Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
The King's Vengeance 6.1.w3x
Variables
Initialisation
initialisation
leaver game
evolution unites
up300
upAGE
Spawn Units and taxes
Tier Upgrade 2
Tier Upgrade 3
Tier Upgrade 4
victory 1.0
red victory
blue victory
cyan victory
purple victory
yellow victory
orange victory
green victory
pink victory
Defeat
defeat
defeat IA
AI security
Ai initialisation
the king
computer died
villages
economie
SE stop
SO stop
NO stop
NE stop
troupes villages
moulin
cercle 1
ferme
camera
cam1
cam2
cam3
cam4
Ally/Unally
Ally red
Ally blue
Ally purple
Ally teal
Ally pink
Ally yellow
Ally lightblue
Ally orange
Ally green
Ally darkgreen
Ally brown
Unally red
Unally blue
Unally teal
Unally purple
Unally yellow
Unally pink
Unally lightblue
Unally brown
Unally darkgreen
Unally green
Unally orange
Name
Type
is_array
initial_value
controlpoint
unitcode
Yes
ncp3
game
timer
No
king
unit
Yes
spawn
unitcode
Yes
hfoo
spawn2
unitcode
Yes
nhea
initialisation
Events
Map initialization
Conditions
Actions
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Use melee time of day (for all players)
Wait 0.10 seconds
Player Group - Pick every player in (All players) and do (Set (Picked player)'s camera Distance to target to 2500.00 over 0 seconds)
Countdown Timer - Create a timer window for game with title Troops and incomes :
Countdown Timer - Start game as a Repeating timer that will expire in 60.00 seconds
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
Player Group - Pick every player in (All players) and do (Add 700 to (Picked player).Current gold)
Player Group - Pick every player in (All players) and do (Add 1 to (Picked player).Current lumber)
Player Group - Pick every player in (All players) and do (Limit training of Peasant to 5 for (Picked player))
Player Group - Pick every player in (All players) and do (Limit training of Heroes to 1 for (Picked player))
For each (Integer A) from 1 to 8 , do (If (((Player((Integer A))) slot status) Equal to Is unused) then do (Pick every unit in (Units owned by (Player((Integer A))).) and do (Change ownership of (Picked unit) to Player 9 (Gray) and Retain color)) else do (Do nothing))
Unit - Create 1 Paladin for Player 9 (Gray) at (Player 9 (Gray) start location) facing (Position of (Triggering unit))
Cinematic - Turn cinematic mode On for (All players)
Game - Display to (All players) the text: Welcome to The King's vengeance ! You have a large territory. You have to Build a army, choose a leader and go to conquer lands. You can play alone and send the war to everybody, or ally you with some people for kill the middle player, the king !Use technologies for upgrade your armies and become the new king of this world.You can find "commandes" into Help menu (F9)Game 6.1, By YUREKA92
Quest - Create a Optional quest titled Commandes with the description Alliance commandes :-ally "color"-unally "color"Camera commandes :-cam1 or 2 or 3 or 4Thx for all Models makers. You can find they work on http://www.hiveworkshop.com. , using icon path ReplaceableTextures\CommandButtons\BTNEngineeringUpgrade.blp
Wait 10.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Trigger - Turn off (This trigger)
leaver game
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 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Un joueur vient d'être déconnecter .Toute les unités du joueur viennent d'être transférés aux forces Rebels .
