Ok, so I have been making a Risk system for a while now and I'm constantly trying new things I finally sat down and made a majority of the system. Me and a friend were testing the map for bugs when we realized around turn 5, it gets laggy and the longer it goes on the worse it gets around turn 15 it was unplayable. (turns are 60 seconds.) I tested it on single player, i just sat there and didnt do anything, and still after 5 turns it got laggy and so on. So im going to post my triggers, if i missed a leak let me know.
I got all the leaks I noticed so far, if you can tell me if i missed any or why my game get laggy let me know, I would post the map but idk how to use the pastebin.
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Map Int
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Events
- Map initialization
- Conditions
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Actions
- Visibility - Disable fog of war
- Visibility - Disable black mask
- Set turn = 0
- Set timeIntegerStart = 60
- Set DefaultUnitType = Private
- Game - Set the time of day to 12.00
- Game - Set time of day speed to 0.00% of the default speed
- Game - Turn the day/night cycle Off
- Game - Set game speed to Fastest
- 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
- ((Player(P)) slot status) Equal to Is playing
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Then - Actions
- Trigger - Add to Cam Commands <gen> the event (Player - (Player(P)) types a chat message containing - as A substring)
- Camera - Set (Player(P))'s camera CAMERA_FIELD_TARGET_DISTANCE to 2900.00 over 0.00 seconds
- Camera - Set (Player(P))'s camera Angle of attack to -70.00 over 0.00 seconds
- Set income = 12
- Set incomeBase = 12
- Set playerAliveString = |cff00ff00Alive|r
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Custom script: call DestroyTrigger( GetTriggeringTrigger() )
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Events
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Set Countries
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Events
- Map initialization
- Conditions
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Actions
- Set countryArea1[1] = Region 000 <gen>
- Set countryName[1] = Ireland
- Set countrySpawn[1] = Ireland <gen>
- Set countryArea1[2] = Region 001 <gen>
- Set countryName[2] = Wales
- Set countrySpawn[2] = Wales <gen>
- Set countryArea1[3] = Region 002 <gen>
- Set countryArea2[3] = Region 003 <gen>
- Set countryName[3] = England
- Set countrySpawn[3] = England <gen>
- Set countryArea1[4] = Region 006 <gen>
- Set countryName[4] = Svalbard
- Set countrySpawn[4] = Svalbard <gen>
- Set countryArea1[5] = Region 004 <gen>
- Set countryArea2[5] = Region 005 <gen>
- Set countryName[5] = Norway
- Set countrySpawn[5] = Norway <gen>
- Set countryArea1[6] = Region 007 <gen>
- Set countryArea2[6] = Region 008 <gen>
- Set countryName[6] = Sweden
- Set countrySpawn[6] = Sweden <gen>
- Set countryArea1[7] = Region 009 <gen>
- Set countryName[7] = Finland
- Set countrySpawn[7] = Finland <gen>
- Set countryArea1[8] = Region 010 <gen>
- Set countryName[8] = Lithuania
- Set countrySpawn[8] = Lithuana <gen>
- Set countryArea1[9] = Region 012 <gen>
- Set countryArea2[9] = Region 011 <gen>
- Set countryName[9] = Russia
- Set countrySpawn[9] = Russia <gen>
- Set countryArea1[10] = Region 013 <gen>
- Set countryName[10] = Moldova
- Set countrySpawn[10] = Moldova <gen>
- Set countryArea1[11] = Region 014 <gen>
- Set countryName[11] = Ukraine
- Set countrySpawn[11] = Ukraine <gen>
- Set countryArea1[12] = Region 015 <gen>
- Set countryName[12] = Romania
- Set countrySpawn[12] = Romania <gen>
- Set countryArea1[13] = Region 016 <gen>
- Set countryName[13] = Belarus
- Set countrySpawn[13] = Belarus <gen>
- Set countryArea1[14] = Region 017 <gen>
- Set countryName[14] = Czechoslovakia
- Set countrySpawn[14] = Chez <gen>
- Set countryArea1[15] = Region 018 <gen>
- Set countryName[15] = Poland
- Set countrySpawn[15] = Poland <gen>
- Set countryArea1[16] = Region 019 <gen>
- Set countryName[16] = Denmark
- Set countrySpawn[16] = Denmark <gen>
- Set countryArea1[17] = Region 020 <gen>
- Set countryName[17] = Netherlands
- Set countrySpawn[17] = Netherlands <gen>
- Set countryArea1[18] = Region 021 <gen>
- Set countryName[18] = Belgium
- Set countrySpawn[18] = Belgium <gen>
- Set countryArea1[19] = Region 022 <gen>
