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Multiboard DotA 82% v1.4

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
Multiboard Dota

v1.1 Deleted
v1.2 Update
v1.3 Update
v1.4 Change For Loop index

Fitures :
1 set Multiboard DotA
1 Hero DotA (Shadow Shaman)
Traven


Triggers

[trigger="Trigger 1"]MB Start
Events
Time - Elapsed game time is 15.00 seconds
Conditions
Actions
-------- - --------
Set HeroType[1] = Paladin
Set IconPathHero[1] = ReplaceableTextures\CommandButtons\BTNHeroPaladin.blp
Set HeroType[2] = Archmage
Set IconPathHero[2] = ReplaceableTextures\CommandButtons\BTNHeroArchMage.blp
Set HeroType[3] = Mountain King
Set IconPathHero[3] = ReplaceableTextures\CommandButtons\BTNHeroMountainKing.blp
Set HeroType[4] = Blood Mage
Set IconPathHero[4] = ReplaceableTextures\CommandButtons\BTNHeroBloodElfPrince.blp
Set HeroType[5] = Blademaster
Set IconPathHero[5] = ReplaceableTextures\CommandButtons\BTNHeroBlademaster.blp
Set HeroType[6] = Far Seer
Set IconPathHero[6] = ReplaceableTextures\CommandButtons\BTNHeroFarseer.blp
Set HeroType[7] = Tauren Chieftain
Set IconPathHero[7] = ReplaceableTextures\CommandButtons\BTNHeroTaurenChieftain.blp
Set HeroType[8] = Death Knight
Set IconPathHero[8] = ReplaceableTextures\CommandButtons\BTNHeroDeathKnight.blp
Set HeroType[9] = Lich
Set IconPathHero[9] = ReplaceableTextures\CommandButtons\BTNLichVersion2.blp
Set HeroType[10] = Dreadlord
Set IconPathHero[10] = ReplaceableTextures\CommandButtons\BTNHeroDreadLord.blp
Set HeroType[11] = Crypt Lord
Set IconPathHero[11] = ReplaceableTextures\CommandButtons\BTNHeroCryptLord.blp
Set HeroType[12] = Keeper of the Grove
Set IconPathHero[12] = ReplaceableTextures\CommandButtons\BTNKeeperOfTheGrove.blp
Set HeroType[13] = Priestess of the Moon
Set IconPathHero[13] = ReplaceableTextures\CommandButtons\BTNPriestessOfTheMoon.blp
Set HeroType[14] = Demon Hunter
Set IconPathHero[14] = ReplaceableTextures\CommandButtons\BTNHeroDemonHunter.blp
Set HeroType[15] = Warden
Set IconPathHero[15] = ReplaceableTextures\CommandButtons\BTNHeroWarden.blp
Set HeroType[16] = Alchemist
Set IconPathHero[16] = ReplaceableTextures\CommandButtons\BTNHeroAlchemist.blp
Set HeroType[17] = Naga Sea Witch
Set IconPathHero[17] = ReplaceableTextures\CommandButtons\BTNNagaSeaWitch.blp
Set HeroType[18] = Tinker
Set IconPathHero[18] = ReplaceableTextures\CommandButtons\BTNHeroTinker.blp
Set HeroType[19] = Beastmaster
Set IconPathHero[19] = ReplaceableTextures\CommandButtons\BTNBeastMaster.blp
Set HeroType[20] = Dark Ranger
Set IconPathHero[20] = ReplaceableTextures\CommandButtons\BTNBansheeRanger.blp
Set HeroType[21] = Firelord
Set IconPathHero[21] = ReplaceableTextures\CommandButtons\BTNHeroAvatarOfFlame.blp
Set HeroType[22] = Pit Lord
Set IconPathHero[22] = ReplaceableTextures\CommandButtons\BTNPitLord.blp
Set HeroType[23] = Pandaren Brewmaster
Set IconPathHero[23] = ReplaceableTextures\CommandButtons\BTNPandarenBrewmaster.blp
Set HeroType[24] = Shadow Shaman
Set IconPathHero[24] = ReplaceableTextures\CommandButtons\BTNShadowHunter.blp
-------- ------------------------------------------------------------------------------------------------------------ --------
-------- - --------
-------- ------------------------------------------------------------------------------------------------------------ --------
Set Colour[1] = |cffff0303
Set Colour[2] = |cff0042ff
Set Colour[3] = |cff1ce6b9
Set Colour[4] = |cff540081
Set Colour[5] = |cfffffc01
Set Colour[6] = |cfffeba0e
Set Colour[7] = |cff20c000
Set Colour[8] = |cffe55bb0