For each (Integer A) from 1 to 8 , do (If (((Player((Integer A))) slot status) Equal to Has left the game) then do (Pick every unit in (Units owned by (Player((Integer A))).) and do (Change ownership of (Picked unit) to Player 9 (Gray) and Retain color)) else do (Do nothing))
up300
Events
Time - Every 300.00 seconds of game time
Conditions
Actions
-------- IA evolution --------
Player Group - Pick every player in (All players controlled by a Computer player) and do (Set the current research level of Rhme (Unexpected type: 'techcode') to ((Current research level of Rhme (Unexpected type: 'techcode') for (Picked player)) + 1) for (Picked player))
Player Group - Pick every player in (All players controlled by a Computer player) and do (Set the current research level of Rhar (Unexpected type: 'techcode') to ((Current research level of Rhar (Unexpected type: 'techcode') for (Picked player)) + 1) for (Picked player))
Player Group - Pick every player in (All players controlled by a Computer player) and do (Set the current research level of Rhri (Unexpected type: 'techcode') to ((Current research level of Rhri (Unexpected type: 'techcode') for (Picked player)) + 1) for (Picked player))
Player Group - Pick every player in (All players controlled by a Computer player) and do (Set the current research level of Rhan (Unexpected type: 'techcode') to ((Current research level of Rhan (Unexpected type: 'techcode') for (Picked player)) + 1) for (Picked player))
Player Group - Pick every player in (All players controlled by a Computer player) and do (Set the current research level of Rhac (Unexpected type: 'techcode') to ((Current research level of Rhac (Unexpected type: 'techcode') for (Picked player)) + 1) for (Picked player))
-------- IA evolution village --------
Player Group - Pick every player in Player Group - Neutral Hostile and do (Set the current research level of Rhme (Unexpected type: 'techcode') to ((Current research level of Rhme (Unexpected type: 'techcode') for (Picked player)) + 1) for (Picked player))
Player Group - Pick every player in Player Group - Neutral Hostile and do (Set the current research level of Rhar (Unexpected type: 'techcode') to ((Current research level of Rhar (Unexpected type: 'techcode') for (Picked player)) + 1) for (Picked player))
Player Group - Pick every player in Player Group - Neutral Hostile and do (Set the current research level of Rhri (Unexpected type: 'techcode') to ((Current research level of Rhri (Unexpected type: 'techcode') for (Picked player)) + 1) for (Picked player))
Player Group - Pick every player in Player Group - Neutral Hostile and do (Set the current research level of Rhan (Unexpected type: 'techcode') to ((Current research level of Rhan (Unexpected type: 'techcode') for (Picked player)) + 1) for (Picked player))
Player Group - Pick every player in Player Group - Neutral Hostile and do (Set the current research level of Rhac (Unexpected type: 'techcode') to ((Current research level of Rhac (Unexpected type: 'techcode') for (Picked player)) + 1) for (Picked player))
upAGE
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
-------- IA evolution player 1 --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to Computer
Then - Actions
Wait 30.00 seconds
Player - Add 5000 to Player 1 (Red) . Current gold
Unit - Order Castle 0017 <gen> to train/upgrade to a Fortification
Else - Actions
Do nothing
-------- IA evolution player 2 --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
Wait 180.00 seconds
Unit - Order Castle 0024 <gen> to train/upgrade to a Fortification
Else - Actions
Do nothing
-------- IA evolution player 3 --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to Computer
Then - Actions
Unit - Order Castle 0023 <gen> to train/upgrade to a Fortification
Else - Actions
Do nothing
-------- IA evolution player 4 --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) controller) Equal to Computer
Then - Actions
Unit - Order Castle 0022 <gen> to train/upgrade to a Fortification
Else - Actions
Do nothing
-------- IA evolution player 5 --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) controller) Equal to Computer
Then - Actions
Unit - Order Castle 0021 <gen> to train/upgrade to a Fortification
Else - Actions
Do nothing
-------- IA evolution player 6 --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) controller) Equal to Computer
Then - Actions
Unit - Order Castle 0020 <gen> to train/upgrade to a Fortification
Else - Actions
Do nothing
-------- IA evolution player 7 --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) controller) Equal to Computer
Then - Actions
Unit - Order Castle 0019 <gen> to train/upgrade to a Fortification
Else - Actions
Do nothing
-------- IA evolution player 8 --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) controller) Equal to Computer
Then - Actions
Unit - Order Castle 0018 <gen> to train/upgrade to a Fortification
Else - Actions
Do nothing
Spawn Units and taxes
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Citadelle du Roi 0016 <gen> is alive) Equal to True
(Player 9 (Gray) Food used) Less than (Player 9 (Gray) Food cap)
Then - Actions
Unit - Create 4 Knight for Player 9 (Gray) at (Player 9 (Gray) start location) facing (Center of (Playable map area))
Unit - Create 12 Footman for Player 9 (Gray) at (Player 9 (Gray) start location) facing (Center of (Playable map area))
Unit - Create 8 Archer for Player 9 (Gray) at (Player 9 (Gray) start location) facing (Center of (Playable map area))
Else - Actions
Do nothing