- Set countryName[19] = Germany
- Set countrySpawn[19] = Germany <gen>
- Set countryArea1[20] = Region 023 <gen>
- Set countryName[20] = Switzerland
- Set countrySpawn[20] = Switz <gen>
- Set countryArea1[21] = Region 024 <gen>
- Set countryName[21] = Austria
- Set countrySpawn[21] = Austria <gen>
- Set countryArea1[22] = Region 025 <gen>
- Set countryName[22] = Hungary
- Set countrySpawn[22] = Hungary <gen>
- Set countryArea1[23] = Region 026 <gen>
- Set countryName[23] = Solvenia
- Set countrySpawn[23] = Solvenia <gen>
- Set countryArea1[24] = Region 027 <gen>
- Set countryName[24] = Bosnia
- Set countrySpawn[24] = Bosnia <gen>
- Set countryArea1[25] = Region 029 <gen>
- Set countryArea2[25] = Region 028 <gen>
- Set countryName[25] = France
- Set countrySpawn[25] = Frace <gen>
- Set countryArea1[26] = Region 030 <gen>
- Set countryName[26] = Spain
- Set countrySpawn[26] = Spain <gen>
- Set countryArea1[27] = Region 031 <gen>
- Set countryName[27] = Portugal
- Set countrySpawn[27] = Portugal <gen>
- Set countryArea1[28] = Region 032 <gen>
- Set countryName[28] = Morocco
- Set countrySpawn[28] = Morrocco <gen>
- Set countryArea1[29] = Region 033 <gen>
- Set countryName[29] = Algeria
- Set countrySpawn[29] = Algeria <gen>
- Set countryArea1[30] = Region 034 <gen>
- Set countryName[30] = Malta
- Set countrySpawn[30] = Malta <gen>
- Set countryArea1[31] = Region 035 <gen>
- Set countryName[31] = Sardania
- Set countrySpawn[31] = Sardania <gen>
- Set countryArea1[32] = Region 036 <gen>
- Set countryArea2[32] = Region 037 <gen>
- Set countryName[32] = Italy
- Set countrySpawn[32] = Italy <gen>
- Set countryArea1[33] = Region 038 <gen>
- Set countryName[33] = Libya
- Set countrySpawn[33] = Libya <gen>
- Set countryArea1[34] = Region 039 <gen>
- Set countryName[34] = Egypt
- Set countrySpawn[34] = Egypt <gen>
- Set countryArea1[35] = Region 040 <gen>
- Set countryName[35] = Greece
- Set countrySpawn[35] = Greece <gen>
- Set countryArea1[36] = Region 041 <gen>
- Set countryName[36] = Turkey
- Set countrySpawn[36] = Turkey <gen>
- Set countryArea1[37] = Region 042 <gen>
- Set countryName[37] = Isreal
- Set countrySpawn[37] = Isreal <gen>
- Set countryArea1[38] = Region 043 <gen>
- Set countryName[38] = Georgia
- Set countrySpawn[38] = Georgia <gen>
- Set countryArea1[39] = Region 044 <gen>
- Set countryName[39] = Armenia
- Set countrySpawn[39] = Armenia <gen>
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For each (Integer B) from 1 to 39, do (Actions)
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Loop - Actions
- Unit Group - Add all units of (Units in countryArea1[B] matching (((Unit-type of (Matching unit)) Equal to City) or ((Unit-type of (Matching unit)) Equal to Port))) to countryRegions[B]
- Unit Group - Add all units of (Units in countryArea2[B] matching (((Unit-type of (Matching unit)) Equal to City) or ((Unit-type of (Matching unit)) Equal to Port))) to countryRegions[B]
- Set countryCityCount[B] = (Number of units in countryRegions[B])
- Set tempPoint1 = (Center of countrySpawn[B])
- Set tempPoint2 = (tempPoint1 offset by (-85.00, -125.00))
- Floating Text - Create floating text that reads (|cFFFF0303 + (countryName[B] + |r)) at tempPoint2 with Z offset 0.00, using font size 13.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
- Custom script: call RemoveLocation( udg_tempPoint1 )
- Custom script: set udg_tempPoint1 = null
- Custom script: call RemoveLocation( udg_tempPoint2 )
- Custom script: set udg_tempPoint2 = null
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Loop - Actions
- Custom script: call DestroyTrigger( GetTriggeringTrigger() )
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Events
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Randomize Bases
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Events
- Time - Elapsed game time is 1.00 seconds
- Conditions
-
Actions
- -------- Count Bases --------
- Set tempBasesInt = 0
- Set tempGroup1 = (Units owned by Neutral Hostile matching (((Unit-type of (Matching unit)) Equal to City) or ((Unit-type of (Matching unit)) Equal to Port)))
- Set numOfBases = (Number of units in tempGroup1)
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Unit Group - Pick every unit in tempGroup1 and do (Actions)
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Loop - Actions
- Set tempBasesInt = (tempBasesInt + 1)
- Set baseCity[tempBasesInt] = (Picked unit)
