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Triggers
War Tactics 5.19.w3x
Variables
Initialization
Timing
Timing Copy
Melee Initialization
Cams
Cam p1
Cam p1 Copy
Cam p1 Copy 2
Cam p1 Copy 3
Cam p1 Copy 4
Cam p1 Copy 5
Cam p1 Copy 6
Cam p1 Copy 7
Cam p1 Copy 8
Untitled Category
Victory
Victory Copy
Left
Left Copy
Left Copy 2
Left Copy 3
Left Copy 4
Left Copy 5
Left Copy 6
Left Copy 7
Attempt at AI
AI
AI Copy
AI Copy 2
AI Copy 2 Copy
AI Copy 2 Copy 2
AI Copy 2 Copy 2 Copy
AI Copy 2 Copy 2 Copy 2
AI Copy 2 Copy 2 Copy 3
Attempt at AI p2
P2 build
Abilities
Engineer
Bounce
Missiles
extra stuff
Kick
Kick Copy
Kick Copy 2
Kick Copy 3
Kick Copy 5
Kick Copy 6
Kick Copy 4
extra
music
Random String
music Copy
Dead Airfield
Dead Airfield Copy 5
Dead Airfield Copy
Dead Airfield Copy 2
Taking tank or plane
Quests
Quests
End
End 1
Leaving
Leave
Leave Copy
Leave Copy 2
Leave Copy 3
Leave Copy 4
Leave Copy 5
Leave Copy 6
Leave Copy 7
Alliances
Ally
Ally Copy
Ally Copy 2
Ally Copy 3
Ally Copy 4
Ally Copy 5
Ally Copy 6
Ally Copy 7
Unalliances
Unally
Unally Copy
Unally Copy 2
Unally Copy 3
Unally Copy 4
Unally Copy 5
Unally Copy 6
Unally Copy 7
Too many allies
Allied
Allied Copy
Allied Copy 2
Allied Copy 3
Allied Copy 4
Allied Copy 5
Allied Copy 6
Allied Copy 7
Remove
Remove 1
Remove 2
Remove 1 Copy
Remove 1 Copy 2
Remove 1 Copy 3
Remove 1 Copy 4
Remove 1 Copy 5
Remove 1 Copy 6
Remove 1 Copy 7
Remove 1 Copy 8
Period
Period
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
ally_1
force
No
Builder
unit
Yes
Int1
integer
No
player_allying
player
No
Player_unallying
player
No
String
string
Yes
Vis1
fogmodifier
No
Vis2
fogmodifier
No
Timing
Events
Game - The in-game time of day becomes Equal to 18.00
Conditions
Actions
Visibility - Enable fog of war
Visibility - Enable black mask
Timing Copy
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Visibility - Disable black mask
Nevermind dont fix this up any at all OR I WILL HUNT YOU DOWN.
Amish_KOTP
P.S. - not really but i will be mad.
Melee Initialization
Events
Map initialization
Conditions
Actions
Visibility - Enable fog of war
Visibility - Disable black mask
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
Wait 0.01 seconds
Wait 0.01 seconds
Unit - Create 1 . Defense Builder for Player 1 (Red) at (Position of Command Post 0001 <gen>) facing Default building facing degrees
Unit - Create 1 . Builder for Player 2 (Blue) at (Position of Command Post 0002 <gen>) facing Default building facing degrees
Unit - Create 1 . Defense Builder for Player 2 (Blue) at (Position of Command Post 0002 <gen>) facing Default building facing degrees
Unit - Create 1 . Builder for Player 3 (Teal) at (Position of Command Post 0003 <gen>) facing Default building facing degrees
Unit - Create 1 . Defense Builder for Player 3 (Teal) at (Position of Command Post 0003 <gen>) facing Default building facing degrees
Unit - Create 1 . Builder for Player 4 (Purple) at (Position of Command Post 0000 <gen>) facing Default building facing degrees
Unit - Create 1 . Defense Builder for Player 4 (Purple) at (Position of Command Post 0000 <gen>) facing Default building facing degrees
Unit - Create 1 . Builder for Player 6 (Orange) at (Position of Command Post 0006 <gen>) facing Default building facing degrees
Unit - Create 1 . Defense Builder for Player 6 (Orange) at (Position of Command Post 0006 <gen>) facing Default building facing degrees
Unit - Create 1 . Builder for Player 1 (Red) at (Position of Command Post 0001 <gen>) facing Default building facing degrees
Unit - Create 1 . Builder for Player 7 (Green) at (Position of Command Post 0007 <gen>) facing Default building facing degrees
Unit - Create 1 . Defense Builder for Player 7 (Green) at (Position of Command Post 0007 <gen>) facing Default building facing degrees
Unit - Create 1 . Builder for Player 8 (Pink) at (Position of Command Post 0008 <gen>) facing Default building facing degrees
Unit - Create 1 . Defense Builder for Player 8 (Pink) at (Position of Command Post 0008 <gen>) facing Default building facing degrees
Unit - Create 1 . Builder for Player 10 (Light Blue) at (Position of Command Post 0004 <gen>) facing Default building facing degrees
Unit - Create 1 . Defense Builder for Player 10 (Light Blue) at (Position of Command Post 0004 <gen>) facing Default building facing degrees
Set Variable Set String[1] = "|cff990099New this version - Terrain and money."
Set Variable Set String[2] = "|cff009999Infantry is well rounded. Some units are good against infantry, some against air, some against tanks."
Set Variable Set String[3] = "|cff999900This map is still under construction...anyone wanting to help /w me, Amish_KOTP when you can."
Set Variable Set String[4] = "|cff995099If someone on your team gets tanks, another gets planes, another infantry and so on you will be nearly unstoppable."
