I made my own risk system and about 10 minutes into a game (when im doing nothing) wc3 crashes
I have attached the systems test map, a screenshot of the crash error and posted the triggers below
I have attached the systems test map, a screenshot of the crash error and posted the triggers below
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Map Int
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Events
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Map initialization
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Conditions
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Actions
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Set turn = 0
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Set timeIntegerStart = 60
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Set defaultUnitType = |cffff8000Private|r
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Set dummyType = Guard Dummy
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Set circleOfPowerType = COP
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Set Guard_AoE = 150.00
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Set Guard_MaximumRange = 700.00
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Game - Set the time of day to 12.00
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Game - Set time of day speed to 0.00% of the default speed
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Game - Turn the day/night cycle Off
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Game - Set game speed to Fastest
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Game - Lock the game speed
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For each (Integer P) from 1 to 12, 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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((Player(P)) slot status) Equal to Is playing
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Then - Actions
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Trigger - Add to Zoom <gen> the event (Player - (Player(P)) types a chat message containing -c as A substring)
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Trigger - Add to Angle <gen> the event (Player - (Player(P)) types a chat message containing -a as A substring)
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Trigger - Add to Rotation <gen> the event (Player - (Player(P)) types a chat message containing -r as A substring)
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Camera - Set (Player(P))'s camera Distance to target to 2900.00 over 0.00 seconds
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Camera - Set (Player(P))'s camera Angle of attack to -70.00 over 0.00 seconds
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Set income = 8
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Set incomeBase = 8
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Set playerAliveString = |cff00ff00Alive|r
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Else - Actions
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Custom script: call DestroyTrigger( GetTriggeringTrigger() )
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Start Message
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Events
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Time - Elapsed game time is 1.00 seconds
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Conditions
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Actions
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Game - Display to (All players) the text: Please wait while t...
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Set Countries
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Events
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Time - Elapsed game time is 3.00 seconds
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Conditions
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Actions
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-------- Count Players --------
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Set tempForce1 = (All players matching (((Matching player) slot status) Equal to Is playing))
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Set numOfPlayers = (Number of players in tempForce1)
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-------- ------------------------- --------
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Set activeCityCount = (Number of units in (Units owned by Neutral Hostile matching (((Matching unit) is A structure) Equal to True)))
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Set numOfBasesPerPlayer = (activeCityCount / numOfPlayers)
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-------- ------------------------- --------
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-------- Set Bases --------
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-------- ------------------------- --------
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Set B = 1
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-------- ------------------------- --------
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Set countryArea1[B] = Region 001 <gen>
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Set countryName[B] = Morocco
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Set countrySpawn[B] = 1 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 003 <gen>
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Set countryName[B] = Algeria
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Set countrySpawn[B] = 2 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = 3 <gen>
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Set countryName[B] = Malta
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Set countrySpawn[B] = 23 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 010 <gen>
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Set countryName[B] = Sardinia
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Set countrySpawn[B] = 11 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 007 <gen>
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Set countryArea2[B] = Region 008 <gen>
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Set countryName[B] = Italy
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Set countrySpawn[B] = 10 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 012 <gen>
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Set countryName[B] = Spain
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Set countrySpawn[B] = 12 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 014 <gen>
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Set countryName[B] = Portugal
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Set countrySpawn[B] = 13 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 016 <gen>
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Set countryArea2[B] = Region 017 <gen>
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Set countryName[B] = France
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Set countrySpawn[B] = 14 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 034 <gen>
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Set countryName[B] = Switzerland