- Unit - Set the custom value of (Picked unit) to tempBasesInt
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Loop - Actions
- -------- Create Bases --------
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For each (Integer D) from 1 to numOfBases, do (Actions)
-
Loop - Actions
- Set tempPoint1 = (Position of baseCity[D])
- Set tempPoint2 = (tempPoint1 offset by 280.00 towards 260.00 degrees)
- Unit - Create 1 COP (large) for Neutral Passive at tempPoint2 facing Default building facing degrees
- Set baseCircle[D] = (Last created unit)
- Unit - Set the custom value of baseCircle[D] to (Custom value of baseCity[D])
- Set tempPoint3 = (Position of baseCircle[D])
- Unit - Create 1 Tower for Neutral Hostile at tempPoint3 facing 270.00 degrees
- Set baseTower[D] = (Last created unit)
- Unit - Set the custom value of baseTower[D] to (Custom value of baseCity[D])
- Unit - Create 1 DefaultUnitType for Neutral Hostile at tempPoint3 facing Default building facing degrees
- Set baseDefender[D] = (Last created unit)
- Unit Group - Add baseDefender[D] to baseDefenders
- Custom script: call RemoveLocation( udg_tempPoint1 )
- Custom script: call RemoveLocation( udg_tempPoint2 )
- Custom script: call RemoveLocation( udg_tempPoint3 )
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Loop - Actions
- -------- Count Players --------
- Set tempPlayerInt = 0
- Set tempForce1 = (All players matching (((Matching player) slot status) Equal to Is playing))
- Set numOfPlayers = (Number of players in tempForce1)
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For each (Integer D) from 1 to numOfBases, do (Actions)
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Loop - Actions
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Player Group - Pick every player in tempForce1 and do (Actions)
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Loop - Actions
- Set tempPlayerInt = (tempPlayerInt + 1)
- Set tempPlayerArray1[tempPlayerInt] = (Random player from tempForce1)
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Loop - Actions
- Unit - Change ownership of baseCity[D] to (Player(tempPlayerInt)) and Change color
- Unit - Change ownership of baseTower[D] to (Player(tempPlayerInt)) and Change color
- Unit - Change ownership of baseDefender[D] to (Player(tempPlayerInt)) and Change color
- Set cities[(Player number of (Player(tempPlayerInt)))] = (cities[(Player number of (Player(tempPlayerInt)))] + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- tempPlayerInt Greater than numOfPlayers
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Then - Actions
- Set tempPlayerInt = 0
- Else - Actions
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If - Conditions
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Player Group - Pick every player in tempForce1 and do (Actions)
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Loop - Actions
- Custom script: call DestroyForce( udg_tempForce1 )
- Custom script: set udg_tempForce1 = null
- Custom script: call DestroyGroup( udg_tempGroup1 )
- Custom script: set udg_tempGroup1 = null
- Custom script: call DestroyTrigger( GetTriggeringTrigger() )
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Events
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Change Defender Range
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Events
- Time - Every 0.15 seconds of game time
- Conditions
-
Actions
-
For each (Integer D) from 1 to numOfBases, do (Actions)
-
Loop - Actions
- Set tempUnit1 = baseCircle[D]
- Set tempPoint1 = (Position of tempUnit1)
- Set tempUnit2 = baseDefender[D]
- Set tempPoint2 = (Position of tempUnit2)
- Set tempGroup1 = (Units within 175.00 of tempPoint1 matching ((((Matching unit) is A structure) Equal to False) and ((Owner of (Matching unit)) Equal to (Owner of tempUnit2))))
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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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And - All (Conditions) are true
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Conditions
- (Distance between (Position of tempUnit2) and tempPoint1) Greater than or equal to 175.00
- (Number of units in tempGroup1) Equal to 0
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Conditions
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And - All (Conditions) are true