Set Variable Set String[5] = "|cff999950Higher ground makes you hit more often, and enemies miss more often."
Set Variable Set String[6] = "|cff509999Use the quest menu if you have any problems/questions. It might help a little."
Set Variable Set String[7] = "|cff505099There is a wall in front of your base. Continue building along this to enhance your defense"
Set Variable Set String[8] = "|cff505050If you lose an ally don't leave you can still win."
Set Variable Set String[9] = "|cff757575The engineer can take enemy buildings but it is very vulnerable."
Set Variable Set String[10] = "|cff759975Mechs are basically tanks so i suggest not getting both."
Sound - Set the music list to War2IntroMusic <gen> , starting with song 0
Game - Display to (All players) the text: For some reason nobody can ever figure out what to do on this game. So here is the short version:Simply put, all you have to do is blow everyone else up.
Wait 4.00 seconds
Wait 10.00 seconds
Game - Display to (All players) the text: Other than that, have fun. This map is still under construction though it is quite close to being finished.
Cam p1
Events
Player - Player 1 (Red) types a chat message containing -zoom (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Integer((Substring((Entered chat string), 7, 11)))) Greater than 0
(Integer((Substring((Entered chat string), 7, 11)))) Less than or equal to 5000
Then - Actions
Set Variable Set Int1 = (Integer((Substring((Entered chat string), 7, 11))))
Camera - Pan camera for Player 1 (Red) to (Source of current camera view) with height (0.00 + (Real(Int1))) above the terrain over 0 seconds
Else - Actions
Do nothing
Cam p1 Copy
Events
Player - Player 2 (Blue) types a chat message containing -zoom (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Integer((Substring((Entered chat string), 7, 11)))) Greater than 0
(Integer((Substring((Entered chat string), 7, 11)))) Less than or equal to 5000
Then - Actions
Set Variable Set Int1 = (Integer((Substring((Entered chat string), 7, 11))))
Camera - Pan camera for Player 2 (Blue) to (Source of current camera view) with height (0.00 + (Real(Int1))) above the terrain over 0 seconds
Else - Actions
Do nothing
Cam p1 Copy 2
Events
Player - Player 3 (Teal) types a chat message containing -zoom (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Integer((Substring((Entered chat string), 7, 11)))) Greater than 0
(Integer((Substring((Entered chat string), 7, 11)))) Less than or equal to 5000
Then - Actions
Set Variable Set Int1 = (Integer((Substring((Entered chat string), 7, 11))))
Camera - Pan camera for Player 3 (Teal) to (Source of current camera view) with height (0.00 + (Real(Int1))) above the terrain over 0 seconds
Else - Actions
Do nothing
Cam p1 Copy 3
Events
Player - Player 4 (Purple) types a chat message containing -zoom (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Integer((Substring((Entered chat string), 7, 11)))) Greater than 0
(Integer((Substring((Entered chat string), 7, 11)))) Less than or equal to 5000
Then - Actions
Set Variable Set Int1 = (Integer((Substring((Entered chat string), 7, 11))))
Camera - Pan camera for Player 4 (Purple) to (Source of current camera view) with height (0.00 + (Real(Int1))) above the terrain over 0 seconds
Else - Actions
Do nothing
Cam p1 Copy 4
Events
Player - Player 7 (Green) types a chat message containing -zoom (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Integer((Substring((Entered chat string), 7, 11)))) Greater than 0
(Integer((Substring((Entered chat string), 7, 11)))) Less than or equal to 5000
Then - Actions
Set Variable Set Int1 = (Integer((Substring((Entered chat string), 7, 11))))
Camera - Pan camera for Player 7 (Green) to (Source of current camera view) with height (0.00 + (Real(Int1))) above the terrain over 0 seconds
Else - Actions
Do nothing
Cam p1 Copy 5
Events
Player - Player 6 (Orange) types a chat message containing -zoom (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Integer((Substring((Entered chat string), 7, 11)))) Greater than 0
(Integer((Substring((Entered chat string), 7, 11)))) Less than or equal to 5000
Then - Actions
Set Variable Set Int1 = (Integer((Substring((Entered chat string), 7, 11))))
Camera - Pan camera for Player 6 (Orange) to (Source of current camera view) with height (0.00 + (Real(Int1))) above the terrain over 0 seconds
Else - Actions
Do nothing
Cam p1 Copy 6
Events
Player - Player 8 (Pink) types a chat message containing -zoom (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Integer((Substring((Entered chat string), 7, 11)))) Greater than 0
(Integer((Substring((Entered chat string), 7, 11)))) Less than or equal to 5000
Then - Actions
Set Variable Set Int1 = (Integer((Substring((Entered chat string), 7, 11))))
Camera - Pan camera for Player 8 (Pink) to (Source of current camera view) with height (0.00 + (Real(Int1))) above the terrain over 0 seconds
Else - Actions
Do nothing
Cam p1 Copy 7
Events
Player - Player 9 (Gray) types a chat message containing -zoom (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Integer((Substring((Entered chat string), 7, 11)))) Greater than 0
(Integer((Substring((Entered chat string), 7, 11)))) Less than or equal to 5000
Then - Actions
Set Variable Set Int1 = (Integer((Substring((Entered chat string), 7, 11))))
Camera - Pan camera for Player 9 (Gray) to (Source of current camera view) with height (0.00 + (Real(Int1))) above the terrain over 0 seconds
Else - Actions
Do nothing
Cam p1 Copy 8
Events
Player - Player 10 (Light Blue) types a chat message containing -zoom (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Integer((Substring((Entered chat string), 7, 11)))) Greater than 0
(Integer((Substring((Entered chat string), 7, 11)))) Less than or equal to 5000
Then - Actions
Set Variable Set Int1 = (Integer((Substring((Entered chat string), 7, 11))))
Camera - Pan camera for Player 10 (Light Blue) to (Source of current camera view) with height (0.00 + (Real(Int1))) above the terrain over 0 seconds
Else - Actions
Do nothing
Victory
Events
Time - Every 0.01 seconds of game time
Conditions
And - All (Conditions) are true
Conditions
(Command Post 0001 <gen> is dead) Equal to True
(Command Post 0006 <gen> is dead) Equal to True
(Command Post 0008 <gen> is dead) Equal to True
(Command Post 0002 <gen> is dead) Equal to True
Actions
Player Group - Pick every player in (All allies of Player 10 (Light Blue).) and do (Victory (Picked player) (Show dialogs, Show scores))
Trigger - Turn off (This trigger)
Victory Copy
Events
Time - Every 0.01 seconds of game time
Conditions
And - All (Conditions) are true
Conditions
(Command Post 0004 <gen> is dead) Equal to True
(Command Post 0000 <gen> is dead) Equal to True
(Command Post 0003 <gen> is dead) Equal to True
(Command Post 0007 <gen> is dead) Equal to True
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Victory (Picked player) (Show dialogs, Show scores))
Trigger - Turn off (This trigger)
Left
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 1 (Red)) + has left the game. He will now be played by an AI.)
