
Player - Make Fort Available for training/construction by (Owner of (Researching unit))
Player - Make Galleon Available for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00O (Unexpected type: 'techcode')
Then - Actions
Player - Make Trireme Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Galley Available for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00Y (Unexpected type: 'techcode')
Then - Actions
Player - Make Paladin Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Dragoon Available for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00W (Unexpected type: 'techcode')
Then - Actions
Player - Make Crusader Unavailable for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00T (Unexpected type: 'techcode')
Then - Actions
Player - Make Explorer Available for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R014 (Unexpected type: 'techcode')
Then - Actions
Player - Make Field Artillery Available for training/construction by (Owner of (Researching unit))
Player - Make Rifleman Available for training/construction by (Owner of (Researching unit))
Player - Make Conquistidor Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Cannon Unavailable for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R018 (Unexpected type: 'techcode')
Then - Actions
Player - Make Fort Available for training/construction by (Owner of (Researching unit))
Player - Make Sniper Available for training/construction by (Owner of (Researching unit))
Player - Make Musketeer Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Fort Unavailable for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R018 (Unexpected type: 'techcode')
Then - Actions
Player - Make Infantry Available for training/construction by (Owner of (Researching unit))
Player - Make Rifleman Unavailable for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R01H (Unexpected type: 'techcode')
Then - Actions
Player - Make Field Artillery Unavailable for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R01J (Unexpected type: 'techcode')
Then - Actions
Player - Make Steel Transport Available for training/construction by (Owner of (Researching unit))
Player - Make Transport Unavailable for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R021 (Unexpected type: 'techcode')
Then - Actions
Player - Make S.VII Available for training/construction by (Owner of (Researching unit))
Player - Make Bi-plane Unavailable for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R01R (Unexpected type: 'techcode')
Then - Actions
Player - Make APC Available for training/construction by (Owner of (Researching unit))
Player - Make T-34 Available for training/construction by (Owner of (Researching unit))
Player - Make Amored Vehicle Unavailable for training/construction by (Owner of (Researching unit))
Player - Make Light Tank Unavailable for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R023 (Unexpected type: 'techcode')
Then - Actions
Player - Make M1A2 Abrams Available for training/construction by (Owner of (Researching unit))
Player - Make Tank Unavailable for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R024 (Unexpected type: 'techcode')
Then - Actions
Player - Make F-84F Available for training/construction by (Owner of (Researching unit))
Player - Make F102 Available for training/construction by (Owner of (Researching unit))
Player - Make P-80 Available for training/construction by (Owner of (Researching unit))
Player - Make S.VII Unavailable for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R027 (Unexpected type: 'techcode')
Then - Actions
Player - Make Nuclear Bomber Available for training/construction by (Owner of (Researching unit))
Else - Actions
Do nothing
philosophy 100 points
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R00L (Unexpected type: 'techcode')
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Researching unit))) + has started the Golden Age of Philosophy and has a boosted amount of Research!)
Player - Add 100 to (Owner of (Researching unit)) . Current lumber
Trigger - Turn off (This trigger)
democracy 500 gold
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R011 (Unexpected type: 'techcode')
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Researching unit))) + has begun the economical government of Democracy and has boosted his coffers with 500 gold.)
Player - Add 500 to (Owner of (Researching unit)) . Current gold
Trigger - Turn off (This trigger)
Internation Income
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R01D (Unexpected type: 'techcode')
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Researching unit))) + Has boosted the world's income, thus gaining 50% of current gold while other players gains 25%.)
Player - Add (((Owner of (Researching unit)) Current gold) / 4) to (Owner of (Researching unit)) . Current gold
Trigger - Turn off (This trigger)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add (((Picked player) Current gold) / 4) to (Picked player) . Current gold
Player - Set the current research level of R01D (Unexpected type: 'techcode') to 1 for (Picked player)
resource 2
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R00L (Unexpected type: 'techcode')
Actions
Trigger - Turn off Resources <gen>
Trigger - Turn on Resources_Copy <gen>
Trigger - Turn on leaderboard_Copy <gen>
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Leaderboard - Add Player 3 (Teal) to (Leaderboard of (Picked player)) with label Annual GROSS % and value 100
resource 3
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R010 (Unexpected type: 'techcode')
Actions
Trigger - Turn off Resources_Copy <gen>
Trigger - Turn on Resources_Copy_2 <gen>
resource 4
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R01F (Unexpected type: 'techcode')
Actions
Trigger - Turn off Resources_Copy_2 <gen>
Trigger - Turn on Resources_Copy_3 <gen>
leaderboard set up
Events
Time - Elapsed game time is 21.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for Player Group - Player 1 (Red) titled Income Status
Leaderboard - Create a leaderboard for Player Group - Player 2 (Blue) titled Income Status
Leaderboard - Create a leaderboard for Player Group - Player 3 (Teal) titled Income Status
Leaderboard - Create a leaderboard for Player Group - Player 4 (Purple) titled Income Status
Leaderboard - Create a leaderboard for Player Group - Player 5 (Yellow) titled Income Status
Leaderboard - Create a leaderboard for Player Group - Player 6 (Orange) titled Income Status
Leaderboard - Create a leaderboard for Player Group - Player 8 (Pink) titled Income Status
Leaderboard - Create a leaderboard for Player Group - Player 7 (Green) titled Income Status
Leaderboard - Create a leaderboard for Player Group - Player 10 (Light Blue) titled Income Status
Leaderboard - Create a leaderboard for Player Group - Player 9 (Gray) titled Income Status
Leaderboard - Create a leaderboard for Player Group - Player 11 (Dark Green) titled Income Status
Leaderboard - Create a leaderboard for Player Group - Player 12 (Brown) titled Income Status
Wait 1.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Leaderboard - Add Player 5 (Yellow) to (Leaderboard of (Picked player)) with label Gold Income and value 0
Leaderboard - Add Player 1 (Red) to (Leaderboard of (Picked player)) with label Military payment and value 0
Leaderboard - Add Player 4 (Purple) to (Leaderboard of (Picked player)) with label Research Income and value 0
Leaderboard - Add Player 10 (Light Blue) to (Leaderboard of (Picked player)) with label Trade Potential and value 0
Leaderboard - Add Player 12 (Brown) to (Leaderboard of (Picked player)) with label Landmass Acres and value 0
more leadboard
Red = military supplies
brown = land mass tech 1
lightblue = trade potential tech 2
Teal = GROSS tech 3
leaderboard
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Wait 12.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Leaderboard - Change the value for Player 5 (Yellow) in (Leaderboard of (Picked player)) to goldincome[(Player number of (Picked player))]
Leaderboard - Change the value for Player 4 (Purple) in (Leaderboard of (Picked player)) to researchincome[(Player number of (Picked player))]
Leaderboard - Change the value for Player 10 (Light Blue) in (Leaderboard of (Picked player)) to TradePotential[(Player number of (Picked player))]
Leaderboard - Change the value for Player 1 (Red) in (Leaderboard of (Picked player)) to (((Picked player) Food used) x (4 - (Number of units in (Units owned by (Picked player) of type Absolute Monarchy))))
Leaderboard - Change the value for Player 12 (Brown) in (Leaderboard of (Picked player)) to Landmass[(Player number of (Picked player))]
more leadboard
Red = military supplies
brown = land mass tech 1
lightblue = trade potential tech 2
Teal = GROSS tech 3
leaderboard Copy
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Leaderboard - Change the value for Player 3 (Teal) in (Leaderboard of (Picked player)) to GROSS[(Player number of (Picked player))]
Unit - Set mana of (Random unit from (Units owned by (Owner of (Hero manipulating item)) of type Tech 3 [|cffffcc00Enlightment - Revolution|r])) to ((Mana of (Random unit from (Units owned by (Owner of (Hero manipulating item)) of type Tech 2 [|cffffcc00Dark - Medieval|r]))) + (Random real number between -0.75 and 0.75))
Countdown Timer - Start (Last started timer) as a Repeating timer that will expire in 20.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add goldincome[(Player number of (Picked player))] to (Picked player) . Current gold
Player - Add researchincome[(Player number of (Picked player))] to (Picked player) . Current lumber
Player - Add (((Picked player) Food used) x (-4 + (Number of units in (Units owned by (Picked player) of type Absolute Monarchy)))) to (Picked player) . Current gold
Wait 3.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 0
Then - Actions
Player - Add ((1 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 1
Then - Actions
Player - Add ((6 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 2
Then - Actions
Player - Add ((2 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Player - Add ((5 x ((Picked player) Current lumber)) / 100) to (Picked player) . Current lumber
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 3
Then - Actions
Player - Add ((8 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Player - Add ((2 x ((Picked player) Current lumber)) / 100) to (Picked player) . Current lumber
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 4
Then - Actions
Player - Add ((-3 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Player - Add ((2 x ((Picked player) Current lumber)) / 100) to (Picked player) . Current lumber
Else - Actions
Resources Copy
Events
Time - Every 30.00 seconds of game time
Conditions
(Picked player) Not equal to Neutral Hostile
Actions
Countdown Timer - Start (Last started timer) as a Repeating timer that will expire in 30.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add goldincome[(Player number of (Picked player))] to (Picked player) . Current gold
Player - Add researchincome[(Player number of (Picked player))] to (Picked player) . Current lumber
Player - Add (((Picked player) Food used) x (-4 + (Number of units in (Units owned by (Picked player) of type Absolute Monarchy)))) to (Picked player) . Current gold
Player - Add (Landmass[(Player number of (Owner of (Picked unit)))] / 100) to (Picked player) . Current gold
Player - Set (Picked player) . Current gold to ((((Picked player) Current gold) x GROSS[(Player number of (Picked player))]) / 100)
Wait 3.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 0