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) Food used) Less than (Player 1 (Red) Food cap)
(Player 1 (Red) slot status) Equal to Is playing
(Castle 0017 <gen> is alive) Equal to True
Then - Actions
Unit - Create 8 spawn[1] for Player 1 (Red) at (Player 1 (Red) start location) facing (Center of (Playable map area))
Unit - Create 4 spawn2[1] for Player 1 (Red) at (Player 1 (Red) start location) facing (Center of (Playable map area))
Else - Actions
If ((Player 1 (Red) slot status) Equal to Has left the game) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0017 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 1 (Red) slot status) Equal to Has left the game) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0017 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 1 (Red) slot status) Equal to Is unused) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0017 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 1 (Red) slot status) Equal to Is unused) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0017 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) Food used) Less than (Player 2 (Blue) Food cap)
(Player 2 (Blue) slot status) Equal to Is playing
(Castle 0024 <gen> is alive) Equal to True
Then - Actions
Unit - Create 8 spawn[2] for Player 2 (Blue) at (Player 2 (Blue) start location) facing (Center of (Playable map area))
Unit - Create 4 spawn2[2] for Player 2 (Blue) at (Player 2 (Blue) start location) facing (Center of (Playable map area))
Else - Actions
If ((Player 2 (Blue) slot status) Equal to Has left the game) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0024 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Has left the game) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0024 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is unused) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0024 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is unused) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0024 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) Food used) Less than (Player 3 (Teal) Food cap)
(Player 3 (Teal) slot status) Equal to Is playing
(Castle 0023 <gen> is alive) Equal to True
Then - Actions
Unit - Create 8 spawn[3] for Player 3 (Teal) at (Player 3 (Teal) start location) facing (Center of (Playable map area))
Unit - Create 4 spawn2[3] for Player 3 (Teal) at (Player 3 (Teal) start location) facing (Center of (Playable map area))
Else - Actions
If ((Player 3 (Teal) slot status) Equal to Has left the game) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0023 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Has left the game) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0023 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is unused) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0023 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is unused) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0023 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) Food used) Less than (Player 4 (Purple) Food cap)
(Player 4 (Purple) slot status) Equal to Is playing
(Castle 0022 <gen> is alive) Equal to True
Then - Actions
Unit - Create 8 spawn[4] for Player 4 (Purple) at (Player 4 (Purple) start location) facing (Center of (Playable map area))
Unit - Create 4 spawn2[4] for Player 4 (Purple) at (Player 4 (Purple) start location) facing (Center of (Playable map area))
Else - Actions
If ((Player 4 (Purple) slot status) Equal to Has left the game) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0022 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Has left the game) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0022 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is unused) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0022 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is unused) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0022 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) Food used) Less than (Player 5 (Yellow) Food cap)
(Player 5 (Yellow) slot status) Equal to Is playing
(Castle 0021 <gen> is alive) Equal to True
Then - Actions
Unit - Create 8 spawn[5] for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing (Center of (Playable map area))
Unit - Create 4 spawn2[5] for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing (Center of (Playable map area))
Else - Actions
If ((Player 5 (Yellow) slot status) Equal to Has left the game) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0021 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Has left the game) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0021 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is unused) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0021 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is unused) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0021 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) Food used) Less than (Player 6 (Orange) Food cap)
(Player 6 (Orange) slot status) Equal to Is playing
(Castle 0020 <gen> is alive) Equal to True
Then - Actions
Unit - Create 8 spawn[6] for Player 6 (Orange) at (Player 6 (Orange) start location) facing (Center of (Playable map area))
Unit - Create 4 spawn2[6] for Player 6 (Orange) at (Player 6 (Orange) start location) facing (Center of (Playable map area))
Else - Actions