Left Copy
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 2 (Blue)) + has left the game. He will now be played by an AI.)
Left Copy 2
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 3 (Teal)) + has left the game. He will now be played by an AI.)
Left Copy 3
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 4 (Purple)) + has left the game. He will now be played by an AI.)
Left Copy 4
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 6 (Orange)) + has left the game. He will now be played by an AI.)
Left Copy 5
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 7 (Green)) + has left the game. He will now be played by an AI.)
Left Copy 6
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 8 (Pink)) + has left the game. He will now be played by an AI.)
Left Copy 7
Events
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 10 (Light Blue)) + has left the game. He will now be played by an AI.)
AI
Events
Time - Every 60.00 seconds of game time
Conditions
Or - Any (Conditions) are true
Conditions
(Player 1 (Red) slot status) Equal to Is unused
(Player 1 (Red) slot status) Equal to Has left the game
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by (Matching player).)) Greater than or equal to 15
Then - Actions
Unit Group - Order (Units owned by Player 1 (Red).) to Attack . (Random unit from (Units owned by (Random player from (All enemies of Player 1 (Red).)) of type Command Post))
Else - Actions
Do nothing
AI Copy
Events
Time - Every 60.00 seconds of game time
Conditions
Or - Any (Conditions) are true
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
(Player 2 (Blue) slot status) Equal to Has left the game
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by (Matching player).)) Greater than or equal to 15
Then - Actions
Unit Group - Order (Units owned by Player 2 (Blue).) to Attack . (Random unit from (Units owned by (Random player from (All enemies of Player 2 (Blue).)) of type Command Post))
Else - Actions
Do nothing
AI Copy 2
Events
Time - Every 60.00 seconds of game time
Conditions
Or - Any (Conditions) are true
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
(Player 3 (Teal) slot status) Equal to Has left the game
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by (Matching player).)) Greater than or equal to 15
Then - Actions
Unit Group - Order (Units owned by Player 3 (Teal).) to Attack . (Random unit from (Units owned by (Random player from (All enemies of Player 3 (Teal).)) of type Command Post))
Else - Actions
Do nothing
AI Copy 2 Copy
Events
Time - Every 60.00 seconds of game time
Conditions
Or - Any (Conditions) are true
Conditions
(Player 4 (Purple) slot status) Equal to Is unused
(Player 4 (Purple) slot status) Equal to Has left the game
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by (Matching player).)) Greater than or equal to 15
Then - Actions
Unit Group - Order (Units owned by Player 4 (Purple).) to Attack . (Random unit from (Units owned by (Random player from (All enemies of Player 4 (Purple).)) of type Command Post))
Else - Actions
Do nothing
AI Copy 2 Copy 2
Events
Time - Every 60.00 seconds of game time
Conditions
Or - Any (Conditions) are true
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
(Player 6 (Orange) slot status) Equal to Has left the game
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by (Matching player).)) Greater than or equal to 15
Then - Actions
Unit Group - Order (Units owned by Player 6 (Orange).) to Attack . (Random unit from (Units owned by (Random player from (All enemies of Player 6 (Orange).)) of type Command Post))
Else - Actions
Do nothing
AI Copy 2 Copy 2 Copy
Events
Time - Every 60.00 seconds of game time
Conditions
Or - Any (Conditions) are true
Conditions
(Player 7 (Green) slot status) Equal to Is unused
(Player 7 (Green) slot status) Equal to Has left the game
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by (Matching player).)) Greater than or equal to 15
Then - Actions
Unit Group - Order (Units owned by Player 7 (Green).) to Attack . (Random unit from (Units owned by (Random player from (All enemies of Player 7 (Green).)) of type Command Post))
Else - Actions
Do nothing
AI Copy 2 Copy 2 Copy 2
Events
Time - Every 60.00 seconds of game time
Conditions
Or - Any (Conditions) are true
Conditions
(Player 8 (Pink) slot status) Equal to Is unused
(Player 8 (Pink) slot status) Equal to Has left the game
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by (Matching player).)) Greater than or equal to 15
Then - Actions
Unit Group - Order (Units owned by Player 8 (Pink).) to Attack . (Random unit from (Units owned by (Random player from (All enemies of Player 8 (Pink).)) of type Command Post))
Else - Actions
Do nothing
AI Copy 2 Copy 2 Copy 3
Events
Time - Every 60.00 seconds of game time
Conditions
Or - Any (Conditions) are true
Conditions
(Player 10 (Light Blue) slot status) Equal to Is unused
(Player 10 (Light Blue) slot status) Equal to Has left the game
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by (Matching player).)) Greater than or equal to 15
Then - Actions