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Then - Actions
- Unit - Move tempUnit2 instantly to tempPoint1
- Else - Actions
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If - Conditions
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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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And - All (Conditions) are true
-
Conditions
- (Distance between (Position of tempUnit2) and tempPoint1) Greater than or equal to 175.00
- (Number of units in tempGroup1) Greater than or equal to 1
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Conditions
-
And - All (Conditions) are true
-
Then - Actions
- Unit Group - Remove tempUnit2 from tempGroup1
- Unit Group - Remove tempUnit2 from baseDefenders
- Set tempUnit3 = (Random unit from tempGroup1)
- Set baseDefender[D] = tempUnit3
- Unit Group - Add tempUnit3 to baseDefenders
- Else - Actions
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If - Conditions
- Custom script: call DestroyGroup( udg_tempGroup1 )
- Custom script: set udg_tempGroup1 = null
- Custom script: set udg_tempUnit1 = null
- Custom script: call RemoveLocation( udg_tempPoint1 )
- Custom script: set udg_tempPoint1 = null
- Custom script: set udg_tempUnit2 = null
- Custom script: call RemoveLocation( udg_tempPoint2 )
- Custom script: set udg_tempPoint2 = null
- Custom script: set udg_tempUnit3 = null
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Loop - Actions
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For each (Integer D) from 1 to numOfBases, do (Actions)
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Events
-
Defender Death
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Events
- Unit - A unit Dies
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Conditions
- ((Triggering unit) is in baseDefenders) Equal to True
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Actions
- Set tempUnit1 = (Killing unit)
- Set tempPoint4 = (Position of tempUnit1)
- Set tempPlayer1 = (Owner of tempUnit1)
- Set tempUnit2 = (Triggering unit)
- Set tempPlayer2 = (Owner of tempUnit2)
- Set tempPoint1 = (Position of tempUnit2)
- Set tempGroup1 = (Units within 600.00 of tempPoint1 matching (((Matching unit) is A structure) Equal to True))
- Set tempUnit3 = (Random unit from tempGroup1)
- Set tempPoint2 = (Position of tempUnit3)
- Unit Group - Remove tempUnit2 from baseDefenders
- Unit Group - Add tempUnit1 to baseDefenders
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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Or - Any (Conditions) are true
-
Conditions
- (tempUnit1 is A structure) Equal to True
- (tempUnit1 is dead) Equal to True
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set tempGroup2 = (Units within 600.00 of tempPoint4 matching ((((Matching unit) is A structure) Equal to False) and ((Owner of (Matching unit)) Equal to tempPlayer1)))
- Set tempUnit1 = (Random unit from tempGroup2)
- Else - Actions
-
If - Conditions
-
Unit Group - Pick every unit in tempGroup1 and do (Actions)
-
Loop - Actions
- Unit - Change ownership of (Picked unit) to tempPlayer1 and Change color
- Unit - Change ownership of (Picked unit) to tempPlayer1 and Change color
- Unit - Change ownership of (Picked unit) to tempPlayer1 and Change color
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Unit-type of (Picked unit)) Equal to City
- (Unit-type of (Picked unit)) Equal to Port
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Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set baseDefender[(Custom value of (Picked unit))] = tempUnit1
- Unit - Set the custom value of tempUnit1 to (Custom value of (Picked unit))
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Picked unit)) Equal to COP (large)
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Then - Actions
- Set tempPoint3 = (Position of (Picked unit))
- Else - Actions
-
If - Conditions
-
Loop - Actions
- Unit - Move tempUnit1 instantly to tempPoint3
- Set cities[(Player number of tempPlayer1)] = (cities[(Player number of tempPlayer1)] + 1)
- Set cities[(Player number of tempPlayer2)] = (cities[(Player number of tempPlayer2)] - 1)
- Custom script: set udg_tempUnit1 = null
- Custom script: set udg_tempUnit2 = null
- Custom script: set udg_tempUnit3 = null
- Custom script: call RemoveLocation( udg_tempPoint1 )
- Custom script: set udg_tempPoint1 = null
- Custom script: call RemoveLocation( udg_tempPoint2 )