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Set countrySpawn[B] = 20 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 032 <gen>
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Set countryName[B] = Austria
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Set countrySpawn[B] = 21 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 036 <gen>
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Set countryName[B] = Slovenia
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Set countrySpawn[B] = 22 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 038 <gen>
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Set countryName[B] = Bosnia
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Set countrySpawn[B] = 25 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 040 <gen>
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Set countryName[B] = Greece
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Set countrySpawn[B] = 24 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 058 <gen>
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Set countryName[B] = Turkey
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Set countrySpawn[B] = 7 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 056 <gen>
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Set countryName[B] = Isreal
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Set countrySpawn[B] = 6 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 054 <gen>
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Set countryName[B] = Egypt
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Set countrySpawn[B] = 5 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 052 <gen>
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Set countryName[B] = Libya
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Set countrySpawn[B] = 4 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 060 <gen>
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Set countryName[B] = Georgia
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Set countrySpawn[B] = 8 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 062 <gen>
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Set countryName[B] = Armenia
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Set countrySpawn[B] = 9 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 019 <gen>
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Set countryName[B] = Belguim
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Set countrySpawn[B] = 15 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 021 <gen>
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Set countryName[B] = Netherlands
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Set countrySpawn[B] = 16 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 023 <gen>
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Set countryName[B] = Denmark
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Set countrySpawn[B] = 17 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 025 <gen>
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Set countryArea2[B] = 18 <gen>
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Set countryName[B] = Germany
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Set countrySpawn[B] = Region 024 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 044 <gen>
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Set countryName[B] = Hungary
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Set countrySpawn[B] = 26 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 030 <gen>
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Set countryName[B] = Czechoslovakia
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Set countrySpawn[B] = 30 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 028 <gen>
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Set countryName[B] = Poland
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Set countrySpawn[B] = 19 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 048 <gen>
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Set countryName[B] = Belarus
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Set countrySpawn[B] = 31 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 046 <gen>
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Set countryName[B] = Ukraine
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Set countrySpawn[B] = 29 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 064 <gen>
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Set countryName[B] = Moldova
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Set countrySpawn[B] = 28 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 042 <gen>
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Set countryName[B] = Romania
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Set countrySpawn[B] = 27 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 050 <gen>
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Set countryName[B] = Lithuania
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Set countrySpawn[B] = 32 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 065 <gen>
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Set countryArea2[B] = Region 066 <gen>
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Set countryName[B] = Russia
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Set countrySpawn[B] = 33 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 069 <gen>
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Set countryName[B] = Finland
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Set countrySpawn[B] = 34 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 071 <gen>
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Set countryArea2[B] = Region 072 <gen>
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Set countryName[B] = Sweden
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Set countrySpawn[B] = 35 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 073 <gen>
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Set countryArea2[B] = Region 074 <gen>
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Set countryName[B] = Norway
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Set countrySpawn[B] = 36 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 077 <gen>
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Set countryName[B] = Svalbard
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Set countrySpawn[B] = 37 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 081 <gen>
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Set countryName[B] = Ireland
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Set countrySpawn[B] = 40 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 082 <gen>
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Set countryName[B] = Wales
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Set countrySpawn[B] = 39 <gen>
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-------- ------------------------- --------
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Set B = (B + 1)
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-------- ------------------------- --------