If ((Player 6 (Orange) slot status) Equal to Has left the game) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0020 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Has left the game) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0020 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is unused) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0020 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is unused) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0020 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) Food used) Less than (Player 7 (Green) Food cap)
(Player 7 (Green) slot status) Equal to Is playing
(Castle 0019 <gen> is alive) Equal to True
Then - Actions
Unit - Create 8 spawn[7] for Player 7 (Green) at (Player 7 (Green) start location) facing (Center of (Playable map area))
Unit - Create 4 spawn2[7] for Player 7 (Green) at (Player 7 (Green) start location) facing (Center of (Playable map area))
Else - Actions
If ((Player 7 (Green) slot status) Equal to Has left the game) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0019 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Has left the game) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0019 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is unused) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0019 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is unused) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0019 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) Food used) Less than (Player 8 (Pink) Food cap)
(Player 8 (Pink) slot status) Equal to Is playing
(Castle 0018 <gen> is alive) Equal to True
Then - Actions
Unit - Create 8 spawn[8] for Player 8 (Pink) at (Player 8 (Pink) start location) facing (Center of (Playable map area))
Unit - Create 4 spawn2[8] for Player 8 (Pink) at (Player 8 (Pink) start location) facing (Center of (Playable map area))
Else - Actions
If ((Player 8 (Pink) slot status) Equal to Has left the game) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0018 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Has left the game) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0018 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is unused) then do (Create 8 spawn[1] for Player 9 (Gray) at (Position of Castle 0018 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is unused) then do (Create 4 spawn2[1] for Player 9 (Gray) at (Position of Castle 0018 <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
Tier Upgrade 2
Events
Unit - A unit Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Fortification
Actions
Set Variable Set spawn[(Player number of (Triggering player))] = "hhes"
Tier Upgrade 3
Events
Unit - A unit Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Citadelle
Actions
Set Variable Set spawn[(Player number of (Triggering player))] = "hkni"
Tier Upgrade 4
Events
Unit - A unit Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Citadelle améliorée
Actions
Set Variable Set spawn[(Player number of (Triggering player))] = "hkni"
Set Variable Set spawn2[(Player number of (Triggering player))] = "eshd"
red victory
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 1 (Red) slot status) Equal to Is playing
((Player 2 (Blue) slot status) Equal to Has left the game) or ((Player 2 (Blue) slot status) Equal to Is unused)
((Player 3 (Teal) slot status) Equal to Has left the game) or ((Player 3 (Teal) slot status) Equal to Is unused)
((Player 4 (Purple) slot status) Equal to Has left the game) or ((Player 4 (Purple) slot status) Equal to Is unused)
((Player 5 (Yellow) slot status) Equal to Has left the game) or ((Player 5 (Yellow) slot status) Equal to Is unused)
((Player 6 (Orange) slot status) Equal to Has left the game) or ((Player 6 (Orange) slot status) Equal to Is unused)
((Player 7 (Green) slot status) Equal to Has left the game) or ((Player 7 (Green) slot status) Equal to Is unused)
((Player 8 (Pink) slot status) Equal to Has left the game) or ((Player 8 (Pink) slot status) Equal to Is unused)
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
blue victory
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 2 (Blue) slot status) Equal to Is playing
((Player 1 (Red) slot status) Equal to Has left the game) or ((Player 1 (Red) slot status) Equal to Is unused)
((Player 3 (Teal) slot status) Equal to Has left the game) or ((Player 3 (Teal) slot status) Equal to Is unused)
((Player 4 (Purple) slot status) Equal to Has left the game) or ((Player 4 (Purple) slot status) Equal to Is unused)
((Player 5 (Yellow) slot status) Equal to Has left the game) or ((Player 5 (Yellow) slot status) Equal to Is unused)
((Player 6 (Orange) slot status) Equal to Has left the game) or ((Player 6 (Orange) slot status) Equal to Is unused)
((Player 7 (Green) slot status) Equal to Has left the game) or ((Player 7 (Green) slot status) Equal to Is unused)
((Player 8 (Pink) slot status) Equal to Has left the game) or ((Player 8 (Pink) slot status) Equal to Is unused)
Actions
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
cyan victory
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 3 (Teal) slot status) Equal to Is playing
((Player 2 (Blue) slot status) Equal to Has left the game) or ((Player 2 (Blue) slot status) Equal to Is unused)
((Player 1 (Red) slot status) Equal to Has left the game) or ((Player 1 (Red) slot status) Equal to Is unused)
((Player 4 (Purple) slot status) Equal to Has left the game) or ((Player 4 (Purple) slot status) Equal to Is unused)
((Player 5 (Yellow) slot status) Equal to Has left the game) or ((Player 5 (Yellow) slot status) Equal to Is unused)
((Player 6 (Orange) slot status) Equal to Has left the game) or ((Player 6 (Orange) slot status) Equal to Is unused)