Set Colour[9] = |cff959697
Set Colour[10] = |cff7ebff1
Set Colour[11] = |cff106246
Set Colour[12] = |cff4e2a04
Set MB_Playername[1] = (|c00ff0303 + ((Name of Player 1 (Red)) + |r))
Set MB_Playername[2] = (|c000042ff + ((Name of Player 2 (Blue)) + |r))
Set MB_Playername[3] = (|c001ce6b9 + ((Name of Player 3 (Teal)) + |r))
Set MB_Playername[4] = (|c00540081 + ((Name of Player 4 (Purple)) + |r))
Set MB_Playername[5] = (|c00fffc01 + ((Name of Player 5 (Yellow)) + |r))
Set MB_Playername[6] = (|c00feba0e + ((Name of Player 6 (Orange)) + |r))
Set MB_Playername[7] = (|c0020c000 + ((Name of Player 7 (Green)) + |r))
Set MB_Playername[8] = (|c00e55bb0 + ((Name of Player 8 (Pink)) + |r))
Set MB_Playername[9] = (|c00959697 + ((Name of Player 9 (Gray)) + |r))
Set MB_Playername[10] = (|c007ebff1 + ((Name of Player 10 (Light Blue)) + |r))
Set MB_Playername[11] = (|c00106246 + ((Name of Player 11 (Dark Green)) + |r))
Set MB_Playername[12] = (|c004e2a04 + ((Name of Player 12 (Brown)) + |r))
-------- - --------
Set MB_PlayerGroup[1] = (All allies of Player 1 (Red))
Set MB_PlayerGroup[2] = (All allies of Player 7 (Green))
Leaderboard - Create a leaderboard for MB_PlayerGroup[1] titled <Empty String>
Set MB_Lederboard[1] = (Last created leaderboard)
Leaderboard - Create a leaderboard for MB_PlayerGroup[2] titled <Empty String>
Set MB_Lederboard[2] = (Last created leaderboard)
-------- --------
Player Group - Pick every player in MB_PlayerGroup[1] and do (Actions)
Loop - Actions
Leaderboard - Add (Picked player) to MB_Lederboard[1] with label (Name of (Picked player)) and value 0
Player Group - Pick every player in MB_PlayerGroup[2] and do (Actions)
Loop - Actions
Leaderboard - Add (Picked player) to MB_Lederboard[2] with label (Name of (Picked player)) and value 0
-------- --------
Set MB_Player = ((Number of players in MB_PlayerGroup[1]) + (Number of players in MB_PlayerGroup[2]))
Custom script: call DestroyForce(udg_MB_PlayerGroup[1])
Custom script: call DestroyForce(udg_MB_PlayerGroup[2])
Leaderboard - Hide MB_Lederboard[1]
Leaderboard - Hide MB_Lederboard[2]
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Set MB_BooleanCooldown[(Integer A)] = False
Set MB_TimeBoolean[(Integer A)] = False
Player - Set name of Player 1 (Red) to The Sentinel
Player - Set name of Player 7 (Green) to The Scourge
Set MB_CountPlayerGroup1 = (Number of players in (All enemies of Player 1 (Red)))
Set MB_CountPlayerGroup2 = (Number of players in (All enemies of Player 7 (Green)))
Hashtable - Create a hashtable
Set MB_AssistHastablePG1 = (Last created hashtable)
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Trigger - Add to MB Player Left A Game <gen> the event (Player - (Player((Integer A))) leaves the game)
-------- Create Multiboard --------
Custom script: if GetLocalPlayer() == Player(1) then
Trigger - Run MB Create <gen> (checking conditions)
Set MB_Integer = 1
Set Va[MB_Integer] = (Last created multiboard)
Multiboard - Show Va[1]
Custom script: endif
Custom script: if GetLocalPlayer() == Player(2) then
Trigger - Run MB Create <gen> (checking conditions)
Set MB_Integer = 2
Set Va[MB_Integer] = (Last created multiboard)
Multiboard - Show Va[2]
Custom script: endif
Custom script: if GetLocalPlayer() == Player(3) then
Trigger - Run MB Create <gen> (checking conditions)
Set MB_Integer = 3
Set Va[MB_Integer] = (Last created multiboard)
Multiboard - Show Va[3]
Custom script: endif
Custom script: if GetLocalPlayer() == Player(4) then
Trigger - Run MB Create <gen> (checking conditions)
Set MB_Integer = 4