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Set countryArea1[B] = Region 083 <gen>
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Set countryArea2[B] = Region 084 <gen>
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Set countryName[B] = England
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Set countrySpawn[B] = 38 <gen>
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-------- ------------------------- --------
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-------- ------------------------- --------
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-------- ------------------------- --------
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Set countryCount = B
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-------- ------------------------- --------
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-------- ------------------------- --------
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-------- ------------------------- --------
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For each (Integer B) from 1 to countryCount, do (Actions)
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Loop - Actions
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Set countryRegions[B] = (Units in countryArea1[B] owned by Neutral Hostile)
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Unit Group - Add all units of (Units in countryArea2[B] owned by Neutral Hostile) to countryRegions[B]
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Set countryCityCount[B] = ((Number of units in (Units in countryArea1[B] owned by Neutral Hostile)) + (Number of units in (Units in countryArea2[B] owned by Neutral Hostile)))
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Set tempPointArray1[B] = (Center of countrySpawn[B])
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Set tempPointArray2[B] = (tempPointArray1[B] offset by (-85.00, -125.00))
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Floating Text - Create floating text that reads (|cFFFF0303 + (countryName[B] + ((( + () + ((String(countryCityCount[B])) + ))) + |r))) at tempPointArray2[B] with Z offset 0.00, using font size 13.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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-------- ------------------------- --------
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-------- ------------------------- --------
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-------- ------------------------- --------
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Unit Group - Pick every unit in (Random numOfPlayers units from (Units owned by Neutral Hostile matching (((Matching unit) is in countryRegions[B]) Equal to True))) and do (Actions)
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Loop - Actions
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Set tempUnit1 = (Picked unit)
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Set tempPoint1 = (Position of tempUnit1)
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Set tempPoint2 = (tempPoint1 offset by (0.00, -220.00))
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Set tempPlayer1 = (Random player from tempForce1)
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Set G_TempGroup = (Units within 150.00 of tempPoint2 matching ((((((Matching unit) is alive) Equal to True) and (((Matching unit) is in G_Group) Not equal to True)) and (((Matching unit) is A structure) Not equal to True)) and ((Owner of (Matching unit)) Equal to tempPlayer1))
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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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(G_TempGroup is empty) Equal to False
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Then - Actions
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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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tempInt[(Player number of tempPlayer1)] Less than numOfBasesPerPlayer
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tempInt[(Player number of tempPlayer1)] Less than 40
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Then - Actions
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Unit - Create 1 defaultUnitType for tempPlayer1 at tempPoint2 facing Default building facing degrees
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Set tempUnit2 = (Last created unit)
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Unit - Change ownership of tempUnit1 to tempPlayer1 and Change color
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Unit - Order tempUnit1 to Undead Necromancer - Unholy Frenzy tempUnit2
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Set tempInt[(Player number of tempPlayer1)] = (tempInt[(Player number of tempPlayer1)] + 1)
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Player Group - Remove tempPlayer1 from tempForce1
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Player Group - Add tempPlayer1 to tempForce2
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Else - Actions
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Custom script: call RemoveLocation( udg_tempPoint1 )
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Custom script: call RemoveLocation( udg_tempPoint2 )
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Custom script: call DestroyGroup( udg_G_TempGroup )
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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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(Number of players in tempForce1) Equal to 0
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Then - Actions
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Player Group - Pick every player in tempForce2 and do (Actions)
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Loop - Actions
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Player Group - Add (Picked player) to tempForce1
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Player Group - Remove (Picked player) from tempForce2
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Else - Actions
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Unit Group - Pick every unit in (Units owned by Neutral Hostile matching (((Matching unit) is in countryRegions[B]) Equal to True)) and do (Actions)
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Loop - Actions
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Set tempUnit1 = (Picked unit)
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Set tempPoint1 = (Position of tempUnit1)
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Set tempPoint2 = (tempPoint1 offset by (0.00, -220.00))
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Unit - Create 1 defaultUnitType for Neutral Hostile at tempPoint2 facing Default building facing degrees
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Set tempUnit2 = (Last created unit)
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Unit - Order tempUnit1 to Undead Necromancer - Unholy Frenzy tempUnit2
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Game - Display to (All players) the text: The game will begin...