Then - Actions
Player - Add ((1 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 1
Then - Actions
Player - Add ((6 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 2
Then - Actions
Player - Add ((2 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Player - Add ((5 x ((Picked player) Current lumber)) / 100) to (Picked player) . Current lumber
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 3
Then - Actions
Player - Add ((8 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Player - Add ((2 x ((Picked player) Current lumber)) / 100) to (Picked player) . Current lumber
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 4
Then - Actions
Player - Add ((-3 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Player - Add ((2 x ((Picked player) Current lumber)) / 100) to (Picked player) . Current lumber
Else - Actions
Resources Copy 2
Events
Time - Every 40.00 seconds of game time
Conditions
(Picked player) Not equal to Neutral Hostile
Actions
Countdown Timer - Start (Last started timer) as a Repeating timer that will expire in 40.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add goldincome[(Player number of (Picked player))] to (Picked player) . Current gold
Player - Add researchincome[(Player number of (Picked player))] to (Picked player) . Current lumber
Player - Add (((Picked player) Food used) x (-4 + (Number of units in (Units owned by (Picked player) of type Absolute Monarchy)))) to (Picked player) . Current gold
Player - Add (Landmass[(Player number of (Owner of (Picked unit)))] / 100) to (Picked player) . Current gold
Player - Set (Picked player) . Current gold to ((((Picked player) Current gold) x GROSS[(Player number of (Picked player))]) / 100)
Wait 3.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 0
Then - Actions
Player - Add ((1 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 1
Then - Actions
Player - Add ((6 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 2
Then - Actions
Player - Add ((2 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Player - Add ((5 x ((Picked player) Current lumber)) / 100) to (Picked player) . Current lumber
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 3
Then - Actions
Player - Add ((8 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Player - Add ((2 x ((Picked player) Current lumber)) / 100) to (Picked player) . Current lumber
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 4
Then - Actions
Player - Add ((-3 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Player - Add ((2 x ((Picked player) Current lumber)) / 100) to (Picked player) . Current lumber
Else - Actions
Resources Copy 3
Events
Time - Every 50.00 seconds of game time
Conditions
(Picked player) Not equal to Neutral Hostile
Actions
Countdown Timer - Start (Last started timer) as a Repeating timer that will expire in 50.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add goldincome[(Player number of (Picked player))] to (Picked player) . Current gold
Player - Add researchincome[(Player number of (Picked player))] to (Picked player) . Current lumber
Player - Add (((Picked player) Food used) x (-4 + (Number of units in (Units owned by (Picked player) of type Absolute Monarchy)))) to (Picked player) . Current gold
Player - Add (Landmass[(Player number of (Owner of (Picked unit)))] / 100) to (Picked player) . Current gold
Player - Set (Picked player) . Current gold to ((((Picked player) Current gold) x GROSS[(Player number of (Picked player))]) / 100)
Wait 3.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 0
Then - Actions
Player - Add ((1 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 1
Then - Actions
Player - Add ((6 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 2
Then - Actions
Player - Add ((2 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Player - Add ((5 x ((Picked player) Current lumber)) / 100) to (Picked player) . Current lumber
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 3
Then - Actions
Player - Add ((8 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Player - Add ((2 x ((Picked player) Current lumber)) / 100) to (Picked player) . Current lumber
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GOVERNMENT Equal to 4
Then - Actions
Player - Add ((-3 x ((Picked player) Current gold)) / 100) to (Picked player) . Current gold
Player - Add ((2 x ((Picked player) Current lumber)) / 100) to (Picked player) . Current lumber
Else - Actions
upgrading resource
Events
Unit - A unit Begins casting an ability
Conditions
Or - Any (Conditions) are true
Conditions
(Ability being cast) Equal to City 3
(Ability being cast) Equal to City 2
(Ability being cast) Equal to City 4
(Ability being cast) Equal to City 5
Actions
Wait 2 seconds
Set Variable Set goldincome[(Player number of (Owner of (Casting unit)))] = (goldincome[(Player number of (Owner of (Casting unit)))] + 5)
Set Variable Set researchincome[(Player number of (Owner of (Casting unit)))] = (researchincome[(Player number of (Owner of (Casting unit)))] + 2)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to City 2
Then - Actions
Set Variable Set Landmass[(Player number of (Owner of (Casting unit)))] = (Landmass[(Player number of (Owner of (Casting unit)))] + 47)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to City 3
Then - Actions
Set Variable Set Landmass[(Player number of (Owner of (Casting unit)))] = (Landmass[(Player number of (Owner of (Casting unit)))] + 84)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to City 4
Then - Actions
Set Variable Set Landmass[(Player number of (Owner of (Casting unit)))] = (Landmass[(Player number of (Owner of (Casting unit)))] + 208)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to City 5
Then - Actions
Set Variable Set Landmass[(Player number of (Owner of (Casting unit)))] = (Landmass[(Player number of (Owner of (Casting unit)))] + 386)
Else - Actions
attack capture resources
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacking unit)) Not equal to (Owner of (Attacked unit))
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Bear
Then - Actions
Set Variable Set researchincome[(Player number of (Owner of (Attacking unit)))] = (researchincome[(Player number of (Owner of (Attacking unit)))] + 1)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 1)
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 2)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 2)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Set Variable Set TradePotential[(Player number of (Owner of (Attacking unit)))] = (TradePotential[(Player number of (Owner of (Attacking unit)))] + 1)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Coal Mine
Then - Actions
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 3)
Set Variable Set researchincome[(Player number of (Owner of (Attacking unit)))] = (researchincome[(Player number of (Owner of (Attacking unit)))] + 3)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Corn Field
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 2)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 2)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Set Variable Set TradePotential[(Player number of (Owner of (Attacking unit)))] = (TradePotential[(Player number of (Owner of (Attacking unit)))] + 3)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Fish School
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 1)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 1)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Set Variable Set TradePotential[(Player number of (Owner of (Attacking unit)))] = (TradePotential[(Player number of (Owner of (Attacking unit)))] + 4)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Game
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 3)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 3)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Set Variable Set TradePotential[(Player number of (Owner of (Attacking unit)))] = (TradePotential[(Player number of (Owner of (Attacking unit)))] + 2)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Gem Deposit
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 3)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 3)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 1)
Set Variable Set researchincome[(Player number of (Owner of (Attacking unit)))] = (researchincome[(Player number of (Owner of (Attacking unit)))] + 1)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Gold Mine
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 5)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 5)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Grape Vineyard
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 4)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 4)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Set Variable Set TradePotential[(Player number of (Owner of (Attacking unit)))] = (TradePotential[(Player number of (Owner of (Attacking unit)))] + 1)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Iron Mine
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 1)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 1)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 2)
Set Variable Set researchincome[(Player number of (Owner of (Attacking unit)))] = (researchincome[(Player number of (Owner of (Attacking unit)))] + 2)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Oil Deposit
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 3)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 3)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 2)
Set Variable Set researchincome[(Player number of (Owner of (Attacking unit)))] = (researchincome[(Player number of (Owner of (Attacking unit)))] + 2)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Peat Bog
Then - Actions
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 2)
Set Variable Set researchincome[(Player number of (Owner of (Attacking unit)))] = (researchincome[(Player number of (Owner of (Attacking unit)))] + 2)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Set Variable Set TradePotential[(Player number of (Owner of (Attacking unit)))] = (TradePotential[(Player number of (Owner of (Attacking unit)))] + 1)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Rice Field
Then - Actions
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Set Variable Set TradePotential[(Player number of (Owner of (Attacking unit)))] = (TradePotential[(Player number of (Owner of (Attacking unit)))] + 5)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Spring Water
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 1)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 1)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 1)
Set Variable Set researchincome[(Player number of (Owner of (Attacking unit)))] = (researchincome[(Player number of (Owner of (Attacking unit)))] + 1)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Set Variable Set TradePotential[(Player number of (Owner of (Attacking unit)))] = (TradePotential[(Player number of (Owner of (Attacking unit)))] + 2)
Else - Actions
Do nothing
57, 103, 187, 395, 781
attacked cities
Events
Unit - A unit Is attacked
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Integer((Mana of (Attacked unit)))) Equal to 0) and ((Owner of (Attacking unit)) Not equal to (Owner of (Attacked unit)))
(Unit-type of (Attacked unit)) Equal to City
Then - Actions
Unit - Kill (Attacked unit)
Game - Display to (Player group((Owner of (Attacked unit)))) the text: ((Name of (Owner of (Attacking unit))) + has destroyed one of your cities.)