- Custom script: set udg_tempPoint2 = null
- Custom script: call RemoveLocation( udg_tempPoint3 )
- Custom script: set udg_tempPoint3 = null
- Custom script: call RemoveLocation( udg_tempPoint4 )
- Custom script: set udg_tempPoint4 = null
- Custom script: set udg_tempPlayer1 = null
- Custom script: set udg_tempPlayer2 = null
- Custom script: call DestroyGroup( udg_tempGroup1 )
- Custom script: set udg_tempGroup1 = null
- Custom script: call DestroyGroup( udg_tempGroup2 )
- Custom script: set udg_tempGroup2 = null
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Events
-
Set Player Colors
-
Events
- Map initialization
- Conditions
-
Actions
- -------- Set PlayerColour --------
- Set playerColour[1] = (Name of Player 1 (Red))
- Set playerColour[2] = (Name of Player 2 (Blue))
- Set playerColour[3] = (Name of Player 3 (Teal))
- Set playerColour[4] = (Name of Player 4 (Purple))
- Set playerColour[5] = (Name of Player 5 (Yellow))
- Set playerColour[6] = (Name of Player 6 (Orange))
- Set playerColour[7] = (Name of Player 7 (Green))
- Set playerColour[8] = (Name of Player 8 (Pink))
- Set playerColour[9] = (Name of Player 9 (Gray))
- Set playerColour[10] = (Name of Player 10 (Light Blue))
- Set playerColour[11] = (Name of Player 11 (Dark Green))
- Set playerColour[12] = (Name of Player 12 (Brown))
- -------- Set ColourCode --------
- Set colourCode[1] = |cffff0000
- Set colourCode[2] = |cff0000ff
- Set colourCode[3] = |cff00ffff
- Set colourCode[4] = |cffa020f0
- Set colourCode[5] = |cffffff00
- Set colourCode[6] = |cffee9a00
- Set colourCode[7] = |cff00cd00
- Set colourCode[8] = |cffdb7093
- Set colourCode[9] = |cff7f7f7f
- Set colourCode[10] = |cff87ceeb
- Set colourCode[11] = |cff006400
- Set colourCode[12] = |cff804000
- -------- Set ColourColor --------
- Set colourColor[1] = Red
- Set colourColor[2] = Blue
- Set colourColor[3] = Teal
- Set colourColor[4] = Purple
- Set colourColor[5] = Yellow
- Set colourColor[6] = Orange
- Set colourColor[7] = Green
- Set colourColor[8] = Pink
- Set colourColor[9] = Gray
- Set colourColor[10] = Light Blue
- Set colourColor[11] = Dark Green
- Set colourColor[12] = Brown
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For each (Integer P) from 1 to 12, do (Actions)
-
Loop - Actions
-
For each (Integer C) from 1 to 12, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Color of (Player(P))) Equal to colourColor[C]
-
Then - Actions
- Set playerColour = (colourCode[C] + playerColour)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer C) from 1 to 12, do (Actions)
-
Loop - Actions
- Custom script: call DestroyTrigger( GetTriggeringTrigger() )
-
Events
-
Create Multiboard
-
Events
- Time - Elapsed game time is 2.00 seconds
- Conditions
-
Actions
- Multiboard - Create a multiboard with 4 columns and 2 rows, titled Information
- Set mboard = (Last created multiboard)
- Multiboard - Change the title of mboard to (|cffD70000 + (Risk Revolution + |r))
- Multiboard - Set the width for mboard item in column 1, row 1 to 9.00% of the total screen width
- Multiboard - Set the width for mboard item in column 2, row 1 to 6.00% of the total screen width
- Multiboard - Set the width for mboard item in column 3, row 1 to 0.10% of the total screen width
- Multiboard - Set the width for mboard item in column 4, row 1 to 0.10% of the total screen width
- Multiboard - Set the width for mboard item in column 1, row 2 to 6.00% of the total screen width
- Multiboard - Set the width for mboard item in column 2, row 2 to 3.50% of the total screen width
- Multiboard - Set the width for mboard item in column 3, row 2 to 3.50% of the total screen width
- Multiboard - Set the width for mboard item in column 4, row 2 to 3.50% of the total screen width
- Multiboard - Set the text for mboard item in column 2, row 1 to ((|cffFF0080 + (Turn #: + (|r + |cffffcc00))) + ((String(turn)) + |r))
- Multiboard - Set the text for mboard item in column 1, row 2 to (|cffffcc00 + (Player + |r))
- Multiboard - Set the text for mboard item in column 2, row 2 to (|cffFFD700 + (Income + |r))
- Multiboard - Set the text for mboard item in column 3, row 2 to (|cffffcc00 + (Cities + |r))
- Multiboard - Set the text for mboard item in column 4, row 2 to (|cffffcc00 + (Status + |r))
- Multiboard - Set the display style for mboard item in column 1, row 1 to Show text and Hide icons