Unit Group - Order (Units owned by Player 10 (Light Blue).) to Attack . (Random unit from (Units owned by (Random player from (All enemies of Player 9 (Gray).)) of type Command Post))
Else - Actions
Do nothing
P2 build
Events
Time - Every 0.07 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
(Player 2 (Blue) slot status) Equal to Has left the game
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Training Room 0021 <gen> is alive) Equal to True
Then - Actions
Unit - Order Training Room 0021 <gen> to train/upgrade to a Marine
Else - Actions
Unit - Order Command Post 0002 <gen> to train/upgrade to a Builder
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Builder) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to build a Training Room at (Position of Training Room 0021 <gen>)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Upgrade Center 0023 <gen> is alive) Equal to True
Then - Actions
Unit - Order Upgrade Center 0023 <gen> to research R000 (Unexpected type: 'techcode')
Else - Actions
Unit - Order Command Post 0002 <gen> to train/upgrade to a Builder
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Builder) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to build a Upgrade Center at (Position of Upgrade Center 0023 <gen>)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mechanic Shop 0033 <gen> is alive) Equal to True
Then - Actions
Unit - Order Mechanic Shop 0033 <gen> to train/upgrade to a Light Prizm Tank
Else - Actions
Unit - Order Command Post 0002 <gen> to train/upgrade to a Builder
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Builder) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to build a Mechanic Shop at (Position of Mechanic Shop 0033 <gen>)
Else - Actions
Do nothing
Engineer
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Attacked unit) is A structure) Equal to True
(Unit-type of (Attacked unit)) Not equal to Command Post
(Unit-type of (Attacking unit)) Equal to Engineer
Actions
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Unit - Remove (Attacking unit) from the game
Bounce
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Bouncing Light
Actions
Lightning - Create a Chain Lightning - Primary lightning effect from source (Position of (Casting unit)) to target (Position of (Target unit of ability being cast))
Kick
Events
Player - Player 1 (Red) types a chat message containing -kick blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Name of Player 1 (Red)) Equal to Amish_KOTP
Then - Actions
Game - Defeat Player 2 (Blue) with the message: DONT MAKE TEH AMISH MAD!!!
Else - Actions
Game - Display to (All players) the text: (Player 1: + ((Name of Player 1 (Red)) + ( has tried to kick + (Name of Player 2 (Blue)))))
Kick Copy
Events
Player - Player 1 (Red) types a chat message containing -kick teal (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Name of Player 1 (Red)) Equal to Amish_KOTP
Then - Actions
Game - Defeat Player 3 (Teal) with the message: DONT MAKE TEH AMISH MAD!!!
Else - Actions
Game - Display to (All players) the text: (Player 1: + ((Name of Player 1 (Red)) + ( has tried to kick + (Name of Player 3 (Teal)))))
Kick Copy 2
Events
Player - Player 1 (Red) types a chat message containing -kick purp (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Name of Player 1 (Red)) Equal to Amish_KOTP
Then - Actions
Game - Defeat Player 4 (Purple) with the message: DONT MAKE TEH AMISH MAD!!!
Else - Actions
Game - Display to (All players) the text: (Player 1: + ((Name of Player 1 (Red)) + ( has tried to kick + (Name of Player 4 (Purple)))))
Kick Copy 3
Events
Player - Player 1 (Red) types a chat message containing -kick oj (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Name of Player 6 (Orange)) Equal to Amish_KOTP
Then - Actions
Game - Defeat Player 6 (Orange) with the message: DONT MAKE TEH AMISH MAD!!!
Else - Actions
Game - Display to (All players) the text: (Player 1: + ((Name of Player 1 (Red)) + ( has tried to kick + (Name of Player 6 (Orange)))))
Kick Copy 5
Events
Player - Player 1 (Red) types a chat message containing -kick green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Name of Player 1 (Red)) Equal to Amish_KOTP
Then - Actions
Game - Defeat Player 7 (Green) with the message: DONT MAKE TEH AMISH MAD!!!
Else - Actions
Game - Display to (All players) the text: (Player 1: + ((Name of Player 1 (Red)) + ( has tried to kick + (Name of Player 7 (Green)))))
Kick Copy 6
Events
Player - Player 1 (Red) types a chat message containing -kick pink (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Name of Player 1 (Red)) Equal to Amish_KOTP
Then - Actions
Game - Defeat Player 8 (Pink) with the message: DONT MAKE TEH AMISH MAD!!!
Else - Actions
Game - Display to (All players) the text: (Player 1: + ((Name of Player 1 (Red)) + ( has tried to kick + (Name of Player 8 (Pink)))))
Kick Copy 4
Events
Player - Player 1 (Red) types a chat message containing -kick lblue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Name of Player 1 (Red)) Equal to Amish_KOTP
Then - Actions
Game - Defeat Player 10 (Light Blue) with the message: DONT MAKE TEH AMISH MAD!!!