Cinematic - Ping minimap for (Player group((Owner of (Attacked unit)))) at (Center of (Playable map area)) for 1 seconds, using a Flashy ping of color ( 100 %, 100 %, 100 %)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 5)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 2)
Set Variable Set Landmass[(Player number of (Owner of (Attacked unit)))] = (Landmass[(Player number of (Owner of (Attacked unit)))] - 57)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Integer((Percentage life of (Attacked unit)))) Less than or equal to 50) and ((Owner of (Attacking unit)) Not equal to (Owner of (Attacked unit)))
(Unit-type of (Attacked unit)) Equal to City
Then - Actions
Game - Display to (Player group((Owner of (Attacked unit)))) the text: ((Name of (Owner of (Attacking unit))) + has captured one of your cities.)
Cinematic - Ping minimap for (Player group((Owner of (Attacked unit)))) at (Center of (Playable map area)) for 1 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Unit - Set life of (Attacked unit) to 60.00 %
Set Variable Set researchincome[(Player number of (Owner of (Attacking unit)))] = (researchincome[(Player number of (Owner of (Attacking unit)))] + 2)
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 5)
Set Variable Set Landmass[(Player number of (Owner of (Attacking unit)))] = (Landmass[(Player number of (Owner of (Attacking unit)))] + 57)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 2)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 5)
Set Variable Set Landmass[(Player number of (Owner of (Attacked unit)))] = (Landmass[(Player number of (Owner of (Attacked unit)))] - 57)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacked unit)) Equal to City
Then - Actions
Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 1.00)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Integer((Mana of (Attacked unit)))) Equal to 0) and ((Owner of (Attacking unit)) Not equal to (Owner of (Attacked unit)))
(Unit-type of (Attacked unit)) Equal to City level 2
Then - Actions
Unit - Kill (Attacked unit)
Game - Display to (Player group((Owner of (Attacked unit)))) the text: ((Name of (Owner of (Attacking unit))) + has destroyed one of your cities.)
Cinematic - Ping minimap for (Player group((Owner of (Attacked unit)))) at (Center of (Playable map area)) for 1 seconds, using a Flashy ping of color ( 100 %, 100 %, 100 %)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 10)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 4)
Set Variable Set Landmass[(Player number of (Owner of (Attacked unit)))] = (Landmass[(Player number of (Owner of (Attacked unit)))] - 103)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Integer((Percentage life of (Attacked unit)))) Less than or equal to 50) and ((Owner of (Attacking unit)) Not equal to (Owner of (Attacked unit)))
(Unit-type of (Attacked unit)) Equal to City level 2
Then - Actions
Game - Display to (Player group((Owner of (Attacked unit)))) the text: ((Name of (Owner of (Attacking unit))) + has captured one of your cities.)
Cinematic - Ping minimap for (Player group((Owner of (Attacked unit)))) at (Center of (Playable map area)) for 1 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Unit - Set life of (Attacked unit) to 60.00 %
Set Variable Set researchincome[(Player number of (Owner of (Attacking unit)))] = (researchincome[(Player number of (Owner of (Attacking unit)))] + 4)
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 10)
Set Variable Set Landmass[(Player number of (Owner of (Attacking unit)))] = (Landmass[(Player number of (Owner of (Attacking unit)))] + 103)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 4)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 10)
Set Variable Set Landmass[(Player number of (Owner of (Attacked unit)))] = (Landmass[(Player number of (Owner of (Attacked unit)))] - 103)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacked unit)) Equal to City level 2
Then - Actions
Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 1.00)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Integer((Mana of (Attacked unit)))) Equal to 0) and ((Owner of (Attacking unit)) Not equal to (Owner of (Attacked unit)))
(Unit-type of (Attacked unit)) Equal to City level 3
Then - Actions
Unit - Kill (Attacked unit)
Game - Display to (Player group((Owner of (Attacked unit)))) the text: ((Name of (Owner of (Attacking unit))) + has destroyed one of your cities.)
Cinematic - Ping minimap for (Player group((Owner of (Attacked unit)))) at (Center of (Playable map area)) for 1 seconds, using a Flashy ping of color ( 100 %, 100 %, 100 %)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 15)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 6)
Set Variable Set Landmass[(Player number of (Owner of (Attacked unit)))] = (Landmass[(Player number of (Owner of (Attacked unit)))] - 187)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Integer((Percentage life of (Attacked unit)))) Less than or equal to 50) and ((Owner of (Attacking unit)) Not equal to (Owner of (Attacked unit)))
(Unit-type of (Attacked unit)) Equal to City level 3
Then - Actions
Game - Display to (Player group((Owner of (Attacked unit)))) the text: ((Name of (Owner of (Attacking unit))) + has captured one of your cities.)
Cinematic - Ping minimap for (Player group((Owner of (Attacked unit)))) at (Center of (Playable map area)) for 1 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Unit - Set life of (Attacked unit) to 60.00 %
Set Variable Set researchincome[(Player number of (Owner of (Attacking unit)))] = (researchincome[(Player number of (Owner of (Attacking unit)))] + 6)
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 15)
Set Variable Set Landmass[(Player number of (Owner of (Attacking unit)))] = (Landmass[(Player number of (Owner of (Attacking unit)))] + 187)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 6)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 15)
Set Variable Set Landmass[(Player number of (Owner of (Attacked unit)))] = (Landmass[(Player number of (Owner of (Attacked unit)))] - 187)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacked unit)) Equal to City level 3
Then - Actions
Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 1.00)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Integer((Mana of (Attacked unit)))) Equal to 0) and ((Owner of (Attacking unit)) Not equal to (Owner of (Attacked unit)))
(Unit-type of (Attacked unit)) Equal to City level 4
Then - Actions
Unit - Kill (Attacked unit)
Game - Display to (Player group((Owner of (Attacked unit)))) the text: ((Name of (Owner of (Attacking unit))) + has destroyed one of your cities.)
Cinematic - Ping minimap for (Player group((Owner of (Attacked unit)))) at (Center of (Playable map area)) for 1 seconds, using a Flashy ping of color ( 100 %, 100 %, 100 %)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 20)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 8)
Set Variable Set Landmass[(Player number of (Owner of (Attacked unit)))] = (Landmass[(Player number of (Owner of (Attacked unit)))] - 395)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Integer((Percentage life of (Attacked unit)))) Less than or equal to 50) and ((Owner of (Attacking unit)) Not equal to (Owner of (Attacked unit)))
(Unit-type of (Attacked unit)) Equal to City level 4
Then - Actions
Game - Display to (Player group((Owner of (Attacked unit)))) the text: ((Name of (Owner of (Attacking unit))) + has captured one of your cities.)
Cinematic - Ping minimap for (Player group((Owner of (Attacked unit)))) at (Center of (Playable map area)) for 1 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Unit - Set life of (Attacked unit) to 60.00 %
Set Variable Set researchincome[(Player number of (Owner of (Attacking unit)))] = (researchincome[(Player number of (Owner of (Attacking unit)))] + 8)
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 20)
Set Variable Set Landmass[(Player number of (Owner of (Attacking unit)))] = (Landmass[(Player number of (Owner of (Attacking unit)))] + 395)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 8)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 20)
Set Variable Set Landmass[(Player number of (Owner of (Attacked unit)))] = (Landmass[(Player number of (Owner of (Attacked unit)))] - 395)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacked unit)) Equal to City level 4
Then - Actions
Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 1.00)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Integer((Mana of (Attacked unit)))) Equal to 0) and ((Owner of (Attacking unit)) Not equal to (Owner of (Attacked unit)))
(Unit-type of (Attacked unit)) Equal to City level 5
Then - Actions
Unit - Kill (Attacked unit)
Game - Display to (Player group((Owner of (Attacked unit)))) the text: ((Name of (Owner of (Attacking unit))) + has destroyed one of your cities.)
