- Joined
- Mar 16, 2008
- Messages
- 1,012
Hi, players are reporting some bugs regarding the player cap per team and I think it stems from this trigger, possibly players not being removed from the groups that the caps are calculated off of. Could udg_PN bug out here?
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Universal Knight Quits
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Events
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Player - Player 5 (Yellow) leaves the game
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Player - Player 6 (Orange) leaves the game
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Player - Player 7 (Green) leaves the game
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Player - Player 8 (Pink) leaves the game
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Player - Player 9 (Gray) leaves the game
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Player - Player 10 (Light Blue) leaves the game
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Player - Player 11 (Dark Green) leaves the game
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Player - Player 12 (Brown) leaves the game
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Player - Player 17 (Wheat) leaves the game
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Player - Player 18 (Peach) leaves the game
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Player - Player 19 (Mint) leaves the game
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Player - Player 20 (Lavender) leaves the game
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Conditions
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Actions
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Set VariableSet quits_PN = (Player number of (Triggering player))
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Hero - Drop (Item carried by vault_array[quits_PN] in slot 1) from vault_array[quits_PN].
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Hero - Drop (Item carried by vault_array[quits_PN] in slot 2) from vault_array[quits_PN].
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Hero - Drop (Item carried by vault_array[quits_PN] in slot 3) from vault_array[quits_PN].
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Hero - Drop (Item carried by vault_array[quits_PN] in slot 4) from vault_array[quits_PN].
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Hero - Drop (Item carried by vault_array[quits_PN] in slot 5) from vault_array[quits_PN].
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Hero - Drop (Item carried by vault_array[quits_PN] in slot 6) from vault_array[quits_PN].
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Item - Pick every item in knght_room_region_array[quits_PN] and do (Actions)
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Loop - Actions
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Item - Move (Picked item) to (Random point in Center Rally Point <gen>)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Player_array_var[quits_PN] is in Groups[1].) Equal to True
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Then - Actions
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Set VariableSet quitter_gold = (Player_array_var[quits_PN] Current gold)
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Player - Set Player_array_var[quits_PN].Current gold to 0
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Player - Set Player 1 (Red).Current gold to ((Player 1 (Red) Current gold) + quitter_gold)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Player_array_var[quits_PN] is in Groups[2].) Equal to True
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Then - Actions
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Set VariableSet quitter_gold = (Player_array_var[quits_PN] Current gold)
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Player - Set Player_array_var[quits_PN].Current gold to 0
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Player - Set Player 2 (Blue).Current gold to ((Player 2 (Blue) Current gold) + quitter_gold)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Player_array_var[quits_PN] is in Groups[3].) Equal to True
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Then - Actions
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Set VariableSet quitter_gold = (Player_array_var[quits_PN] Current gold)
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Player - Set Player_array_var[quits_PN].Current gold to 0
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Player - Set Player 3 (Teal).Current gold to ((Player 3 (Teal) Current gold) + quitter_gold)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Player_array_var[quits_PN] is in Groups[4].) Equal to True
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Then - Actions
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Set VariableSet quitter_gold = (Player_array_var[quits_PN] Current gold)
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Player - Set Player_array_var[quits_PN].Current gold to 0
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Player - Set Player 4 (Purple).Current gold to ((Player 4 (Purple) Current gold) + quitter_gold)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Player_array_var[quits_PN] is in Groups[5].) Equal to True
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Then - Actions
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Set VariableSet quitter_gold = (Player_array_var[quits_PN] Current gold)
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Player - Set Player_array_var[quits_PN].Current gold to 0
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Player - Set Player 21 (Coal).Current gold to ((Player 21 (Coal) Current gold) + quitter_gold)
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Else - Actions
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Set VariableSet units_owned[quits_PN] = (Units owned by Player_array_var[quits_PN].)