Else - Actions
Game - Display to (All players) the text: (Player 1: + ((Name of Player 1 (Red)) + ( has tried to kick + (Name of Player 10 (Light Blue)))))
extra
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
music
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Sound - Set volume of BuildingDeathLargeHuman <gen> to 40.00 %
Sound - Set volume of BuildingDeathLargeOrc <gen> to 40.00 %
Sound - Set volume of FootmanDeath <gen> to 40.00 %
Sound - Set volume of GyrocopterImpactHit1 <gen> to 40.00 %
Sound - Set volume of MortarTeamAttack1 <gen> to 40.00 %
Sound - Set volume of RiflemanAttack1 <gen> to 40.00 %
Sound - Set volume of RiflemanAttack2 <gen> to 40.00 %
Sound - Set volume of RiflemanDeath <gen> to 40.00 %
Sound - Set volume of TreeFall1 <gen> to 40.00 %
Sound - Set volume of TreeFall2 <gen> to 40.00 %
Sound - Set volume of TreeFall3 <gen> to 40.00 %
Sound - Play BuildingDeathLargeHuman <gen>
Wait 5.00 seconds
Sound - Play RiflemanAttack1 <gen>
Wait 6.00 seconds
Sound - Play BuildingDeathLargeOrc <gen>
Wait 5.00 seconds
Sound - Play FootmanDeath <gen>
Wait 4.00 seconds
Sound - Play RiflemanAttack2 <gen>
Wait 5.00 seconds
Sound - Play RiflemanDeath <gen>
Wait 4.00 seconds
Sound - Play TreeFall1 <gen>
Wait 5.00 seconds
Sound - Play MortarTeamAttack1 <gen>
Wait 4.00 seconds
Sound - Play TreeFall2 <gen>
Wait 6.00 seconds
Sound - Play GyrocopterImpactHit1 <gen>
Wait 4.00 seconds
Sound - Play TreeFall3 <gen>
Wait 5.00 seconds
Random String
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Game - Display to (All players) the text: String[(Random integer number between 1 and 10)]
music Copy
Events
Conditions
Actions
Dead Airfield
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Airport
Actions
Unit - Remove (Dying unit) from the game
Dead Airfield Copy 5
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Flame Thrower
Actions
Unit - Remove (Dying unit) from the game
Dead Airfield Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Area 51
Actions
Unit - Remove (Dying unit) from the game
Dead Airfield Copy 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Airport
Actions
Unit - Remove (Dying unit) from the game
Taking tank or plane
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Specialist
Actions
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Unit - Remove (Attacking unit) from the game
Quests
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Defeat enemy with the description Blow up your enemie's bases. , using icon path ReplaceableTextures\CommandButtons\BTNGarithos.blp
Quest - Create a Required quest titled Cameras with the description Type -zoom 4999 for highest zoom out (you can put in any 4 digit number below 5000 and above 0) , using icon path ReplaceableTextures\CommandButtons\BTNMagicVault.blp
Quest - Create a Optional quest titled Changes - 1.0-3.9 with the description Between 1.0 and 3.9 i have added so much i don't think (or don't want) to type it all in here. But for the general gist of it basically i fine tuned everything and made most of the units that are on here, only ones not included are the remote bomb, marine, and builder.Versions 4.0 -5.16 went through many changes including terrain, income, fine tuning and balancing. , using icon path ReplaceableTextures\CommandButtons\BTNAcorn.blp
Quest - Create a Optional quest titled Defeat with the description If your main building is destroyed, thats it. No going home crying to mommy to get you back in. As soon as your main building blows up, you have no units. , using icon path ReplaceableTextures\CommandButtons\BTNAcorn.blp
Quest - Create a Optional quest titled Testers with the description Testers include:Primal_Training, Blacknova555 (you better not steal this again dang u), ex1)arkness, emerald-dragon, Dannyc23 and that is all i can think of. Many other people helped test to this point but unfortunately i never wrote down their names. (-_-) , using icon path ReplaceableTextures\CommandButtons\BTNMortarTeam.blp
Quest - Create a Optional quest titled Things to do with the description Version 5.17 will have many changes of course. Some include fine tuning, some include simply adding things.Next version i will add:minimap pictureartillery unitsBalancing issues----------------------------------------------------------------------This may not happen in the next version, but i seriously hope it does. , using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleUnits.blp
Quest - Create a Optional quest titled Infantry with the description Infantry units consist of...Medics - Heal other infantryMarine - Basic attack unitCommander - Provides aurasFlame thrower - Good against other infantryRocket Infantry - Good against airSpecialist - Takes over enemy tanksSniper - Good against infantryEngineer - Takes over enemy buildingsSuicide Bomber - Light bomb covered unit that can deal light damage to infantry. , using icon path war3mapImported\BTNTerranSergeant.blp
Quest - Create a Optional quest titled Tanks/Mechs with the description Tank classes:Prizm Tanks - Shoot bouncing lazers at enemiesMelee Tank - Takes damage for other units (has taunt)Camo Tank - Invisible attack tankTank - Attacks infantry , using icon path war3mapImported\DISBTNMammothTank.blp
End 1
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Command Post
(Owner of (Dying unit)) Equal to Player 1 (Red)
Then - Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Kill (Picked unit))
Game - Display to (All allies of Player 1 (Red).) the text: Say goodbye to your friend... he now has 10 seconds left.
Game - Defeat Player 1 (Red) with the message: Defeat!
Wait 10.00 seconds
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
(Unit-type of (Dying unit)) Equal to Command Post
(Owner of (Dying unit)) Equal to Player 2 (Blue)
Then - Actions
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Kill (Picked unit))
Game - Display to (All allies of Player 2 (Blue).) the text: Say goodbye to your friend... he now has 10 seconds left.
Game - Defeat Player 2 (Blue) with the message: Defeat!
Wait 10.00 seconds
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
(Unit-type of (Dying unit)) Equal to Command Post
(Owner of (Dying unit)) Equal to Player 3 (Teal)
Then - Actions
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Kill (Picked unit))
Game - Display to (All allies of Player 3 (Teal).) the text: Say goodbye to your friend... he now has 10 seconds left.
Game - Defeat Player 3 (Teal) with the message: Defeat!
Wait 10.00 seconds
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
(Unit-type of (Dying unit)) Equal to Command Post
(Owner of (Dying unit)) Equal to Player 4 (Purple)
Then - Actions
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Kill (Picked unit))
Game - Display to (All allies of Player 4 (Purple).) the text: Say goodbye to your friend... he now has 10 seconds left.