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Player Colors
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Events
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Map initialization
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Conditions
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Actions
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Set player_Colour[1] = (Name of Player 1 (Red))
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Set player_Colour[2] = (Name of Player 2 (Blue))
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Set player_Colour[3] = (Name of Player 3 (Teal))
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Set player_Colour[4] = (Name of Player 4 (Purple))
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Set player_Colour[5] = (Name of Player 5 (Yellow))
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Set player_Colour[6] = (Name of Player 6 (Orange))
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Set player_Colour[7] = (Name of Player 7 (Green))
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Set player_Colour[8] = (Name of Player 8 (Pink))
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Set player_Colour[9] = (Name of Player 9 (Gray))
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Set player_Colour[10] = (Name of Player 10 (Light Blue))
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Set player_Colour[11] = (Name of Player 11 (Dark Green))
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Set player_Colour[12] = (Name of Player 12 (Brown))
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Set colorCode[1] = |cffff0000
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Set colorCode[2] = |cff0000ff
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Set colorCode[3] = |cff00ffff
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Set colorCode[4] = |cffa020f0
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Set colorCode[5] = |cffffff00
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Set colorCode[6] = |cffee9a00
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Set colorCode[7] = |cff00cd00
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Set colorCode[8] = |cffdb7093
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Set colorCode[9] = |cff7f7f7f
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Set colorCode[10] = |cff87ceeb
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Set colorCode[11] = |cff006400
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Set colorCode[12] = |cff804000
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Set colourColor[1] = Red
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Set colourColor[2] = Blue
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Set colourColor[3] = Teal
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Set colourColor[4] = Purple
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Set colourColor[5] = Yellow
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Set colourColor[6] = Orange
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Set colourColor[7] = Green
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Set colourColor[8] = Pink
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Set colourColor[9] = Gray
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Set colourColor[10] = Light Blue
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Set colourColor[11] = Dark Green
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Set colourColor[12] = Brown
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For each (Integer P) from 1 to 12, do (Actions)
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Loop - Actions
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For each (Integer C) from 1 to 12, 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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(Color of (Player(P))) Equal to colourColor[C]
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Then - Actions
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Set player_Colour = (colorCode[C] + player_Colour)
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Else - Actions
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-
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Custom script: call DestroyTrigger( GetTriggeringTrigger() )
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Create Multiboard
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Events
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Time - Elapsed game time is 10.00 seconds
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Conditions
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Actions
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Visibility - Disable fog of war
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Visibility - Disable black mask
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Multiboard - Create a multiboard with 4 columns and 2 rows, titled Scoreboard
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Set mBoard = (Last created multiboard)