((Player 7 (Green) slot status) Equal to Has left the game) or ((Player 7 (Green) slot status) Equal to Is unused)
((Player 8 (Pink) slot status) Equal to Has left the game) or ((Player 8 (Pink) slot status) Equal to Is unused)
Actions
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
purple victory
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 4 (Purple) slot status) Equal to Is playing
((Player 2 (Blue) slot status) Equal to Has left the game) or ((Player 2 (Blue) slot status) Equal to Is unused)
((Player 1 (Red) slot status) Equal to Has left the game) or ((Player 1 (Red) slot status) Equal to Is unused)
((Player 3 (Teal) slot status) Equal to Has left the game) or ((Player 3 (Teal) slot status) Equal to Is unused)
((Player 5 (Yellow) slot status) Equal to Has left the game) or ((Player 5 (Yellow) slot status) Equal to Is unused)
((Player 6 (Orange) slot status) Equal to Has left the game) or ((Player 6 (Orange) slot status) Equal to Is unused)
((Player 7 (Green) slot status) Equal to Has left the game) or ((Player 7 (Green) slot status) Equal to Is unused)
((Player 8 (Pink) slot status) Equal to Has left the game) or ((Player 8 (Pink) slot status) Equal to Is unused)
Actions
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
yellow victory
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
((Player 2 (Blue) slot status) Equal to Has left the game) or ((Player 2 (Blue) slot status) Equal to Is unused)
((Player 3 (Teal) slot status) Equal to Has left the game) or ((Player 3 (Teal) slot status) Equal to Is unused)
((Player 1 (Red) slot status) Equal to Has left the game) or ((Player 1 (Red) slot status) Equal to Is unused)
((Player 4 (Purple) slot status) Equal to Has left the game) or ((Player 4 (Purple) slot status) Equal to Is unused)
((Player 6 (Orange) slot status) Equal to Has left the game) or ((Player 6 (Orange) slot status) Equal to Is unused)
((Player 7 (Green) slot status) Equal to Has left the game) or ((Player 7 (Green) slot status) Equal to Is unused)
((Player 8 (Pink) slot status) Equal to Has left the game) or ((Player 8 (Pink) slot status) Equal to Is unused)
Actions
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
orange victory
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 6 (Orange) slot status) Equal to Is playing
((Player 2 (Blue) slot status) Equal to Has left the game) or ((Player 2 (Blue) slot status) Equal to Is unused)
((Player 3 (Teal) slot status) Equal to Has left the game) or ((Player 3 (Teal) slot status) Equal to Is unused)
((Player 1 (Red) slot status) Equal to Has left the game) or ((Player 1 (Red) slot status) Equal to Is unused)
((Player 4 (Purple) slot status) Equal to Has left the game) or ((Player 4 (Purple) slot status) Equal to Is unused)
((Player 5 (Yellow) slot status) Equal to Has left the game) or ((Player 5 (Yellow) slot status) Equal to Is unused)
((Player 7 (Green) slot status) Equal to Has left the game) or ((Player 7 (Green) slot status) Equal to Is unused)
((Player 8 (Pink) slot status) Equal to Has left the game) or ((Player 8 (Pink) slot status) Equal to Is unused)
Actions
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
green victory
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 7 (Green) slot status) Equal to Is playing
((Player 2 (Blue) slot status) Equal to Has left the game) or ((Player 2 (Blue) slot status) Equal to Is unused)
((Player 3 (Teal) slot status) Equal to Has left the game) or ((Player 3 (Teal) slot status) Equal to Is unused)
((Player 1 (Red) slot status) Equal to Has left the game) or ((Player 1 (Red) slot status) Equal to Is unused)
((Player 4 (Purple) slot status) Equal to Has left the game) or ((Player 4 (Purple) slot status) Equal to Is unused)
((Player 5 (Yellow) slot status) Equal to Has left the game) or ((Player 5 (Yellow) slot status) Equal to Is unused)
((Player 6 (Orange) slot status) Equal to Has left the game) or ((Player 6 (Orange) slot status) Equal to Is unused)
((Player 8 (Pink) slot status) Equal to Has left the game) or ((Player 8 (Pink) slot status) Equal to Is unused)
Actions
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
pink victory
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 8 (Pink) slot status) Equal to Is playing
((Player 2 (Blue) slot status) Equal to Has left the game) or ((Player 2 (Blue) slot status) Equal to Is unused)
((Player 3 (Teal) slot status) Equal to Has left the game) or ((Player 3 (Teal) slot status) Equal to Is unused)
((Player 1 (Red) slot status) Equal to Has left the game) or ((Player 1 (Red) slot status) Equal to Is unused)
((Player 4 (Purple) slot status) Equal to Has left the game) or ((Player 4 (Purple) slot status) Equal to Is unused)
((Player 5 (Yellow) slot status) Equal to Has left the game) or ((Player 5 (Yellow) slot status) Equal to Is unused)
((Player 6 (Orange) slot status) Equal to Has left the game) or ((Player 6 (Orange) slot status) Equal to Is unused)
((Player 7 (Green) slot status) Equal to Has left the game) or ((Player 7 (Green) slot status) Equal to Is unused)
Actions
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
defeat
Events
Unit - Castle 0017 <gen> Dies
Unit - Castle 0018 <gen> Dies
Unit - Castle 0019 <gen> Dies
Unit - Castle 0020 <gen> Dies
Unit - Castle 0021 <gen> Dies
Unit - Castle 0022 <gen> Dies
Unit - Castle 0023 <gen> Dies
Unit - Castle 0024 <gen> Dies
Conditions
((Owner of (Triggering unit)) controller) Equal to User
Actions
Game - Defeat (Owner of (Triggering unit)) with the message: Défaite !