Game - Defeat Player 4 (Purple) with the message: Defeat!
Wait 10.00 seconds
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
(Unit-type of (Dying unit)) Equal to Command Post
(Owner of (Dying unit)) Equal to Player 6 (Orange)
Then - Actions
Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Kill (Picked unit))
Game - Display to (All allies of Player 6 (Orange).) the text: Say goodbye to your friend... he now has 10 seconds left.
Game - Defeat Player 6 (Orange) with the message: Defeat!
Wait 10.00 seconds
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
(Unit-type of (Dying unit)) Equal to Command Post
(Owner of (Dying unit)) Equal to Player 7 (Green)
Then - Actions
Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Kill (Picked unit))
Game - Display to (All allies of Player 7 (Green).) the text: Say goodbye to your friend... he now has 10 seconds left.
Game - Defeat Player 7 (Green) with the message: Defeat!
Wait 10.00 seconds
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
(Unit-type of (Dying unit)) Equal to Command Post
(Owner of (Dying unit)) Equal to Player 8 (Pink)
Then - Actions
Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Kill (Picked unit))
Game - Display to (All allies of Player 8 (Pink).) the text: Say goodbye to your friend... he now has 10 seconds left.
Game - Defeat Player 8 (Pink) with the message: Defeat!
Wait 10.00 seconds
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
(Unit-type of (Dying unit)) Equal to Command Post
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
Then - Actions
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Kill (Picked unit))
Game - Display to (All allies of Player 10 (Light Blue).) the text: Say goodbye to your friend... he now has 10 seconds left.
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Wait 10.00 seconds
Else - Actions
Do nothing
Leave
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 1 (Red)) + has/have left the game.)
Unit - Kill Command Post 0001 <gen>
Leave Copy
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 2 (Blue)) + has/have left the game.)
Unit - Kill Command Post 0002 <gen>
Leave Copy 2
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 3 (Teal)) + has/have left the game.)
Unit - Kill Command Post 0003 <gen>
Leave Copy 3
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 4 (Purple)) + has/have left the game.)
Unit - Kill Command Post 0000 <gen>
Leave Copy 4
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 6 (Orange)) + has/have left the game.)
Unit - Kill Command Post 0006 <gen>
Leave Copy 5
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 7 (Green)) + has/have left the game.)
Unit - Kill Command Post 0007 <gen>
Leave Copy 6
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 8 (Pink)) + has/have left the game.)
Unit - Kill Command Post 0008 <gen>
Leave Copy 7
Events
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 10 (Light Blue)) + has/have left the game.)
Unit - Kill Command Post 0004 <gen>
Ally
Events
Player - Player 1 (Red) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set player_allying = Player 1 (Red)
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 player_allying treat Player 2 (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 teal
Then - Actions
Player - Make player_allying 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
Player - Make player_allying 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 orange
Then - Actions
Player - Make player_allying treat Player 6 (Orange) 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
Player - Make player_allying 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
Player - Make player_allying 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
Player - Make player_allying 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 player_allying treat Player 1 (Red) as an Ally with shared vision
Else - Actions
Do nothing
Ally Copy
Events
Player - Player 2 (Blue) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set player_allying = Player 2 (Blue)
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 player_allying treat Player 2 (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 teal
Then - Actions
Player - Make player_allying 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
Player - Make player_allying 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 orange
Then - Actions
Player - Make player_allying treat Player 6 (Orange) 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
Player - Make player_allying 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
Player - Make player_allying 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
Player - Make player_allying 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 player_allying treat Player 1 (Red) as an Ally with shared vision
Else - Actions
Do nothing
Ally Copy 2
Events
Player - Player 3 (Teal) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set player_allying = Player 3 (Teal)
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 player_allying treat Player 2 (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 teal
Then - Actions
Player - Make player_allying 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
Player - Make player_allying 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 orange
Then - Actions
Player - Make player_allying treat Player 6 (Orange) 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
Player - Make player_allying 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
Player - Make player_allying 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
Player - Make player_allying 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 player_allying treat Player 1 (Red) as an Ally with shared vision
Else - Actions
Do nothing
Ally Copy 3
Events
Player - Player 4 (Purple) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set player_allying = Player 4 (Purple)
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 player_allying treat Player 2 (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 teal
Then - Actions
Player - Make player_allying 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
Player - Make player_allying 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 orange
Then - Actions
Player - Make player_allying treat Player 6 (Orange) 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
Player - Make player_allying 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
Player - Make player_allying 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
Player - Make player_allying 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 player_allying treat Player 1 (Red) as an Ally with shared vision
Else - Actions
Do nothing
Ally Copy 4
Events
Player - Player 6 (Orange) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set player_allying = Player 6 (Orange)
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 player_allying treat Player 2 (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 teal
Then - Actions
Player - Make player_allying 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
Player - Make player_allying 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 orange
Then - Actions
Player - Make player_allying treat Player 6 (Orange) 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
Player - Make player_allying 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
Player - Make player_allying 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
Player - Make player_allying 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 player_allying treat Player 1 (Red) as an Ally with shared vision
Else - Actions
Do nothing
Ally Copy 5
Events
Player - Player 7 (Green) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set player_allying = Player 7 (Green)