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Multiboard - Change the title of mBoard to (|cffD70000 + (Middle Earth Risk + |r))
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Multiboard - Set the width for mBoard item in column 1, row 1 to 9.00% of the total screen width
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Multiboard - Set the width for mBoard item in column 2, row 1 to 6.00% of the total screen width
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Multiboard - Set the width for mBoard item in column 3, row 1 to 0.10% of the total screen width
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Multiboard - Set the width for mBoard item in column 4, row 1 to 0.10% of the total screen width
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Multiboard - Set the width for mBoard item in column 1, row 2 to 6.00% of the total screen width
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Multiboard - Set the width for mBoard item in column 2, row 2 to 3.50% of the total screen width
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Multiboard - Set the width for mBoard item in column 3, row 2 to 3.50% of the total screen width
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Multiboard - Set the width for mBoard item in column 4, row 2 to 9.00% of the total screen width
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Multiboard - Set the text for mBoard item in column 2, row 1 to (|cffFF0080 + (Turn + (|r + (|cffffcc00 + ((String(turn)) + |r)))))
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Multiboard - Set the text for mBoard item in column 1, row 2 to (|cffffcc00 + (Player + |r))
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Multiboard - Set the text for mBoard item in column 2, row 2 to (|cffFFD700 + (Income + |r))
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Multiboard - Set the text for mBoard item in column 3, row 2 to (|cffffcc00 + (Cities + |r))
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Multiboard - Set the text for mBoard item in column 4, row 2 to (|cffffcc00 + (Status + |r))
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Multiboard - Set the display style for mBoard item in column 1, row 1 to Show text and Hide icons
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Multiboard - Set the display style for mBoard item in column 2, row 1 to Show text and Hide icons
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Multiboard - Set the display style for mBoard item in column 3, row 1 to Show text and Hide icons
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Multiboard - Set the display style for mBoard item in column 4, row 1 to Show text and Hide icons
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Multiboard - Set the display style for mBoard item in column 1, row 2 to Show text and Hide icons
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Multiboard - Set the display style for mBoard item in column 2, row 2 to Show text and Hide icons
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Multiboard - Set the display style for mBoard item in column 3, row 2 to Show text and Hide icons
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Multiboard - Set the display style for mBoard item in column 4, row 2 to Show text and Hide icons
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Set tempInt[1] = 2
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For each (Integer tempInt[0]) from 1 to 12, do (Actions)
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Loop - Actions
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Custom script: set udg_tempPlayer1 = Player( udg_tempInt[0] - 1)
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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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(tempPlayer1 slot status) Equal to Is playing
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Then - Actions
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Set tempInt[1] = (tempInt[1] + 1)
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Multiboard - Change the number of rows for mBoard to tempInt[1]
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Multiboard - Set the width for mBoard item in column 1, row tempInt[1] to 6.00% of the total screen width
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Multiboard - Set the width for mBoard item in column 2, row tempInt[1] to 3.50% of the total screen width
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Multiboard - Set the width for mBoard item in column 3, row tempInt[1] to 3.50% of the total screen width
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Multiboard - Set the width for mBoard item in column 4, row tempInt[1] to 3.50% of the total screen width
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Multiboard - Set the text for mBoard item in column 1, row tempInt[1] to player_Colour[(Player number of tempPlayer1)]
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Multiboard - Set the text for mBoard item in column 2, row tempInt[1] to (|cFFF8FC00 + ((String(income[(Player number of tempPlayer1)])) + |r))