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Change ownership of (Picked unit) to Neutral Hostile and Change color)
defeat IA
Events
Unit - Castle 0017 <gen> Dies
Unit - Castle 0018 <gen> Dies
Unit - Castle 0019 <gen> Dies
Unit - Castle 0020 <gen> Dies
Unit - Castle 0021 <gen> Dies
Unit - Castle 0022 <gen> Dies
Unit - Castle 0023 <gen> Dies
Unit - Castle 0024 <gen> Dies
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
Actions
Game - Defeat (Owner of (Triggering unit)) with the message: Défaite !
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Change ownership of (Picked unit) to Neutral Hostile and Change color)
Ai initialisation
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to Computer
Then - Actions
Unit - Create 1 Commandant for Player 1 (Red) at (Player 1 (Red) start location) facing (Center of (Playable map area))
Player - Add 10000 to Player 1 (Red) . Current lumber
Player - Add 10000 to Player 1 (Red) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
Unit - Create 1 Archmage for Player 2 (Blue) at (Player 2 (Blue) start location) facing (Center of (Playable map area))
Player - Add 10000 to Player 2 (Blue) . Current lumber
Player - Add 10000 to Player 2 (Blue) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to Computer
Then - Actions
Unit - Create 1 Ranger for Player 3 (Teal) at (Player 3 (Teal) start location) facing (Center of (Playable map area))
Player - Add 10000 to Player 3 (Teal) . Current lumber
Player - Add 10000 to Player 3 (Teal) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) controller) Equal to Computer
Then - Actions
Unit - Create 1 Commandant for Player 4 (Purple) at (Player 4 (Purple) start location) facing (Center of (Playable map area))
Player - Add 10000 to Player 4 (Purple) . Current lumber
Player - Add 10000 to Player 4 (Purple) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) controller) Equal to Computer
Then - Actions
Unit - Create 1 Archmage for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing (Center of (Playable map area))
Player - Add 10000 to Player 5 (Yellow) . Current lumber
Player - Add 10000 to Player 5 (Yellow) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) controller) Equal to Computer
Then - Actions
Unit - Create 1 Ranger for Player 6 (Orange) at (Player 6 (Orange) start location) facing (Center of (Playable map area))
Player - Add 10000 to Player 6 (Orange) . Current lumber
Player - Add 10000 to Player 6 (Orange) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) controller) Equal to Computer
Then - Actions
Unit - Create 1 Commandant for Player 7 (Green) at (Player 7 (Green) start location) facing (Center of (Playable map area))
Player - Add 10000 to Player 7 (Green) . Current lumber
Player - Add 10000 to Player 7 (Green) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) controller) Equal to Computer
Then - Actions
Unit - Create 1 Archmage for Player 8 (Pink) at (Player 8 (Pink) start location) facing (Center of (Playable map area))
Player - Add 10000 to Player 8 (Pink) . Current lumber
Player - Add 10000 to Player 8 (Pink) . Current gold
Else - Actions
Do nothing
the king
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
Actions
Game - Display to (All players) the text: Le rois vient d'être bléssé ! Il reviendra ...
Wait 180.00 seconds
Game - Display to (All players) the text: Le rois est de retour !!!!
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.