Cinematic - Ping minimap for (Player group((Owner of (Attacked unit)))) at (Center of (Playable map area)) for 1 seconds, using a Flashy ping of color ( 100 %, 100 %, 100 %)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 25)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 10)
Set Variable Set Landmass[(Player number of (Owner of (Attacked unit)))] = (Landmass[(Player number of (Owner of (Attacked unit)))] - 781)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Integer((Percentage life of (Attacked unit)))) Less than or equal to 50) and ((Owner of (Attacking unit)) Not equal to (Owner of (Attacked unit)))
(Unit-type of (Attacked unit)) Equal to City level 5
Then - Actions
Game - Display to (Player group((Owner of (Attacked unit)))) the text: ((Name of (Owner of (Attacking unit))) + has captured one of your cities.)
Cinematic - Ping minimap for (Player group((Owner of (Attacked unit)))) at (Center of (Playable map area)) for 1 seconds, using a Warning ping of color ( 100 %, 100 %, 100 %)
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Unit - Set life of (Attacked unit) to 60.00 %
Set Variable Set researchincome[(Player number of (Owner of (Attacking unit)))] = (researchincome[(Player number of (Owner of (Attacking unit)))] + 10)
Set Variable Set goldincome[(Player number of (Owner of (Attacking unit)))] = (goldincome[(Player number of (Owner of (Attacking unit)))] + 25)
Set Variable Set Landmass[(Player number of (Owner of (Attacking unit)))] = (Landmass[(Player number of (Owner of (Attacking unit)))] + 781)
Set Variable Set researchincome[(Player number of (Owner of (Attacked unit)))] = (researchincome[(Player number of (Owner of (Attacked unit)))] - 10)
Set Variable Set goldincome[(Player number of (Owner of (Attacked unit)))] = (goldincome[(Player number of (Owner of (Attacked unit)))] - 25)
Set Variable Set Landmass[(Player number of (Owner of (Attacked unit)))] = (Landmass[(Player number of (Owner of (Attacked unit)))] - 781)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacked unit)) Equal to City level 5
Then - Actions
Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) - 1.00)
Else - Actions
Do nothing
construction resources
Events
Unit - A unit Uses an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Cathedral
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Hero manipulating item)))] = (goldincome[(Player number of (Owner of (Hero manipulating item)))] + 6)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Factory
Then - Actions
Set Variable Set researchincome[(Player number of (Owner of (Hero manipulating item)))] = (researchincome[(Player number of (Owner of (Hero manipulating item)))] + 1)
Set Variable Set goldincome[(Player number of (Owner of (Hero manipulating item)))] = (goldincome[(Player number of (Owner of (Hero manipulating item)))] + 8)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Library
Then - Actions
Set Variable Set researchincome[(Player number of (Owner of (Hero manipulating item)))] = (researchincome[(Player number of (Owner of (Hero manipulating item)))] + 3)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Marketplace
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Hero manipulating item)))] = (goldincome[(Player number of (Owner of (Hero manipulating item)))] + 3)
Set Variable Set TradePotential[(Player number of (Owner of (Hero manipulating item)))] = ((Player number of (Owner of (Hero manipulating item))) + 1)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Nuclear Power Plant
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Hero manipulating item)))] = (goldincome[(Player number of (Owner of (Hero manipulating item)))] + 15)
Set Variable Set researchincome[(Player number of (Owner of (Hero manipulating item)))] = (researchincome[(Player number of (Owner of (Hero manipulating item)))] + 15)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Science Laboratory
Then - Actions
Set Variable Set researchincome[(Player number of (Owner of (Hero manipulating item)))] = (researchincome[(Player number of (Owner of (Hero manipulating item)))] + 8)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Temple
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Hero manipulating item)))] = (goldincome[(Player number of (Owner of (Hero manipulating item)))] + 2)
Set Variable Set researchincome[(Player number of (Owner of (Hero manipulating item)))] = (researchincome[(Player number of (Owner of (Hero manipulating item)))] + 2)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to University
Then - Actions
Set Variable Set researchincome[(Player number of (Owner of (Hero manipulating item)))] = (researchincome[(Player number of (Owner of (Hero manipulating item)))] + 5)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Bank
Then - Actions
Set Variable Set Banks[(Player number of (Owner of (Hero manipulating item)))] = (Banks[(Player number of (Owner of (Hero manipulating item)))] + 1)
Set Variable Set GROSS[(Player number of (Owner of (Hero manipulating item)))] = (GROSS[(Player number of (Owner of (Hero manipulating item)))] - Banks[(Player number of (Owner of (Casting unit)))])
Set Variable Set goldincome[(Player number of (Owner of (Hero manipulating item)))] = (goldincome[(Player number of (Owner of (Hero manipulating item)))] + 4)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Stock Holder
Then - Actions
Set Variable Set GROSS[(Player number of (Owner of (Hero manipulating item)))] = (GROSS[(Player number of (Owner of (Hero manipulating item)))] + 1)
Else - Actions
Do nothing
deconstruction resources
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Road
Then - Actions
Set Variable Set TradePotential[(Player number of (Owner of (Dying unit)))] = (TradePotential[(Player number of (Owner of (Dying unit)))] - 1)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Stock Holder
Then - Actions
Set Variable Set GROSS[(Player number of (Owner of (Hero manipulating item)))] = (GROSS[(Player number of (Owner of (Hero manipulating item)))] - 1)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Bank
Then - Actions
Set Variable Set GROSS[(Player number of (Owner of (Dying unit)))] = (GROSS[(Player number of (Owner of (Dying unit)))] + Banks[(Player number of (Owner of (Casting unit)))])
Set Variable Set Banks[(Player number of (Owner of (Dying unit)))] = (Banks[(Player number of (Owner of (Dying unit)))] - 1)
Set Variable Set goldincome[(Player number of (Owner of (Dying unit)))] = (goldincome[(Player number of (Owner of (Dying unit)))] - 4)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Cathedral
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Dying unit)))] = (goldincome[(Player number of (Owner of (Dying unit)))] - 6)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Factory
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Dying unit)))] = (goldincome[(Player number of (Owner of (Dying unit)))] - 8)
Set Variable Set researchincome[(Player number of (Owner of (Dying unit)))] = (researchincome[(Player number of (Owner of (Dying unit)))] - 1)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Library
Then - Actions
Set Variable Set researchincome[(Player number of (Owner of (Dying unit)))] = (researchincome[(Player number of (Owner of (Dying unit)))] - 3)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Marketplace
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Dying unit)))] = (goldincome[(Player number of (Owner of (Dying unit)))] - 3)
Set Variable Set TradePotential[(Player number of (Owner of (Dying unit)))] = (TradePotential[(Player number of (Owner of (Dying unit)))] - 1)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Nuclear Power Plant
Then - Actions
Set Variable Set researchincome[(Player number of (Owner of (Dying unit)))] = (researchincome[(Player number of (Owner of (Dying unit)))] - 15)
Set Variable Set goldincome[(Player number of (Owner of (Dying unit)))] = (goldincome[(Player number of (Owner of (Dying unit)))] - 15)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Science Laboratory
Then - Actions
Set Variable Set researchincome[(Player number of (Owner of (Dying unit)))] = (researchincome[(Player number of (Owner of (Dying unit)))] - 8)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Temple
Then - Actions
Set Variable Set goldincome[(Player number of (Owner of (Dying unit)))] = (goldincome[(Player number of (Owner of (Dying unit)))] - 2)
Set Variable Set researchincome[(Player number of (Owner of (Dying unit)))] = (researchincome[(Player number of (Owner of (Dying unit)))] - 2)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to University
Then - Actions
Set Variable Set researchincome[(Player number of (Owner of (Dying unit)))] = (researchincome[(Player number of (Owner of (Dying unit)))] - 5)
Else - Actions
Do nothing
settler settling
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to City
Actions
Unit - Remove (Random unit from (Units within 114.00 of (Position of (Constructed structure)) matching ((Unit-type of (Matching unit)) Equal to Settler).)) from the game
Unit - Remove (Random unit from (Units within 114.00 of (Position of (Constructed structure)) matching ((Unit-type of (Matching unit)) Equal to Engineer).)) from the game
Set Variable Set researchincome[(Player number of (Owner of (Constructed structure)))] = (researchincome[(Player number of (Owner of (Constructed structure)))] + 2)
Set Variable Set goldincome[(Player number of (Owner of (Constructed structure)))] = (goldincome[(Player number of (Owner of (Casting unit)))] + 5)
Set Variable Set Landmass[(Player number of (Owner of (Constructed structure)))] = (Landmass[(Player number of (Owner of (Constructed structure)))] + 57)
Roads
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Road
Actions
Set Variable Set TradePotential[(Player number of (Owner of (Constructed structure)))] = (TradePotential[(Player number of (Owner of (Constructed structure)))] + 1)
trade potential
Events
Time - Every 15.00 seconds of game time
Conditions
((Random player from (All players)) is an ally of (Random player from (All players)).) Equal to True
Actions
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
For each (Integer B) from 1 to 12 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) is an ally of (Player((Integer B))).) Equal to True
Then - Actions
Player - Add (TradePotential[(Integer A)] / 10) to (Player((Integer B))) . Current gold
Else - Actions
Do nothing
Space
Events
Time - Elapsed game time is 20.00 seconds
Conditions
Actions
Environment - Change terrain type at (Center of space_tile <gen>) to Outland - Abyss using variation -1 in an area of size 60 and shape Square
map inti
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set name of (Picked player) to (Anarchy + ( of + (Name of (Picked player))))
Player - Set name of Neutral Hostile to Minority Forces
Wait 0.10 seconds
Environment - Set fog to style Linear , z-start 1000 , z-end 8000 , density 0 and color ( 100 %, 100 %, 100 %)
atomic bomb
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Launch Atomic Bomb (Neutral Hostile)
Actions
Wait 3.00 seconds
Unit - Create 1 . Radiation for Neutral Hostile at (Target point of ability being cast) facing Default building facing degrees
air combat
Events
Unit - A unit Is attacked
Conditions
(((Attacked unit) is A flying unit) Equal to True) and (((Attacking unit) is A flying unit) Equal to True)
Actions
Wait 0.25 seconds
Unit - Order (Attacking unit) to Move To . ((Position of (Attacked unit)) offset by ((Random real number between -500.00 and 500.00), (Random real number between -500.00 and 500.00)))
Wait 1.00 seconds
Unit - Order (Attacking unit) to Attack . (Attacked unit)
Ruins
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Ruins
Actions
Player - Add (Random integer number between 0 and 50) to (Owner of (Killing unit)) . Current gold
Game - Display to (Player group((Owner of (Killing unit)))) the text: You have salvaged the ruins of an ancient civilization.