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Multiboard - Set the text for mBoard item in column 3, row tempInt[1] to (|cFFB4B7E3 + ((String(cities[(Player number of tempPlayer1)])) + |r))
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Multiboard - Set the text for mBoard item in column 4, row tempInt[1] to playerAliveString[(Player number of tempPlayer1)]
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Multiboard - Set the display style for mBoard item in column 1, row tempInt[1] to Show text and Hide icons
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Multiboard - Set the display style for mBoard item in column 2, row tempInt[1] to Show text and Hide icons
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Multiboard - Set the display style for mBoard item in column 3, row tempInt[1] to Show text and Hide icons
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Multiboard - Set the display style for mBoard item in column 4, row tempInt[1] to Show text and Hide icons
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Else - Actions
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Custom script: set udg_tempPlayer1 = null
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Trigger - Turn on Multiboard Timer <gen>
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Trigger - Turn on Update Board <gen>
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Trigger - Turn on Update Player Status <gen>
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Custom script: call DestroyTrigger( GetTriggeringTrigger() )
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Multiboard Timer
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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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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timeInteger Equal to 0
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Then - Actions
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Set timeInteger = timeIntegerStart
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Set turn = (turn + 1)
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Multiboard - Set the text for mBoard item in column 2, row 1 to (|cffFF0080 + (Turn + (|r + (|cff00FF00 + ((String(turn)) + |r)))))
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For each (Integer P) from 1 to 12, do (Actions)
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Loop - Actions
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Set income = 8
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For each (Integer B) from 1 to countryCount, do (Actions)
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Loop - Actions
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Set tempInt[B] = (Number of units in (Units owned by (Player(P)) matching (((Matching unit) is in countryRegions[B]) Equal to True)))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
tempInt[B] Equal to countryCityCount[B]
-
-
Then - Actions
-
Set income = (income + (countryCityCount[B] - 1))
-
Set tempPoint1 = (Center of countrySpawn[B])
-
Unit - Create (countryCityCount[B] - 1) defaultUnitType for (Player(P)) at tempPoint1 facing Default building facing degrees
-
Custom script: call RemoveLocation( udg_tempPoint1 )
-
-
Else - Actions
-
-
-
-
Player - Add income to (Player(P)) Current gold
-
Player - Set (Player(P)) Food cap to turn
-
Player - Set (Player(P)) Food used to 60
-
Player - Add 1 to (Player(P)) Current lumber
-
-
-
-
Else - Actions
-
For each (Integer P) from 1 to 12, do (Actions)
-
Loop - Actions
-
Player - Add -1 to (Player(P)) Food used
-
-
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
timeInteger Less than or equal to 5
-
-
Then - Actions
-
Set turnTimerColor = |cffff0000
-
Multiboard - Set the text for mBoard item in column 1, row 1 to (|cffFF00FF + (Next Turn + (turnTimerColor + ((String(timeInteger)) + |r))))
-
-
Else - Actions
-
Set turnTimerColor = |cff00FF00
-
Multiboard - Set the text for mBoard item in column 1, row 1 to (|cffFF00FF + (Next Turn + (turnTimerColor + ((String(timeInteger)) + |r))))
-
-
-
Set timeInteger = (timeInteger - 1)
-
Trigger - Run Update Board <gen> (checking conditions)
-
Trigger - Run Update Player Status <gen> (checking conditions)
-
-
-
Update Board
-
Events
-
Conditions
-
Actions
-
Set tempInt[2] = 2
-
For each (Integer tempInt[0]) from 1 to 12, do (Actions)
-
Loop - Actions
-
Custom script: set udg_tempPlayer1 = Player( udg_tempInt[0] - 1)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(tempPlayer1 slot status) Equal to Is playing
-
-
Then - Actions
-
Set tempInt[2] = (tempInt[2] + 1)
-
Set cities[(Player number of tempPlayer1)] = (Number of units in (Units owned by tempPlayer1 matching (((Matching unit) is A town-hall-type unit) Equal to True)))
-
Multiboard - Set the text for mBoard item in column 2, row tempInt[2] to (|cFFF8FC00 + (String(income[(Player number of tempPlayer1)])))
-
Multiboard - Set the text for mBoard item in column 3, row tempInt[2] to (|cFFB4B7E3 + (String(cities[(Player number of tempPlayer1)])))