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Unit Group - Pick every unit in units_owned[quits_PN] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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((Picked unit) has an item of type Midnight Ankh) Equal to True
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((Picked unit) has an item of type Plans: Black Tent) Equal to True
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Then - Actions
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Item - Remove (Item carried by (Picked unit) of type Midnight Ankh)
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Item - Remove (Item carried by (Picked unit) of type Midnight Ankh)
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Item - Remove (Item carried by (Picked unit) of type Midnight Ankh)
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Item - Remove (Item carried by (Picked unit) of type Midnight Ankh)
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Item - Remove (Item carried by (Picked unit) of type Midnight Ankh)
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Item - Remove (Item carried by (Picked unit) of type Midnight Ankh)
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Item - Remove (Item carried by (Picked unit) of type Plans: Black Tent)
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Item - Remove (Item carried by (Picked unit) of type Plans: Black Tent)
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Item - Remove (Item carried by (Picked unit) of type Plans: Black Tent)
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Item - Remove (Item carried by (Picked unit) of type Plans: Black Tent)
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Item - Remove (Item carried by (Picked unit) of type Plans: Black Tent)
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Item - Remove (Item carried by (Picked unit) of type Plans: Black Tent)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of Knight_Hero_Var[quits_PN]) Equal to Peasant Knight
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Then - Actions
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Item - Remove (Item carried by Knight_Hero_Var[quits_PN] of type Plans: Town Hall)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Knight_Altar_Var[quits_PN] is alive) Equal to True
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Then - Actions
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Hero - Drop the item from slot 1 of Knight_Altar_Var[quits_PN].
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Hero - Drop the item from slot 2 of Knight_Altar_Var[quits_PN].
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Hero - Drop the item from slot 3 of Knight_Altar_Var[quits_PN].
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Hero - Drop the item from slot 4 of Knight_Altar_Var[quits_PN].
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Hero - Drop the item from slot 5 of Knight_Altar_Var[quits_PN].
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Hero - Drop the item from slot 6 of Knight_Altar_Var[quits_PN].
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Unit - Move Knight_Altar_Var[quits_PN] instantly to Knight_Altar_Default_Pt[quits_PN]
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Unit - Remove Knight_Altar_Var[quits_PN] from the game
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Knight_Hero_Var[quits_PN] is dead) Equal to True
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Then - Actions
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Hero - Instantly revive Knight_Hero_Var[quits_PN] at blk_default_pt_array[quits_PN], Show revival graphics
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Unit - Move Knight_Hero_Var[quits_PN] instantly to blk_default_pt_array[quits_PN]
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Else - Actions
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Player - Set Player 21 (Coal).Food used to 0
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Unit - Change ownership of Knight_Hero_Var[quits_PN] to Player 21 (Coal) and Retain color
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Unit - Order Knight_Hero_Var[quits_PN] to Attack-Move To Center_Point_Var
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Unit Group - Remove Knight_Hero_Var[quits_PN] from units_owned[quits_PN].
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Unit Group - Pick every unit in units_owned[quits_PN] and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
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Custom script: call DestroyGroup(udg_units_owned[udg_quits_PN])
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Leaderboard - Remove Player_array_var[quits_PN] from Alliances_Leaderboard.
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Player Group - Remove Player_array_var[quits_PN] from Groups[0].
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Player Group - Remove Player_array_var[quits_PN] from Groups[1].
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Player Group - Remove Player_array_var[quits_PN] from Groups[2].
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Player Group - Remove Player_array_var[quits_PN] from Groups[3].
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Player Group - Remove Player_array_var[quits_PN] from Groups[4].
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Player Group - Remove Player_array_var[quits_PN] from Groups[5].
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Player Group - Add Player_array_var[quits_PN] to leaver_group
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Countdown Timer - Start End_Timer as a One-shot timer that will expire in 0.10 seconds
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Countdown Timer - Start End_Timer_Camera as a One-shot timer that will expire in 1.00 seconds
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Unit - Remove hire_buttons_red[quits_PN] from the game
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Unit - Remove hire_buttons_blue[quits_PN] from the game
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Unit - Remove hire_buttons_teal[quits_PN] from the game
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Unit - Remove hire_buttons_purp[quits_PN] from the game
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-------- knight limits --------
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Player Group - Remove Player_array_var[quits_PN] from Knights_Group_Var.
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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no_knight_cap Equal to False
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teams_locked Equal to False
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Then - Actions
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Countdown Timer - Pause knight_max_calculate_timer
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Countdown Timer - Start knight_max_calculate_timer as a One-shot timer that will expire in 2.00 seconds
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Else - Actions
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