missles deslect
Events
Player - Player 1 (Red) Selects a unit
Player - Player 2 (Blue) Selects a unit
Player - Player 3 (Teal) Selects a unit
Player - Player 4 (Purple) Selects a unit
Player - Player 5 (Yellow) Selects a unit
Player - Player 6 (Orange) Selects a unit
Player - Player 7 (Green) Selects a unit
Player - Player 8 (Pink) Selects a unit
Player - Player 9 (Gray) Selects a unit
Player - Player 10 (Light Blue) Selects a unit
Player - Player 11 (Dark Green) Selects a unit
Player - Player 12 (Brown) Selects a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to SRM
(Unit-type of (Triggering unit)) Equal to LRM
Actions
Unit - Order (Triggering unit) to Attack Ground . (Position of (Triggering unit))
Fanaticism spawns
Events
Unit - A unit Dies
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Not equal to Road
(((Dying unit) is A structure) Equal to True) and ((Owner of (Killing unit)) Not equal to (Owner of (Dying unit)))
Actions
Unit - Create (1 x (Number of units in (Units owned by (Picked player) of type Fanaticism))) . Partisan for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Pollution
Events
Time - Every (Random real number between 120.00 and 240.00) seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Factory) and do (Actions)
Loop - Actions
Unit - Create 1 . Pollution for Neutral Hostile at (Position of (Picked unit)) facing Default building facing degrees
pop retain
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Upgrade City lvl 1
Then - Actions
Wait 5.01 seconds
Unit - Set mana of (Triggering unit) to 40.00
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Upgrade City lvl 2
Then - Actions
Wait 5.01 seconds
Unit - Set mana of (Triggering unit) to 120.00
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Upgrade City lvl 3
Then - Actions
Wait 5.01 seconds
Unit - Set mana of (Triggering unit) to 250.00
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Upgrade City lvl 4
Then - Actions
Wait 5.01 seconds
Unit - Set mana of (Triggering unit) to 500.00
Else - Actions
Do nothing
quest menu
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Help Basics with the description Gold is for paying soldiers and constructing buildings.Technology(Lumber) is for researches of your civilization.Suplies(Food) is what supplies your army.Population(City Mana) is for defending cities and improving cities.City Health is for City Resistant of Capture, once it drops to 50% the city would be captured.Build Cities to capture resources, you can upgrade them later to have a bigger area. Creating early alliances with someone that might indanger you is a wise thing if you want to become strong later.The path of your Civilization is in your hands, chose to be a militarist, pacifist or simply isolate yourself.Constructing buildings is very helpful! It provides additional resources so you might not have to expand out anymore, thus reducing the risk of war. Territories are also very improtant because of resources. Building a fort in a bottleneck area is a smart thing to do, especially if the fort is connected to a long chain of roads to one of your barrack cities.If you need quick money then build markets.If you need quick research then build libraries. , using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Item.blp
Quest - Create a Required quest titled Advanced Play with the description You can sell research at a Market.You can buy research at a Shipyard/Dock.Trade potential is automatically traded amongst you and your allies.Constructing roads could improve your trade potential.Pollution would ruin and possibly destroy your resources if you don't get rid of it.Always have an availible Shipyard/Dock.Killing barbarians is a neat source of goldi ncome.If your empire falls, you can revive if you have an ally, simply get a settler/engineer from one of his/her cities.Be like Bush and fight for Oil! =D , using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleDoodads.blp
Quest - Create a Required quest titled Annual Gross and Banking with the description Banking is a great way to quickly improve your gold income. However, it is also very dangerous if you start building more and more banks. You can simply ruin and collaspe your Annual GROSS, which would mean that your empire is going to go in a depression. If your enter the depression due to bank failure, simply destroy your bank to save yourself! , using icon path ReplaceableTextures\CommandButtons\BTNChestOfGold.blp
Quest - Create a Required quest titled Resources with the description Resources can be damaged and destroyed by enviromental weapons! Some resources can permanently increase your trade potential, despite losing losing that specific resource.Resource name Resource BonusGold Mine +5 goldCoal Mine +3 researchIron Mine +1gold +2 researchPeat +20% food +2 researchGrape Vineyard +20% food +4 goldCorn Field +60% food +2 goldGame +40% fodd +3 goldBear +20% food +2 gold +1 researchFish School +80% food +1 goldGem Deposit +3 gold +1 researchRice Field +100% foodSpring Water +40% food +1 gold +1 reserachOil Deposit +3 gold + 2 research , using icon path ReplaceableTextures\CommandButtons\BTNFountainOfLife.blp
Quest - Create a Required quest titled Diplomacy with the description Diplomacy plays an important role in this game too. Your choices of alliance and hostility would affect your civilizations fate. You should also practice paranoia, because people may be bribed easily and Treachery is common in history and also in many people' strategies. It's not called being cheap it's a strategy you noob! , using icon path ReplaceableTextures\CommandButtons\BTNStaffOfPreservation.blp
Quest - Create a Required quest titled Governments with the description |cffffcc00Anarchy|r - In this "organization", only the strongest may rule, all units are actually physically stronger due to this fact.|cffffcc00Monarchy|r - Under one rule, the civilization can easily go to ruins, or pro-liferate. Since all is under one, taxation is incredibly high in this form of government.|cffffcc00Republic|r - A government under the influence of a political group that is "for the people". More freedom is given to the intellectuals, which would enhance knowledge of the government.|cffffcc00Absolute Monarchy|r - An advanced version of a monarchy, where religon reigns supreme. All subjects are under one rule with indubitable loyalty to the supreme monarch. The populance would give up their lives, to defend their king, as the king grants protection to the population.|cffffcc00Democracy|r - A free enterprise government which allows complete freedom and chances. From freedom, comes many opportunities, which would undoubtly, increase revenue and knowledge of the government.|cffffcc00Fanaticism|r - An Utopian government where all soldiers fight voluntarily, but is economically slow in progressing.|cffffcc00Communism|r - A collapsed form of democracy, everything is under direct control from the government. Birth rates are increased due to everyone's equality, but corruption is also increased due to the same factor. , using icon path ReplaceableTextures\CommandButtons\BTNOrcBattleStandard.blp
Quest - Create a Required quest titled Soldiers with the description Soldiers plays an important part in this game along with researches. You need soldiers to make offensive and defensive movements. Even though you can outnumber a person, better technologies is always a certain advantage.Soldiers costs 4 gold for every supply they use, so if your economy is weak, you shouldn't get soldiers and instead ally your neighbors. , using icon path ReplaceableTextures\CommandButtons\BTNFootman.blp
Quest - Create a Required quest titled Chat Commands with the description Chat Commands!-ally [color]-peace [color]-unally [color]-rename [name] 15 letter capyou can also apply "all" for the diplomatic commands, it's not wise to do so however. , using icon path ReplaceableTextures\CommandButtons\BTNBansheeAdept.blp
Quest - Create a Optional quest titled About the Map with the description The bulk of this map was cronstructed under 2 weeks =D it was very easy to make, because I had extensive knowledge of triggering.This map was also created based on any of the 4 Civilizations series and I'd say Sid Meier did a good job creating those great games.Also I'd like to thank Hiveworkshop.com for all their models and model crafters. , using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
Quest - Create a Optional quest titled Credits with the description The following people are people that have tested and reported glitches/bugs/flaws to me and so I have them all added in here:Most notely, www.wc3sear.ch and Hivesworkshop.com for it's modelsTheNinthLegionDuerthCdev-PrediterGamer-AngieDragon_boy123DoomPawmoocowz2Shadows_LordFlaming_Legion , using icon path ReplaceableTextures\CommandButtons\BTNBanish.blp
Quest - Create a Optional quest titled Versions History with the description v1.00 - Forced Released Versionv1.00b - Fixed version of v1.00v1.00b.1 - Open Betav1.00b.1 - Additional Beta v1.00b.3 - Reduced lag and added stuffsv1.00b.4 - Lag finally removed, map changed a bit, rebalanced crusader and paladins, improved leaderboardv1.00b.5 - New Terrain, new system, rebalanced resource management.v1.00b.55 - Tweaked a few stuff here and there, also added the irrigations and a completely new armor type for airplanes. , using icon path ReplaceableTextures\CommandButtons\BTNSorceressMaster.blp
Quest - Create a Optional quest titled -- v1.00b.55 -- with the description A small patch...Most things that I've seen are fixed, and airplanes are much more durable and responds correctly to the different attack types.Irrigations added.|cffffcc00Soon to be implemented, due to my lust to throw this out for testing|r:An AI for barbarians, so they're tougher and less numerousA more emphasised use of the navyMore technologies to be researchedGame modes to change certain game parametersFinally putting the (currently) wasted 1.5mb size of models to us! They are all futuristic models... that's why... , using icon path ReplaceableTextures\CommandButtons\BTNFarSight.blp
settler settling Copy
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to City
Actions
Game - Display to (Player group((Owner of (Constructed structure)))) the text: You have constructed a new city, to activate the buildings, you must use the "Select hero" ability and select the newly built city.