-
Multiboard - Set the text for mBoard item in column 4, row tempInt[2] to playerAliveString[(Player number of tempPlayer1)]
-
-
Else - Actions
-
-
-
-
Custom script: set udg_tempPlayer1 = null
-
-
-
Update Player Status
-
Events
-
Conditions
-
Actions
-
For each (Integer P) from 1 to 12, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
((Player(P)) slot status) Equal to Has left the game
-
-
Then - Actions
-
Set playerAliveString = |cff00ff00Left|r
-
-
Else - Actions
-
-
-
-
For each (Integer P) from 1 to 12, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Number of units in (Units owned by (Player(P)) matching (((Matching unit) is A town-hall-type unit) Equal to True))) Equal to 0
-
-
Then - Actions
-
Set playerAliveString = |cff00ff00Dead|r
-
-
Else - Actions
-
-
-
-
-
-
Guard
-
Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to Guard
-
(Owner of (Casting unit)) Equal to (Owner of (Target unit of ability being cast))
-
-
Actions
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
-------- Checking if target is already guarding. --------
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
((Target unit of ability being cast) is in G_Group) Equal to True
-
-
Then - Actions
-
Do nothing
-
-
Else - Actions
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
-------- Replacing current Guard, if cast on a new unit. --------
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
For each (Integer G_Loop) from 1 to G_Index, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
G_Caster[G_Loop] Equal to (Casting unit)
-
-
Then - Actions
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
-------- Removing Dummy flag --------
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Unit-type of G_Unit[G_Loop]) Equal to Guard Dummy
-
-
Then - Actions
-
Unit - Remove G_Unit[G_Loop] from the game
-
-
Else - Actions
-
-
Unit Group - Remove G_Unit[G_Loop] from G_Group
-
Set G_Unit[G_Loop] = (Target unit of ability being cast)
-
Unit Group - Add G_Unit[G_Loop] to G_Group
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
G_Index Equal to 1
-
-
Then - Actions
-
Trigger - Turn on Guard Loop <gen>
-
-
Else - Actions
-
-
Skip remaining actions
-
-
Else - Actions
-
-
-
-
Set G_Index = (G_Index + 1)
-
Set G_Caster[G_Index] = (Casting unit)
-
Set G_Unit[G_Index] = (Target unit of ability being cast)
-
Unit Group - Add G_Unit[G_Index] to G_Group
-
Set G_OffsetDistance[G_Index] = 320.00
-
Set G_Location[G_Index] = ((Position of G_Caster[G_Index]) offset by G_OffsetDistance[G_Index] towards 270.00 degrees)
-
Unit - Create 1 circleOfPowerType for (Owner of G_Caster[G_Index]) at G_Location[G_Index] facing Default building facing degrees
-
Set G_Cop[G_Index] = (Last created unit)
-
Set G_Location[G_Index] = (Position of G_Cop[G_Index])
-
Unit - Move G_Unit[G_Index] instantly to G_Location[G_Index]
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
G_Index Equal to 1
-
-
Then - Actions
-
Trigger - Turn on Guard Loop <gen>
-
-
Else - Actions
-
-
-
-
-
-
Guard Killer Replacement
-
Events
-
Unit - A unit Dies
-
-
Conditions
-
((Killing unit) is in G_Group) Not equal to True
-
-
Actions
-
For each (Integer G_Loop) from 1 to G_Index, do (Actions)
-
Loop - Actions
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
-------- Makes the killer the new guard, Killer takes control of building. --------
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
G_Unit[G_Loop] Equal to (Dying unit)
-
-
Then - Actions
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
-------- Checking if dying guard has any buddies in the circle with him, who are able to become the new gaurd. --------
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
Set G_TempGroup = (Units within Guard_AoE of G_Location[G_Loop] matching (((((((Matching unit) is A structure) Equal to False) and ((Matching unit) Not equal to G_Caster[G_Loop])) and ((((Matching unit) is alive) Equal to True) and ((Matching unit) Not equal to G_Cop[G_Loop]))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(G_TempGroup is empty) Equal to True
-
-
Then - Actions
-
Set tempPlayer1 = (Owner of (Killing unit))
-
Unit Group - Remove G_Unit[G_Loop] from G_Group
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
((Killing unit) is A structure) Equal to True
-
-
Then - Actions
-
Unit - Create 1 Guard Dummy for tempPlayer1 at G_Location[G_Loop] facing Default building facing degrees
-
Set G_Unit[G_Loop] = (Last created unit)
-
Unit Group - Add (Last created unit) to G_Group
-
Unit - Change ownership of G_Caster[G_Loop] to tempPlayer1 and Change color
-
Unit - Change ownership of G_Cop[G_Loop] to tempPlayer1 and Change color
-
Custom script: set udg_tempPlayer1 = null
-
-
Else - Actions
-
Unit - Move (Killing unit) instantly to G_Location[G_Loop]
-
Set G_Unit[G_Loop] = (Killing unit)
-
Unit Group - Add (Killing unit) to G_Group
-
Unit - Change ownership of G_Caster[G_Loop] to tempPlayer1 and Change color
-
Unit - Change ownership of G_Cop[G_Loop] to tempPlayer1 and Change color
-
Custom script: set udg_tempPlayer1 = null
-
-
-
-
Else - Actions
-