Set Va[MB_Integer] = (Last created multiboard)
Multiboard - Show Va[4]
Custom script: endif
Custom script: if GetLocalPlayer() == Player(5) then
Trigger - Run MB Create <gen> (checking conditions)
Set MB_Integer = 5
Set Va[MB_Integer] = (Last created multiboard)
Multiboard - Show Va[5]
Custom script: endif
Custom script: if GetLocalPlayer() == Player(7) then
Trigger - Run MB Create <gen> (checking conditions)
Set MB_Integer = 6
Set Va[MB_Integer] = (Last created multiboard)
Multiboard - Show Va[6]
Custom script: endif
Custom script: if GetLocalPlayer() == Player(8) then
Trigger - Run MB Create <gen> (checking conditions)
Set MB_Integer = 7
Set Va[MB_Integer] = (Last created multiboard)
Multiboard - Show Va[7]
Custom script: endif
Custom script: if GetLocalPlayer() == Player(9) then
Trigger - Run MB Create <gen> (checking conditions)
Set MB_Integer = 8
Set Va[MB_Integer] = (Last created multiboard)
Multiboard - Show Va[8]
Custom script: endif
Custom script: if GetLocalPlayer() == Player(10) then
Trigger - Run MB Create <gen> (checking conditions)
Set MB_Integer = 9
Set Va[MB_Integer] = (Last created multiboard)
Multiboard - Show Va[9]
Custom script: endif
Custom script: if GetLocalPlayer() == Player(11) then
Trigger - Run MB Create <gen> (checking conditions)
Set MB_Integer = 10
Set Va[MB_Integer] = (Last created multiboard)
Multiboard - Show Va[10]
Custom script: endif
For each (Integer B) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the icon for Va[(Integer B)] item in column 1, row 0 to ReplaceableTextures\CommandButtons\BTNSentinelInventory.blp
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the icon for Va[(Integer B)] item in column 1, row 0 to ReplaceableTextures\CommandButtons\BTNScourgeInventory.blp[/trigger]


[trigger="Trigger 2"]MB Create
Events
Conditions
Actions
Set MB_Row = (MB_Player + 3)
Multiboard - Create a multiboard with 7 columns and 1 rows, titled (Dota Player + (String((MB_Integer + 1))))
Multiboard - Minimize (Last created multiboard)
Multiboard - Hide (Last created multiboard)
-------- --------
Multiboard - Change the number of rows for (Last created multiboard) to MB_Row
Multiboard - Set the display style for (Last created multiboard) item in column 0, row 0 to Show text and Hide icons
Multiboard - Set the width for (Last created multiboard) item in column 1, row 0 to 14.00% of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 2, row 0 to 2.00% of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 3, row 0 to 1.50% of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 4, row 0 to 1.00% of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 5, row 0 to 1.00% of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 6, row 0 to 1.00% of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 7, row 0 to 4.00% of the total screen width
Multiboard - Set the text for (Last created multiboard) item in column 2, row 1 to CD
Multiboard - Set the text for (Last created multiboard) item in column 3, row 1 to |c00959697L
Multiboard - Set the text for (Last created multiboard) item in column 4, row 1 to |cffff0303K|r
Multiboard - Set the text for (Last created multiboard) item in column 5, row 1 to |cff0042ffD|r
Multiboard - Set the text for (Last created multiboard) item in column 6, row 1 to |c00959697A|r
Multiboard - Set the text for (Last created multiboard) item in column 1, row 2 to |c00ff0303The Senti...
Multiboard - Set the text for (Last created multiboard) item in column 1, row ((Number of players in (All allies of Player 1 (Red))) + 3) to |cff20c000The Scour...