Wait 500.00 seconds
Trigger - Turn off (This trigger)
skill kill
Events
Unit - A unit Dies
Conditions
((Killing unit) is A structure) Equal to False
Actions
Unit - Increase level of Skill for (Killing unit)
Barbarians tech 1
Events
Time - Every (Random real number between 120.00 and 240.00) seconds of game time
Conditions
Actions
Unit - Create (Random integer number between 0 and 6) . Warrior for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Last created unit group) and do (Order (Picked unit) to Patrol To.((Random player from (All players)) start location))
Game - Display to (All players) the text: One of your scouts discovered a group of Barbarians moving around.
barbarian tech 1 2 interlope
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R00E (Unexpected type: 'techcode')
Actions
Wait 9.00 seconds
Trigger - Turn off Barbarians_tech_1 <gen>
Trigger - Turn on Barbarians_tech_2 <gen>
Trigger - Turn off (This trigger)
Barbarians tech 2
Events
Time - Every (Random real number between 120.00 and 300.00) seconds of game time
Conditions
Actions
Unit - Create (Random integer number between 6 and 24) . Warrior for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Last created unit group) and do (Order (Picked unit) to Patrol To.((Random player from (All players)) start location))
Game - Display to (All players) the text: A large band of Barbarians were spoted moving about.
barbarian tech 2 3 interlope
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R00L (Unexpected type: 'techcode')
Actions
Wait (Random real number between 5.00 and 60.00) seconds
Trigger - Turn off Barbarians_tech_2 <gen>
Trigger - Turn on Barbarians_tech_3 <gen>
Trigger - Turn off (This trigger)
Barbarians tech 3
Events
Time - Every (Random real number between 240.00 and 360.00) seconds of game time
Conditions
Actions
Unit - Create (Random integer number between 6 and 12) . Paladin for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Last created unit group) and do (Order (Picked unit) to Patrol To.((Random player from (All players)) start location))
Unit - Create (Random integer number between 6 and 18) . Crusader for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Last created unit group) and do (Order (Picked unit) to Patrol To.((Random player from (All players)) start location))
Game - Display to (All players) the text: The Pope of a foreign land has ordered crusaders to march on and purge these lands.
barbarian tech 3 4 interlope
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R00X (Unexpected type: 'techcode')
Actions
Wait (Random real number between 20.00 and 40.00) seconds
Trigger - Turn off Barbarians_tech_3 <gen>
Trigger - Turn on Barbarians_tech_4 <gen>
Unit - Create (Random integer number between 0 and 1) . Colony for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create (Random integer number between 0 and 1) . Colony for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create (Random integer number between 0 and 1) . Colony for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create (Random integer number between 0 and 1) . Colony for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create (Random integer number between 0 and 1) . Colony for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create (Random integer number between 0 and 1) . Colony for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create (Random integer number between 0 and 1) . Colony for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create (Random integer number between 0 and 1) . Colony for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create (Random integer number between 0 and 1) . Colony for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create (Random integer number between 0 and 1) . Colony for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Game - Display to (All players) the text: A Foreign empire has settled colonies in these lands and wiped out the Crusaders.
Trigger - Turn off (This trigger)
Barbarians tech 4
Events
Time - Every (Random real number between 240.00 and 420.00) seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Paladin) and do (Kill (Picked unit))
Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Crusader) and do (Kill (Picked unit))
Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Warrior) and do (Kill (Picked unit))
Unit - Create ((Number of units in (Units of type Colony)) x 2) . Conquistidor for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Last created unit group) and do (Order (Picked unit) to Patrol To.((Random player from (All players)) start location))
Unit - Create ((Number of units in (Units of type Colony)) x 1) . Musketeer for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Last created unit group) and do (Order (Picked unit) to Patrol To.((Random player from (All players)) start location))
Game - Display to (All players) the text: The Foreign empire's colony has been reported to have militaristic activities.
barbarian tech 4 5 interlope
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to R01F (Unexpected type: 'techcode')
Actions
Wait (Random real number between 10.00 and 60.00) seconds
Trigger - Turn off Barbarians_tech_4 <gen>
Trigger - Turn on Barbarians_tech_5 <gen>
Game - Display to (All players) the text: The Colonies of the Foreign empire has been abandoned.
Trigger - Turn off (This trigger)
Barbarians tech 5
Events
Time - Every (Random real number between 360.00 and 720.00) seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Musketeer) and do (Kill (Picked unit))
Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Conquistidor) and do (Kill (Picked unit))
Unit - Create (Random integer number between 8 and 12) . Partisan for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Wait 0.25 seconds
Unit Group - Pick every unit in (Last created unit group) and do (Order (Picked unit) to Patrol To.((Random player from (All players)) start location))
Game - Display to (All players) the text: A Rebellious group of Partisans were reported to be rampaging across the nearby lands.
color coding
Events
Time - Elapsed game time is 0.50 seconds
Conditions
Actions
Player - Change color of Player 1 (Red) to Red , Changing color of existing units
Player - Change color of Player 2 (Blue) to Blue , Changing color of existing units
Player - Change color of Player 3 (Teal) to Teal , Changing color of existing units
Player - Change color of Player 4 (Purple) to Purple , Changing color of existing units
Player - Change color of Player 5 (Yellow) to Yellow , Changing color of existing units
Player - Change color of Player 6 (Orange) to Orange , Changing color of existing units
Player - Change color of Player 7 (Green) to Green , Changing color of existing units
Player - Change color of Player 8 (Pink) to Pink , Changing color of existing units
Player - Change color of Player 9 (Gray) to Gray , Changing color of existing units
Player - Change color of Player 10 (Light Blue) to Light Blue , Changing color of existing units
Player - Change color of Player 11 (Dark Green) to Dark Green , Changing color of existing units
Player - Change color of Player 12 (Brown) to Brown , Changing color of existing units
map initializing
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 100)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Random point in Government_spawns <gen>) over 0 seconds
Player - Limit training of Colony to 5 for (Picked player)
disable units
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Game - Display to (All players) for 19.00 seconds the text: The game is setting up.