Unit Group - Remove G_Unit[G_Loop] from G_Group
-
Set G_Unit[G_Loop] = (Random unit from G_TempGroup)
-
Unit Group - Add G_Unit[G_Loop] to G_Group
-
-
-
Custom script: call DestroyGroup (udg_G_TempGroup)
-
-
Else - Actions
-
-
-
-
-
-
Guard Loop
-
Events
-
Time - Every 0.03 seconds of game time
-
-
Conditions
-
Actions
-
For each (Integer G_Loop) from 1 to G_Index, do (Actions)
-
Loop - Actions
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
-------- Checking if guard left his/her post. --------
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(G_Unit[G_Loop] is in (Units within Guard_AoE of G_Location[G_Loop])) Equal to False
-
-
Then - Actions
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
-------- Replacing leaving Guard with someone else in the circle. --------
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
Set G_TempGroup = (Units within Guard_AoE of G_Location[G_Loop] matching (((((((Matching unit) is A structure) Equal to False) and ((Matching unit) Not equal to G_Caster[G_Loop])) and ((((Matching unit) is alive) Equal to True) and ((Matching unit) Not equal to G_Cop[G_Loop]))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(G_TempGroup is empty) Equal to True
-
-
Then - Actions
-
Unit - Move G_Unit[G_Loop] instantly to G_Location[G_Loop]
-
-
Else - Actions
-
Unit Group - Remove G_Unit[G_Loop] from G_Group
-
Set G_Unit[G_Loop] = (Random unit from G_TempGroup)
-
Unit Group - Add G_Unit[G_Loop] to G_Group
-
-
-
Custom script: call DestroyGroup (udg_G_TempGroup)
-
-
Else - Actions
-
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
-------- Scanning for new guard, if guard dies. --------
-
-------- --------------------------------------------------------------------------------------------------------------------------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(G_Unit[G_Loop] is dead) Equal to True
-
-
Then - Actions
-
Unit Group - Remove G_Unit[G_Loop] from G_Group
-
Set G_TempGroup = (Units within Guard_MaximumRange of G_Location[G_Loop] matching (((((((Matching unit) is A structure) Equal to False) and ((Matching unit) Not equal to G_Caster[G_Loop])) and ((((Matching unit) is alive) Equal to True) and ((Matching unit) Not equal to G_Cop[
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(G_TempGroup is empty) Equal to False
-
-
Then - Actions
-
Set G_Unit[G_Loop] = (Random unit from G_TempGroup)
-
Unit Group - Add G_Unit[G_Loop] to G_Group
-
-
Else - Actions
-
Unit - Create 1 dummyType for (Owner of G_Caster[G_Loop]) at G_Location[G_Loop] facing Default building facing degrees
-
Set G_Unit[G_Loop] = (Last created unit)
-
Unit Group - Add G_Unit[G_Loop] to G_Group
-
-
-
Custom script: call DestroyGroup (udg_G_TempGroup)
-
-
Else - Actions
-
-
-
-
-
-
Zoom
-
Events
-
Conditions
-
Actions
-
Set Real[1] = (Real((Substring((Entered chat string), 4, (Length of (Entered chat string))))))
-
Camera - Set (Triggering player)'s camera Distance to target to Real[1] over 0.00 seconds
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Real[1] Less than 1200.00
-
-
Then - Actions
-
Camera - Set (Triggering player)'s camera Distance to target to 1200.00 over 0.00 seconds
-
Game - Display to (All players) the text: The minimum distanc...
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Real[1] Greater than 4000.00
-
-
Then - Actions
-
Camera - Set (Triggering player)'s camera Distance to target to 4000.00 over 0.00 seconds
-
Game - Display to (All players) the text: The max distance is...
-
-
Else - Actions
-
-
-
-
Angle
-
Events
-
Conditions
-
Actions
-
Set Real[2] = (Real((Substring((Entered chat string), 4, (Length of (Entered chat string))))))
-
Camera - Set (Triggering player)'s camera Angle of attack to Real[2] over 0.00 seconds
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Real[2] Less than 300.00
-
-
Then - Actions
-
Camera - Set (Triggering player)'s camera Angle of attack to 300.00 over 0.00 seconds
-
Game - Display to (Player group((Triggering player))) the text: You can only change...
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Real[2] Greater than 360.00
-
-
Then - Actions
-
Camera - Set (Triggering player)'s camera Angle of attack to 360.00 over 0.00 seconds
-
Game - Display to (Player group((Triggering player))) the text: You can only change...
-
-
Else - Actions
-
-
-
-
Rotation
-
Events
-
Conditions
-
Actions
-
Set Real[3] = (Real((Substring((Entered chat string), 4, (Length of (Entered chat string))))))
-
Camera - Set (Triggering player)'s camera Rotation to Real[3] over 0.00 seconds
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Real[3] Less than 0.00
-
-
Then - Actions
-
Game - Display to (All players) the text: You can only rotate...
-
Camera - Set (Triggering player)'s camera Rotation to 0.00 over 0.00 seconds
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Real[3] Greater than 360.00
-
-
Then - Actions
-
Game - Display to (All players) the text: You can only rotate...
-
Camera - Set (Triggering player)'s camera Rotation to 360.00 over 0.00 seconds
-
-
Else - Actions
-
-
-
Attachments
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