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 player_allying treat Player 2 (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 teal
Then - Actions
Player - Make player_allying 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
Player - Make player_allying 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 orange
Then - Actions
Player - Make player_allying treat Player 6 (Orange) 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
Player - Make player_allying 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
Player - Make player_allying 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
Player - Make player_allying 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 player_allying treat Player 1 (Red) as an Ally with shared vision
Else - Actions
Do nothing
Ally Copy 6
Events
Player - Player 8 (Pink) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set player_allying = Player 8 (Pink)
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 player_allying treat Player 2 (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 teal
Then - Actions
Player - Make player_allying 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
Player - Make player_allying 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 orange
Then - Actions
Player - Make player_allying treat Player 6 (Orange) 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
Player - Make player_allying 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
Player - Make player_allying 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
Player - Make player_allying 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 player_allying treat Player 1 (Red) as an Ally with shared vision
Else - Actions
Do nothing
Ally Copy 7
Events
Player - Player 10 (Light Blue) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set player_allying = Player 10 (Light Blue)
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 player_allying treat Player 2 (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 teal
Then - Actions
Player - Make player_allying 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
Player - Make player_allying 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 orange
Then - Actions
Player - Make player_allying treat Player 6 (Orange) 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
Player - Make player_allying 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
Player - Make player_allying 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
Player - Make player_allying 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 player_allying treat Player 1 (Red) as an Ally with shared vision
Else - Actions
Do nothing
Unally
Events
Player - Player 1 (Red) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set Player_unallying = Player 1 (Red)
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 Player 1 (Red) treat Player 2 (Blue) as an Enemy
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 Player 1 (Red) treat Player 3 (Teal) as an Enemy
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 Player 1 (Red) treat Player 4 (Purple) as an Enemy
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 Player 1 (Red) treat Player 6 (Orange) as an Enemy
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 Player 1 (Red) treat Player 7 (Green) as an Enemy
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 Player 1 (Red) treat Player 8 (Pink) as an Enemy
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 Player 1 (Red) treat Player 10 (Light Blue) as an Enemy
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 Player 1 (Red) treat Player 1 (Red) as an Enemy
Else - Actions
Do nothing
Unally Copy
Events
Player - Player 2 (Blue) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set Player_unallying = Player 2 (Blue)
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 Player 2 (Blue) treat Player 2 (Blue) as an Enemy
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 Player 2 (Blue) treat Player 3 (Teal) as an Enemy
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 Player 2 (Blue) treat Player 4 (Purple) as an Enemy
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 Player 2 (Blue) treat Player 6 (Orange) as an Enemy
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 Player 2 (Blue) treat Player 7 (Green) as an Enemy
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 Player 2 (Blue) treat Player 8 (Pink) as an Enemy
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 Player 2 (Blue) treat Player 10 (Light Blue) as an Enemy
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 Player 2 (Blue) treat Player 1 (Red) as an Enemy
Else - Actions
Do nothing
Unally Copy 2
Events
Player - Player 3 (Teal) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set Player_unallying = Player 3 (Teal)
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 Player 3 (Teal) treat Player 2 (Blue) as an Enemy
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 Player 3 (Teal) treat Player 3 (Teal) as an Enemy
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 Player 3 (Teal) treat Player 4 (Purple) as an Enemy
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 Player 3 (Teal) treat Player 6 (Orange) as an Enemy
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 Player 3 (Teal) treat Player 7 (Green) as an Enemy
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 Player 3 (Teal) treat Player 8 (Pink) as an Enemy
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 Player 3 (Teal) treat Player 10 (Light Blue) as an Enemy
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 Player 3 (Teal) treat Player 1 (Red) as an Enemy
Else - Actions
Do nothing
Unally Copy 3
Events
Player - Player 4 (Purple) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set Player_unallying = Player 4 (Purple)
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 Player 4 (Purple) treat Player 2 (Blue) as an Enemy
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 Player 4 (Purple) treat Player 3 (Teal) as an Enemy
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 Player 4 (Purple) treat Player 4 (Purple) as an Enemy
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 Player 4 (Purple) treat Player 6 (Orange) as an Enemy
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 Player 4 (Purple) treat Player 7 (Green) as an Enemy
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 Player 4 (Purple) treat Player 8 (Pink) as an Enemy
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 Player 4 (Purple) treat Player 10 (Light Blue) as an Enemy
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 Player 4 (Purple) treat Player 1 (Red) as an Enemy
Else - Actions
Do nothing
Unally Copy 4
Events
Player - Player 6 (Orange) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set Player_unallying = Player 6 (Orange)
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 Player 6 (Orange) treat Player 2 (Blue) as an Enemy
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 Player 6 (Orange) treat Player 3 (Teal) as an Enemy
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 Player 6 (Orange) treat Player 4 (Purple) as an Enemy
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 Player 6 (Orange) treat Player 6 (Orange) as an Enemy
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 Player 6 (Orange) treat Player 7 (Green) as an Enemy
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 Player 6 (Orange) treat Player 8 (Pink) as an Enemy
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 Player 6 (Orange) treat Player 10 (Light Blue) as an Enemy
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 Player 6 (Orange) treat Player 1 (Red) as an Enemy
Else - Actions
Do nothing
Unally Copy 5
Events
Player - Player 7 (Green) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set Player_unallying = Player 7 (Green)