- Multiboard - Set the display style for mboard item in column 2, row 1 to Show text and Hide icons
- Multiboard - Set the display style for mboard item in column 3, row 1 to Show text and Hide icons
- Multiboard - Set the display style for mboard item in column 4, row 1 to Show text and Hide icons
- Multiboard - Set the display style for mboard item in column 1, row 2 to Show text and Hide icons
- Multiboard - Set the display style for mboard item in column 2, row 2 to Show text and Hide icons
- Multiboard - Set the display style for mboard item in column 3, row 2 to Show text and Hide icons
- Multiboard - Set the display style for mboard item in column 4, row 2 to Show text and Hide icons
- Set tempInt[1] = 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[1] = (tempInt[1] + 1)
- Multiboard - Change the number of rows for mboard to tempInt[1]
- Multiboard - Set the width for mboard item in column 1, row tempInt[1] to 6.00% of the total screen width
- Multiboard - Set the width for mboard item in column 2, row tempInt[1] to 3.50% of the total screen width
- Multiboard - Set the width for mboard item in column 3, row tempInt[1] to 3.50% of the total screen width
- Multiboard - Set the width for mboard item in column 4, row tempInt[1] to 3.50% of the total screen width
- Multiboard - Set the text for mboard item in column 1, row tempInt[1] to playerColour[(Player number of tempPlayer1)]
- Multiboard - Set the text for mboard item in column 2, row tempInt[1] to (|cFFF8FC00 + (String(income[(Player number of tempPlayer1)])))
- Multiboard - Set the text for mboard item in column 3, row tempInt[1] to (|cFFB4B7E3 + (String(cities[(Player number of tempPlayer1)])))
- Multiboard - Set the text for mboard item in column 4, row tempInt[1] to playerAliveString[(Player number of tempPlayer1)]
- Multiboard - Set the display style for mboard item in column 1, row tempInt[1] to Show text and Hide icons
- Multiboard - Set the display style for mboard item in column 2, row tempInt[1] to Show text and Hide icons
- Multiboard - Set the display style for mboard item in column 3, row tempInt[1] to Show text and Hide icons
- Multiboard - Set the display style for mboard item in column 4, row tempInt[1] to Show text and Hide icons
- Else - Actions
-
If - Conditions
-
Loop - Actions
- Custom script: set udg_tempPlayer1 = null
- Trigger - Turn on Multiboard Timer <gen>
- Trigger - Turn on Update Board <gen>
- Trigger - Turn on Update Player Status <gen>
- Custom script: call DestroyTrigger( GetTriggeringTrigger() )
-
Events
-
Multiboard Timer
-
Events
- Time - Every 1.00 seconds of game time
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- timeInteger Equal to 0
-
Then - Actions
- -------- Run Checks Here --------
- Set timeInteger = timeIntegerStart
- Set turn = (turn + 1)
- Multiboard - Set the text for mboard item in column 2, row 1 to ((|cffFF0080 + (Turn #: + (|r + |cff00FF00))) + ((String(turn)) + |r))
-
For each (Integer P) from 1 to 12, do (Actions)
-
Loop - Actions
- Player - Set (Player(P)) Food cap to turn
- Player - Set (Player(P)) Food used to 60
- Player - Add income to (Player(P)) Current gold
- Player - Add 1 to (Player(P)) Current lumber
-
Loop - Actions
-
Else - Actions
-
For each (Integer P) from 1 to 12, do (Actions)
-
Loop - Actions
- Player - Add -1 to (Player(P)) Food used
-
Loop - Actions
-
For each (Integer P) from 1 to 12, do (Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- timeInteger Less than or equal to 3
-
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))
- Sound - Play BattleNetTick <gen>
-
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))
-
If - Conditions
- Set timeInteger = (timeInteger - 1)
- Trigger - Run Update Board <gen> (checking conditions)
- Trigger - Run Update Player Status <gen> (checking conditions)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
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)
- 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
-
If - Conditions
-
Loop - 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
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - 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)) of type City)) Equal to 0) and ((Number of units in (Units owned by (Player(P)) of type Port)) Equal to 0)
-
Then - Actions
- Set playerAliveString = |cff00ff00Dead|r
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer P) from 1 to 12, do (Actions)