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Make Archer Unavailable for training/construction by (Picked player)
Player - Make Foot Soldier Unavailable for training/construction by (Picked player)
Player - Make Legionaire Unavailable for training/construction by (Picked player)
Player - Make Enforcer Unavailable for training/construction by (Picked player)
Player - Make Pikeman Unavailable for training/construction by (Picked player)
Player - Make Knight Unavailable for training/construction by (Picked player)
Player - Make Spearman Unavailable for training/construction by (Picked player)
Player - Make Paladin Unavailable for training/construction by (Picked player)
Player - Make Crusader Unavailable for training/construction by (Picked player)
Player - Make Cannon Unavailable for training/construction by (Picked player)
Player - Make Musketeer Unavailable for training/construction by (Picked player)
Player - Make Galley Unavailable for training/construction by (Picked player)
Player - Make Fort Unavailable for training/construction by (Picked player)
Player - Make Dragoon Unavailable for training/construction by (Picked player)
Player - Make Galleon Unavailable for training/construction by (Picked player)
Player - Make Rifleman Unavailable for training/construction by (Picked player)
Player - Make Field Artillery Unavailable for training/construction by (Picked player)
Player - Make Sniper Unavailable for training/construction by (Picked player)
Player - Make Fort Unavailable for training/construction by (Picked player)
Player - Make S.VII Unavailable for training/construction by (Picked player)
Player - Make Nuclear Bomber Unavailable for training/construction by (Picked player)
reduce rate to when game's done
resource set up
Events
Time - Every (Random real number between 0.80 and 1.20) seconds of game time
Conditions
Actions
Unit - Create 1 . Ruins for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Bear for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Bear for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Bear for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Bear for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Bear for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Coal Mine for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Coal Mine for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Coal Mine for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Corn Field for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Corn Field for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Corn Field for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Corn Field for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Corn Field for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Game for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Game for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Game for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Game for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Game for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Game for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Game for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Gem Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Gem Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Gem Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Gem Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Gem Deposit for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Gold Mine for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Grape Vineyard for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Grape Vineyard for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Grape Vineyard for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Grape Vineyard for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Iron Mine for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Iron Mine for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Iron Mine for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Rice Field for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Rice Field for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Rice Field for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Rice Field for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Rice Field for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Spring Water for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Spring Water for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Spring Water for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Spring Water for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Spring Water for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Spring Water for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Fish School for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Fish School for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Fish School for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Fish School for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Peat Bog for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Peat Bog for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Peat Bog for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Region_000 <gen> matching (((Terrain type at (Position of (Matching unit))) Equal to Lordaeron Summer - Dirt) and ((Unit-type of (Matching unit)) Not equal to Fish School))) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units in Region_000 <gen> matching (((Terrain type at (Position of (Matching unit))) Not equal to Lordaeron Summer - Dirt) and ((Unit-type of (Matching unit)) Equal to Fish School))) and do (Remove (Picked unit) from the game)
-------- Barbarians --------
Wait 120.00 seconds
Unit - Create 1 . Warrior for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Warrior for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
Unit - Create 1 . Warrior for Neutral Hostile at (Random point in Region_000 <gen>) facing Default building facing degrees
stop resource set up
Events
Time - Elapsed game time is 20.00 seconds
Conditions
Actions
Countdown Timer - Create a timer window for (Last started timer) with title Turn End Timer
Trigger - Turn on Resources <gen>
Trigger - Turn off resource_set_up <gen>
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in weird_place <gen>) and do (Remove (Picked unit) from the game)
Game - Display to (All players) the text: Look for a place with substantial amounts of resources and have your settler settle there, the City would automatically capture resources.
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Unit - Create 1 . Settler for (Picked player) at ((Picked player) start location) facing Default building facing degrees
Unit - Create 1 . Warrior for (Picked player) at ((Picked player) start location) facing Default building facing degrees
Wait 40.00 seconds
Trigger - Turn on Barbarians_tech_1 <gen>
ally all
Events
Player - Player 1 (Red) types a chat message containing -ally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -ally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -ally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -ally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -ally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -ally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -ally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -ally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -ally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -ally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -ally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -ally all (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + is a coward and has decided to ally all)
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
Player - Make (Triggering player) treat (Player((Integer A))) as an Ally with shared vision
unally all
Events
Player - Player 1 (Red) types a chat message containing -unally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -unally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -unally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -unally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -unally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -unally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -unally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -unally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -unally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -unally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -unally all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -unally all (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has decided that he can take you all down!)
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
Player - Make (Triggering player) treat (Player((Integer A))) as an Enemy
peace all
Events
Player - Player 1 (Red) types a chat message containing -peace all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -peace all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -peace all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -peace all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -peace all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -peace all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -peace all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -peace all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -peace all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -peace all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -peace all (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -peace all (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + is a pacifist, yet a pessimist... he's neutral to all.)
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
Player - Make (Triggering player) treat (Player((Integer A))) as an Ally
rename1
Events
Player - Player 1 (Red) types a chat message containing -rename (Unexpected type: 'stringnoformat') as A substring
Player - Player 2 (Blue) types a chat message containing -rename (Unexpected type: 'stringnoformat') as A substring
Player - Player 3 (Teal) types a chat message containing -rename (Unexpected type: 'stringnoformat') as A substring
Player - Player 4 (Purple) types a chat message containing -rename (Unexpected type: 'stringnoformat') as A substring
Player - Player 5 (Yellow) types a chat message containing -rename (Unexpected type: 'stringnoformat') as A substring
Player - Player 6 (Orange) types a chat message containing -rename (Unexpected type: 'stringnoformat') as A substring
Player - Player 7 (Green) types a chat message containing -rename (Unexpected type: 'stringnoformat') as A substring
Player - Player 8 (Pink) types a chat message containing -rename (Unexpected type: 'stringnoformat') as A substring
Player - Player 9 (Gray) types a chat message containing -rename (Unexpected type: 'stringnoformat') as A substring
Player - Player 10 (Light Blue) types a chat message containing -rename (Unexpected type: 'stringnoformat') as A substring
Player - Player 11 (Dark Green) types a chat message containing -rename (Unexpected type: 'stringnoformat') as A substring
Player - Player 12 (Brown) types a chat message containing -rename (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set P1name[(Player number of (Triggering player))] = (Substring((Entered chat string), 9, 29))
Player - Set name of (Triggering player) to ((Name of Anarchy 0004 <gen>) + ( of + (Substring((Entered chat string), 9, 29))))
player 1
Events
Player - Player 1 (Red) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally teal
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 3 (Teal))))
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally purple
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 4 (Purple))))
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally yellow
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 5 (Yellow))))
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally green
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 7 (Green))))
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally pink
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 8 (Pink))))
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally gray
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 9 (Gray))))
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally lightblue
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 10 (Light Blue))))
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally darkgreen
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 11 (Dark Green))))
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally brown
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 12 (Brown))))
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
Else - Actions
Do nothing
player 1 Copy 2
Events
Player - Player 2 (Blue) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally teal
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 3 (Teal))))
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally purple
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 4 (Purple))))
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally yellow
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 5 (Yellow))))
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally green
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 7 (Green))))
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally pink
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 8 (Pink))))
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally gray
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 9 (Gray))))
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally lightblue
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 10 (Light Blue))))
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally darkgreen
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 11 (Dark Green))))
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally brown
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 12 (Brown))))
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
Else - Actions
Do nothing
player 1 Copy 3
Events
Player - Player 3 (Teal) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally red
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 1 (Red))))
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally purple
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 4 (Purple))))
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally yellow
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 5 (Yellow))))
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally green
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 7 (Green))))
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally pink
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 8 (Pink))))
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally gray
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 9 (Gray))))
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally lightblue
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 10 (Light Blue))))
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally darkgreen
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 11 (Dark Green))))
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally brown
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 12 (Brown))))
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
Else - Actions
Do nothing
player 1 Copy 4
Events
Player - Player 4 (Purple) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally teal
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 3 (Teal))))
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally red
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 1 (Red))))
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally yellow
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 5 (Yellow))))
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally green
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 7 (Green))))
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally pink
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 8 (Pink))))
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally gray
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 9 (Gray))))
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally lightblue
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 10 (Light Blue))))
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally darkgreen
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 11 (Dark Green))))
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally brown
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 12 (Brown))))
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
Else - Actions
Do nothing
player 5
Events
Player - Player 5 (Yellow) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally teal
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 3 (Teal))))
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally purple
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 4 (Purple))))
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally red
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 1 (Red))))
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally green
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 7 (Green))))
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally pink
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 8 (Pink))))
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally gray
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 9 (Gray))))
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally lightblue
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 10 (Light Blue))))
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally darkgreen
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 11 (Dark Green))))
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally brown
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 12 (Brown))))
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
Else - Actions