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 Player 7 (Green) treat Player 2 (Blue) as an Enemy
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 Player 7 (Green) treat Player 3 (Teal) as an Enemy
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 Player 7 (Green) treat Player 4 (Purple) as an Enemy
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 Player 7 (Green) treat Player 6 (Orange) as an Enemy
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 Player 7 (Green) treat Player 7 (Green) as an Enemy
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 Player 7 (Green) treat Player 8 (Pink) as an Enemy
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 Player 7 (Green) treat Player 10 (Light Blue) as an Enemy
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 Player 7 (Green) treat Player 1 (Red) as an Enemy
Else - Actions
Do nothing
Unally Copy 6
Events
Player - Player 8 (Pink) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set Player_unallying = Player 8 (Pink)
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 Player 8 (Pink) treat Player 2 (Blue) as an Enemy
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 Player 8 (Pink) treat Player 3 (Teal) as an Enemy
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 Player 8 (Pink) treat Player 4 (Purple) as an Enemy
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 Player 8 (Pink) treat Player 6 (Orange) as an Enemy
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 Player 8 (Pink) treat Player 7 (Green) as an Enemy
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 Player 8 (Pink) treat Player 8 (Pink) as an Enemy
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 Player 8 (Pink) treat Player 10 (Light Blue) as an Enemy
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 Player 8 (Pink) treat Player 1 (Red) as an Enemy
Else - Actions
Do nothing
Unally Copy 7
Events
Player - Player 10 (Light Blue) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set Player_unallying = Player 10 (Light Blue)
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 Player 10 (Light Blue) treat Player 2 (Blue) as an Enemy
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 Player 10 (Light Blue) treat Player 3 (Teal) as an Enemy
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 Player 10 (Light Blue) treat Player 4 (Purple) as an Enemy
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 Player 10 (Light Blue) treat Player 6 (Orange) as an Enemy
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 Player 10 (Light Blue) treat Player 7 (Green) as an Enemy
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 Player 10 (Light Blue) treat Player 8 (Pink) as an Enemy
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 Player 10 (Light Blue) treat Player 10 (Light Blue) as an Enemy
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 Player 10 (Light Blue) treat Player 1 (Red) as an Enemy
Else - Actions
Do nothing
Allied
Events
Player - Player 1 (Red) changes alliance settings
Conditions
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (If ((Number of players in (All allies of Player 1 (Red).)) Greater than 4) then do (Make Player 1 (Red) treat (Random player from (All allies of Player 1 (Red).)) as an Enemy) else do (Do nothing))
Allied Copy
Events
Player - Player 2 (Blue) changes alliance settings
Conditions
Actions
Player Group - Pick every player in (All allies of Player 2 (Blue).) and do (If ((Number of players in (All allies of Player 2 (Blue).)) Greater than 4) then do (Make Player 2 (Blue) treat (Random player from (All allies of Player 2 (Blue).)) as an Enemy) else do (Do nothing))
Allied Copy 2
Events
Player - Player 3 (Teal) changes alliance settings
Conditions
Actions
Player Group - Pick every player in (All allies of Player 3 (Teal).) and do (If ((Number of players in (All allies of Player 3 (Teal).)) Greater than 4) then do (Make Player 3 (Teal) treat (Random player from (All allies of Player 3 (Teal).)) as an Enemy) else do (Do nothing))
Allied Copy 3
Events
Player - Player 4 (Purple) changes alliance settings
Conditions
Actions
Player Group - Pick every player in (All allies of Player 4 (Purple).) and do (If ((Number of players in (All allies of Player 4 (Purple).)) Greater than 4) then do (Make Player 4 (Purple) treat (Random player from (All allies of Player 4 (Purple).)) as an Enemy) else do (Do nothing))
Allied Copy 4
Events
Player - Player 6 (Orange) changes alliance settings
Conditions
Actions
Player Group - Pick every player in (All allies of Player 6 (Orange).) and do (If ((Number of players in (All allies of Player 6 (Orange).)) Greater than 4) then do (Make Player 6 (Orange) treat (Random player from (All allies of Player 6 (Orange).)) as an Enemy) else do (Do nothing))
Allied Copy 5
Events
Player - Player 7 (Green) changes alliance settings
Conditions
Actions
Player Group - Pick every player in (All allies of Player 7 (Green).) and do (If ((Number of players in (All allies of Player 7 (Green).)) Greater than 4) then do (Make Player 7 (Green) treat (Random player from (All allies of Player 7 (Green).)) as an Enemy) else do (Do nothing))
Allied Copy 6
Events
Player - Player 8 (Pink) changes alliance settings
Conditions
Actions
Player Group - Pick every player in (All allies of Player 8 (Pink).) and do (If ((Number of players in (All allies of Player 8 (Pink).)) Greater than 4) then do (Make Player 8 (Pink) treat (Random player from (All allies of Player 8 (Pink).)) as an Enemy) else do (Do nothing))
Allied Copy 7
Events
Player - Player 10 (Light Blue) changes alliance settings
Conditions
Actions
Player Group - Pick every player in (All allies of Player 10 (Light Blue).) and do (If ((Number of players in (All allies of Player 10 (Light Blue).)) Greater than 4) then do (Make Player 10 (Light Blue) treat (Random player from (All allies of Player 10 (Light Blue).)) as an Enemy) else do (Do nothing))
Remove 1
Events
Map initialization
Conditions
(Player 1 (Red) slot status) Equal to Is unused
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Remove (Picked unit) from the game)
Remove 2
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Actions
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
Remove 1 Copy
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Actions
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Remove (Picked unit) from the game)
Remove 1 Copy 2
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Actions
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Remove (Picked unit) from the game)
Remove 1 Copy 3
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
Actions
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Remove (Picked unit) from the game)
Remove 1 Copy 4
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Actions
Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Remove (Picked unit) from the game)
Remove 1 Copy 5
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is unused
Actions
Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Remove (Picked unit) from the game)
Remove 1 Copy 6
Events
Map initialization
Conditions
(Player 8 (Pink) slot status) Equal to Is unused
Actions
Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Remove (Picked unit) from the game)
Remove 1 Copy 7
Events
Map initialization
Conditions
(Player 9 (Gray) slot status) Equal to Is unused
Actions
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Remove (Picked unit) from the game)
Remove 1 Copy 8
Events
Map initialization
Conditions
(Player 10 (Light Blue) slot status) Equal to Is unused
Actions
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Remove (Picked unit) from the game)
Period
Events
Time - Every 0.70 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 1 to (Picked player).Current gold)
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