Multiboard - Set the display style for (Last created multiboard) item in column 7, row 1 to Show text and Show icons
Multiboard - Set the icon for (Last created multiboard) item in column 7, row 1 to UI\Feedback\Resources\ResourceGold.blp
For each (Integer B) from 2 to 6, do (Actions)
Loop - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1, row ((Position of (Player((Integer B))) in MB_Lederboard[1]) + 2) to (Colour[(Player number of (Player((Integer B))))] + ((Name of (Player((Integer B)))) + |r))
Multiboard - Set the display style for (Last created multiboard) item in column 1, row ((Position of (Player((Integer B))) in MB_Lederboard[1]) + 2) to Show text and Show icons
Multiboard - Set the text for (Last created multiboard) item in column 4, row ((Position of (Player((Integer B))) in MB_Lederboard[1]) + 2) to (|cffff0303 + (String(AKill[(Player number of (Player((Integer B))))])))
Multiboard - Set the text for (Last created multiboard) item in column 5, row ((Position of (Player((Integer B))) in MB_Lederboard[1]) + 2) to (|cff0042ff + (String(ADead[(Player number of (Player((Integer B))))])))
Multiboard - Set the text for (Last created multiboard) item in column 6, row ((Position of (Player((Integer B))) in MB_Lederboard[1]) + 2) to (|c00959697 + (String(AAssist[(Player number of (Player((Integer B))))])))
Multiboard - Set the text for (Last created multiboard) item in column 3, row ((Position of (Player((Integer B))) in MB_Lederboard[1]) + 2) to (|c00959697 + 0)
For each (Integer B) from 8 to 12, do (Actions)
Loop - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1, row ((Number of players in (All allies of Player 1 (Red))) + (3 + (Position of (Player((Integer B))) in MB_Lederboard[2]))) to (Colour[(Player number of (Player((Integer B))))] + ((Name of (Player((Integer B)))) + |r))
Multiboard - Set the display style for (Last created multiboard) item in column 1, row ((Position of (Player((Integer B))) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to Show text and Show icons
Multiboard - Set the text for (Last created multiboard) item in column 4, row ((Number of players in (All allies of Player 1 (Red))) + (3 + (Position of (Player((Integer B))) in MB_Lederboard[2]))) to (|cffff0303 + (String(AKill[(Player number of (Picked player))])))
Multiboard - Set the text for (Last created multiboard) item in column 5, row ((Number of players in (All allies of Player 1 (Red))) + (3 + (Position of (Player((Integer B))) in MB_Lederboard[2]))) to (|cff0042ff + (String(ADead[(Player number of (Player((Integer B))))])))
Multiboard - Set the text for (Last created multiboard) item in column 6, row ((Number of players in (All allies of Player 1 (Red))) + (3 + (Position of (Player((Integer B))) in MB_Lederboard[2]))) to (|c00959697 + (String(AAssist[(Player number of (Player((Integer B))))])))
Multiboard - Set the text for (Last created multiboard) item in column 3, row ((Number of players in (All allies of Player 1 (Red))) + (3 + (Position of (Player((Integer B))) in MB_Lederboard[2]))) to (|c00959697 + 0)[/trigger]


[trigger="Trigger 3"]MB Update
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
-------- -------------------------------------------------------------------------------------------------------------- --------
-------- Title (K/D/A - KC/DC) --------
-------- -------------------------------------------------------------------------------------------------------------- --------
Set MB_IntegerTitle = 2
Set MB_Title[1] = (|c00959697( + ((String(AKill[MB_IntegerTitle])) + (/ + ((String(ADead[MB_IntegerTitle])) + (/ + ((String(AAssist[MB_IntegerTitle])) + ( - + ((String(MB_IntegerKillCreeps[MB_IntegerTitle])) + (/ + ((String(MB_IntegerKillAllyCreeps[MB_IntegerTitle])) + ))))))
Set MB_IntegerTitle = 3
Set MB_Title[2] = (|c00959697( + ((String(AKill[MB_IntegerTitle])) + (/ + ((String(ADead[MB_IntegerTitle])) + (/ + ((String(AAssist[MB_IntegerTitle])) + ( - + ((String(MB_IntegerKillCreeps[MB_IntegerTitle])) + (/ + ((String(MB_IntegerKillAllyCreeps[MB_IntegerTitle])) + ))))))
Set MB_IntegerTitle = 4
Set MB_Title[3] = (|c00959697( + ((String(AKill[MB_IntegerTitle])) + (/ + ((String(ADead[MB_IntegerTitle])) + (/ + ((String(AAssist[MB_IntegerTitle])) + ( - + ((String(MB_IntegerKillCreeps[MB_IntegerTitle])) + (/ + ((String(MB_IntegerKillAllyCreeps[MB_IntegerTitle])) + ))))))