Do nothing
player 1 Copy 5
Events
Player - Player 6 (Orange) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally teal
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 3 (Teal))))
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally purple
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 4 (Purple))))
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally yellow
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 5 (Yellow))))
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally green
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 7 (Green))))
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally pink
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 8 (Pink))))
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally gray
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 9 (Gray))))
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally lightblue
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 10 (Light Blue))))
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally darkgreen
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 11 (Dark Green))))
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally brown
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 12 (Brown))))
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
Else - Actions
Do nothing
player 1 Copy 6
Events
Player - Player 7 (Green) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally teal
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 3 (Teal))))
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally purple
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 4 (Purple))))
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally yellow
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 5 (Yellow))))
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally pink
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 8 (Pink))))
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally gray
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 9 (Gray))))
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally lightblue
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 10 (Light Blue))))
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally darkgreen
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 11 (Dark Green))))
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally brown
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 12 (Brown))))
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
Else - Actions
Do nothing
player 1 Copy 7
Events
Player - Player 8 (Pink) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally teal
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 3 (Teal))))
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally purple
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 4 (Purple))))
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally yellow
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 5 (Yellow))))
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally green
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 7 (Green))))
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally gray
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 9 (Gray))))
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally lightblue
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 10 (Light Blue))))
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally darkgreen
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 11 (Dark Green))))
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally brown
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 12 (Brown))))
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
Else - Actions
Do nothing
player 1 Copy 8
Events
Player - Player 9 (Gray) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally teal
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 3 (Teal))))
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally purple
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 4 (Purple))))
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally yellow
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 5 (Yellow))))
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally green
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 7 (Green))))
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally pink
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 8 (Pink))))
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally lightblue
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 10 (Light Blue))))
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally darkgreen
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 11 (Dark Green))))
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally brown
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 12 (Brown))))
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
Else - Actions
Do nothing
player 1 Copy 9
Events
Player - Player 10 (Light Blue) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally teal
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 3 (Teal))))
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally purple
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 4 (Purple))))
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally yellow
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 5 (Yellow))))
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally green
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 7 (Green))))
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally pink
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 8 (Pink))))
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally gray
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 9 (Gray))))
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally darkgreen
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 11 (Dark Green))))
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally brown
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 12 (Brown))))
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
Else - Actions
Do nothing
player 1 Copy 10
Events
Player - Player 11 (Dark Green) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally teal
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 3 (Teal))))
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally purple
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 4 (Purple))))
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally yellow
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 5 (Yellow))))
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally green
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 7 (Green))))
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally pink
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 8 (Pink))))
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally gray
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 9 (Gray))))
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally lightblue
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 10 (Light Blue))))
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally brown
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 12 (Brown))))
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 1 (Red))))
Else - Actions
Do nothing
player 1 Copy 11
Events
Player - Player 12 (Brown) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally teal
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 3 (Teal))))
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally purple
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 4 (Purple))))
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally yellow
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 5 (Yellow))))
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally green
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 7 (Green))))
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally pink
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 8 (Pink))))
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally gray
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 9 (Gray))))
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally lightblue
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 10 (Light Blue))))
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally darkgreen
Then - Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 11 (Dark Green))))
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of Player 1 (Red))))
Else - Actions
Do nothing
peace 1
Events
Player - Player 1 (Red) types a chat message containing -peace (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace all
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + has made peace with everyone. (foolish))
Else - Actions
Do nothing
peace 1 Copy
Events
Player - Player 2 (Blue) types a chat message containing -peace (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace all
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + has made peace with everyone. (foolish))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
peace 1 Copy 2
Events
Player - Player 3 (Teal) types a chat message containing -peace (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace all
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + has made peace with everyone. (foolish))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
peace 1 Copy 3
Events
Player - Player 4 (Purple) types a chat message containing -peace (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace all
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + has made peace with everyone. (foolish))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
peace 1 Copy 4
Events
Player - Player 5 (Yellow) types a chat message containing -peace (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace all
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + has made peace with everyone. (foolish))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
peace 1 Copy 5
Events
Player - Player 6 (Orange) types a chat message containing -peace (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace all
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + has made peace with everyone. (foolish))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
peace 1 Copy 6
Events
Player - Player 7 (Green) types a chat message containing -peace (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace all
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + has made peace with everyone. (foolish))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
peace 1 Copy 7
Events
Player - Player 8 (Pink) types a chat message containing -peace (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace all
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + has made peace with everyone. (foolish))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
peace 1 Copy 8
Events
Player - Player 9 (Gray) types a chat message containing -peace (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace all
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + has made peace with everyone. (foolish))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
peace 1 Copy 9
Events
Player - Player 10 (Light Blue) types a chat message containing -peace (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace all
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + has made peace with everyone. (foolish))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
peace 1 Copy 10
Events
Player - Player 11 (Dark Green) types a chat message containing -peace (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace all
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + has made peace with everyone. (foolish))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 1 (Red))))
Else - Actions
Do nothing
peace 1 Copy 11
Events
Player - Player 12 (Brown) types a chat message containing -peace (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace all
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + has made peace with everyone. (foolish))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -peace red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has made peace with + (Name of Player 1 (Red))))
Else - Actions
Do nothing
player 1 Copy
Events
Player - Player 1 (Red) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
player 1 Copy Copy
Events
Player - Player 2 (Blue) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
player 1 Copy Copy 2
Events
Player - Player 3 (Teal) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
player 1 Copy Copy 3
Events
Player - Player 4 (Purple) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
player 1 Copy Copy 4
Events
Player - Player 5 (Yellow) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
player 1 Copy Copy 5
Events
Player - Player 6 (Orange) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
player 1 Copy Copy 6
Events
Player - Player 7 (Green) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
player 1 Copy Copy 7
Events
Player - Player 8 (Pink) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
player 1 Copy Copy 8
Events
Player - Player 9 (Gray) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
player 1 Copy Copy 9
Events
Player - Player 10 (Light Blue) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 1 (Red))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
player 1 Copy Copy 10
Events
Player - Player 11 (Dark Green) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally brown
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 12 (Brown))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 1 (Red))))
Else - Actions
Do nothing
player 1 Copy Copy 11
Events
Player - Player 12 (Brown) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally blue
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 2 (Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally teal
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 3 (Teal))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally purple
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 4 (Purple))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally yellow
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 5 (Yellow))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally orange
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 6 (Orange))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally green
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 7 (Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally pink
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 8 (Pink))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally gray
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 9 (Gray))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally lightblue
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 10 (Light Blue))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally darkgreen
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 11 (Dark Green))))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally red
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has declared war on + (Name of Player 1 (Red))))
Else - Actions
Do nothing
order restored
Events
Unit - A unit Cancels an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Anarchy
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + 's government has been remodeled.)
Wait 2 seconds
Player - Set name of (Owner of (Triggering unit)) to (((Name of (Triggering unit)) + of ) + P1name[(Player number of (Owner of (Triggering unit)))])
Monarchy Copy
Events
Unit - A unit Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Monarchy
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + has set up a new government, Monarchy)
Wait 2.00 seconds
Player - Set name of (Owner of (Triggering unit)) to (((Name of (Triggering unit)) + of ) + P1name[(Player number of (Owner of (Triggering unit)))])
Anarchy
Events
Unit - A unit Begins an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Anarchy
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + has begun a revolution on his government.)
Wait 2.00 seconds
Player - Set name of (Owner of (Triggering unit)) to (((Name of (Triggering unit)) + of ) + P1name[(Player number of (Owner of (Triggering unit)))])
Republic Copy
Events
Unit - A unit Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Republic
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + has set up a new government, The Republic)
Wait 2.00 seconds
Player - Set name of (Owner of (Triggering unit)) to (((Name of (Triggering unit)) + of ) + P1name[(Player number of (Owner of (Triggering unit)))])
Democracy
Events
Unit - A unit Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Democracy
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + has set up a new government, Democracy)
Wait 2.00 seconds
Player - Set name of (Owner of (Triggering unit)) to (((Name of (Triggering unit)) + of ) + P1name[(Player number of (Owner of (Triggering unit)))])
absolute monarchy
Events
Unit - A unit Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Absolute Monarchy
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + has set up a new government, Absolute Monarchy)
Wait 2.00 seconds
Player - Set name of (Owner of (Triggering unit)) to (((Name of (Triggering unit)) + of ) + P1name[(Player number of (Owner of (Triggering unit)))])
comunism
Events
Unit - A unit Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Communism
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + has set up a new government, Communism.)
Wait 2.00 seconds
Player - Set name of (Owner of (Triggering unit)) to (((Name of (Triggering unit)) + of ) + P1name[(Player number of (Owner of (Triggering unit)))])
Fanaticism
Events
Unit - A unit Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Fanaticism
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + has set up a new government, Fanaticism)
Wait 2.00 seconds
Player - Set name of (Owner of (Triggering unit)) to (((Name of (Triggering unit)) + of ) + P1name[(Player number of (Owner of (Triggering unit)))])
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