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AutoDivide

Events


Player - Player 1 (Red) leaves the game


Player - Player 2 (Blue) leaves the game


Player - Player 3 (Teal) leaves the game


Player - Player 4 (Purple) leaves the game


Player - Player 5 (Yellow) leaves the game


Player - Player 6 (Orange) leaves the game


Player - Player 7 (Green) leaves the game


Player - Player 8 (Pink) leaves the game


Player - Player 9 (Gray) leaves the game


Player - Player 10 (Light Blue) leaves the game


Player - Player 11 (Dark Green) leaves the game


Player - Player 12 (Brown) leaves the game

Conditions

Actions


Set Temp_Force = (All allies of (Triggering player))


Set Temp_Int = (((Triggering player) Current gold) / (Number of players in Temp_Force))


Set Temp_Int2 = (((Triggering player) Current lumber) / (Number of players in Temp_Force))


Player Group - Pick every player in Temp_Force and do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






((Picked player) slot status) Equal to Is playing





Then - Actions






Player - Add Temp_Int to (Picked player) Current gold






Player - Add Temp_Int2 to (Picked player) Current lumber






Game - Display to (Picked player), at offset (0.00, 0.00) the text: (You get + ((String(Temp_Int)) + (( gold and + ((String(Temp_Int2)) + lumber, because your ally )) + ((Name of (Triggering player)) + has left the game.))))





Else - Actions


Custom script: call DestroyForce(udg_Temp_Force)
Share Resources

Events


Player - Player 1 (Red) leaves the game


Player - Player 2 (Blue) leaves the game


Player - Player 3 (Teal) leaves the game


Player - Player 4 (Purple) leaves the game


Player - Player 5 (Yellow) leaves the game


Player - Player 6 (Orange) leaves the game


Player - Player 7 (Green) leaves the game


Player - Player 8 (Pink) leaves the game


Player - Player 9 (Gray) leaves the game


Player - Player 10 (Light Blue) leaves the game


Player - Player 11 (Dark Green) leaves the game


Player - Player 12 (Brown) leaves the game

Conditions

Actions


Player Group - Pick every player in (All allies of (Triggering player)) and do (Actions)



Loop - Actions




Player - Add (((Triggering player) Current gold) / (Number of players in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) is an ally of (Triggering player)) Equal to True))))) to (Picked player) Current gold




Player - Add (((Triggering player) Current lumber) / (Number of players in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) is an ally of (Triggering player)) Equal to True))))) to (Picked player) Current lumber
Left the Game Removal

Events


Time - Every 1.00 seconds of game time

Conditions

Actions


For each (Integer A) from 1 to 12, do (Actions)



Loop - Actions




Custom script: set bj_wantDestroyGroup = true




Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to (Player((Integer A))))) and do (Actions)





Loop - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








((Player((Integer A))) slot status) Equal to Has left the game







Then - Actions








Unit - Remove (Picked unit) from the game








Set Temp_Force = (All allies of (Matching player))








Set Temp_Int = (((Matching player) Current gold) / (Number of players in Temp_Force))








Set Temp_Int = (((Matching player) Current lumber) / (Number of players in Temp_Force))








Player Group - Pick every player in Temp_Force and do (Actions)









Loop - Actions










If (All Conditions are True) then do (Then Actions) else do (Else Actions)











If - Conditions












((Picked player) slot status) Equal to Is playing











Then - Actions












Player - Add Temp_Int to (Picked player) Current gold












Player - Add Temp_Int2 to (Picked player) Current lumber












Game - Display to (Player group((Picked player))) the text: ((You recieved |cffFFFF00 + (String(Temp_Int))) + (|r gold and |cff00FF00 + ( |rwood from your ally, + ((Name of (Triggering player)) + ,who just left the game.))))











Else - Actions







Else - Actions
AutoDivide

Events


Player - Player 1 (Red) leaves the game


Player - Player 2 (Blue) leaves the game


Player - Player 3 (Teal) leaves the game


Player - Player 4 (Purple) leaves the game


Player - Player 5 (Yellow) leaves the game


Player - Player 6 (Orange) leaves the game


Player - Player 7 (Green) leaves the game


Player - Player 8 (Pink) leaves the game


Player - Player 9 (Gray) leaves the game


Player - Player 10 (Light Blue) leaves the game


Player - Player 11 (Dark Green) leaves the game


Player - Player 12 (Brown) leaves the game

Conditions

Actions


Set Temp_Force = (All allies of (Triggering player))


Set Temp_Int = (((Triggering player) Current gold) / (Number of players in Temp_Force))


Set Temp_Int2 = (((Triggering player) Current lumber) / (Number of players in Temp_Force))


Player Group - Pick every player in Temp_Force and do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






((Picked player) slot status) Equal to Is playing





Then - Actions






Player - Add Temp_Int to (Picked player) Current gold






Player - Add Temp_Int2 to (Picked player) Current lumber






Game - Display to (Picked player), at offset (0.00, 0.00) the text: (You get + ((String(Temp_Int)) + (( gold and + ((String(Temp_Int2)) + lumber, because your ally )) + ((Name of (Triggering player)) + has left the game.))))





Else - Actions

Custom script: call DestroyForce(udg_Temp_Force)
Make all players Neutral

Events


Map initialization

Conditions

Actions


Player Group - Make (All players) treat (All players) as an Neutral


Game - Display to (All players) for 30.00 seconds the text: |cffFF0000All Natio...


Game - Display to (All players) for 30.00 seconds the text: Alliance Terms I...
For Example

Events

Conditions

Actions


Player Group - Make (All players) treat (All players) as an Enemy


Player Group - Make (All players) treat (All players) as an Enemy with shared vision


Player Group - Make (All players) treat (All players) as an Neutral


Player Group - Make (All players) treat (All players) as an Neutral with shared vision


Player Group - Make (All players) treat (All players) as an Ally


Player Group - Make (All players) treat (All players) as an Ally with shared vision


Player Group - Make (All players) treat (All players) as an Ally with shared vision and shared units


Player Group - Make (All players) treat (All players) as an Ally with shared vision and full shared units
Player Group - Make (All players) treat (All players) as an Neutral
Player Group - Make (All players) treat (All players) as an Ally
Player Group - Make (All players) treat (All players) as an Ally with shared vision
Player Group - Make (All players) treat (All players) as an Ally with shared vision and shared units
Player Group - Make (All players) treat (All players) as an Ally with shared vision and full shared units