Set MB_IntegerTitle = 5
Set MB_Title[4] = (|c00959697( + ((String(AKill[MB_IntegerTitle])) + (/ + ((String(ADead[MB_IntegerTitle])) + (/ + ((String(AAssist[MB_IntegerTitle])) + ( - + ((String(MB_IntegerKillCreeps[MB_IntegerTitle])) + (/ + ((String(MB_IntegerKillAllyCreeps[MB_IntegerTitle])) + ))))))
Set MB_IntegerTitle = 6
Set MB_Title[5] = (|c00959697( + ((String(AKill[MB_IntegerTitle])) + (/ + ((String(ADead[MB_IntegerTitle])) + (/ + ((String(AAssist[MB_IntegerTitle])) + ( - + ((String(MB_IntegerKillCreeps[MB_IntegerTitle])) + (/ + ((String(MB_IntegerKillAllyCreeps[MB_IntegerTitle])) + ))))))
Set MB_IntegerTitle = 8
Set MB_Title[6] = (|c00959697( + ((String(AKill[MB_IntegerTitle])) + (/ + ((String(ADead[MB_IntegerTitle])) + (/ + ((String(AAssist[MB_IntegerTitle])) + ( - + ((String(MB_IntegerKillCreeps[MB_IntegerTitle])) + (/ + ((String(MB_IntegerKillAllyCreeps[MB_IntegerTitle])) + ))))))
Set MB_IntegerTitle = 9
Set MB_Title[7] = (|c00959697( + ((String(AKill[MB_IntegerTitle])) + (/ + ((String(ADead[MB_IntegerTitle])) + (/ + ((String(AAssist[MB_IntegerTitle])) + ( - + ((String(MB_IntegerKillCreeps[MB_IntegerTitle])) + (/ + ((String(MB_IntegerKillAllyCreeps[MB_IntegerTitle])) + ))))))
Set MB_IntegerTitle = 10
Set MB_Title[8] = (|c00959697( + ((String(AKill[MB_IntegerTitle])) + (/ + ((String(ADead[MB_IntegerTitle])) + (/ + ((String(AAssist[MB_IntegerTitle])) + ( - + ((String(MB_IntegerKillCreeps[MB_IntegerTitle])) + (/ + ((String(MB_IntegerKillAllyCreeps[MB_IntegerTitle])) + ))))))
Set MB_IntegerTitle = 11
Set MB_Title[9] = (|c00959697( + ((String(AKill[MB_IntegerTitle])) + (/ + ((String(ADead[MB_IntegerTitle])) + (/ + ((String(AAssist[MB_IntegerTitle])) + ( - + ((String(MB_IntegerKillCreeps[MB_IntegerTitle])) + (/ + ((String(MB_IntegerKillAllyCreeps[MB_IntegerTitle])) + ))))))
Set MB_IntegerTitle = 12
Set MB_Title[10] = (|c00959697( + ((String(AKill[MB_IntegerTitle])) + (/ + ((String(ADead[MB_IntegerTitle])) + (/ + ((String(AAssist[MB_IntegerTitle])) + ( - + ((String(MB_IntegerKillCreeps[MB_IntegerTitle])) + (/ + ((String(MB_IntegerKillAllyCreeps[MB_IntegerTitle])) + ))))))
-------- -------------------------------------------------------------------------------------------------------------- --------
-------- --------
-------- -------------------------------------------------------------------------------------------------------------- --------
-------- -------------------------------------------------------------------------------------------------------------- --------
-------- --------
-------- -------------------------------------------------------------------------------------------------------------- --------
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Change the title of Va[(Integer A)] to MB_Title[(Integer A)]
-------- -------------------------------------------------------------------------------------------------------------- --------
-------- --------
-------- -------------------------------------------------------------------------------------------------------------- --------
Set AKill[20] = (AKill[2] + (AKill[3] + (AKill[4] + (AKill[5] + AKill[6]))))
Set AKill[21] = (AKill[8] + (AKill[9] + (AKill[10] + (AKill[11] + AKill[12]))))
Set ADead[20] = (ADead[2] + (ADead[3] + (ADead[4] + (ADead[5] + ADead[6]))))
Set ADead[21] = (ADead[8] + (ADead[9] + (ADead[10] + (ADead[11] + ADead[12]))))
-------- -------------------------------------------------------------------------------------------------------------- --------
-------- Kill/Death/Assist/Gold/Level --------
-------- -------------------------------------------------------------------------------------------------------------- --------
Set MB_PlayerGroup[1] = (All allies of Player 1 (Red))
Set MB_PlayerGroup[2] = (All allies of Player 7 (Green))
For each (Integer B) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 4, row 2 to (|cffff0303 + (String(AKill[20])))
Multiboard - Set the text for Va[(Integer B)] item in column 5, row 2 to (|cff0042ff + (String(ADead[20])))
Multiboard - Set the text for Va[(Integer B)] item in column 4, row ((Number of players in (All allies of Player 1 (Red))) + 3) to (|cffff0303 + (String(AKill[21])))
Multiboard - Set the text for Va[(Integer B)] item in column 5, row ((Number of players in (All allies of Player 1 (Red))) + 3) to (|cff0042ff + (String(ADead[21])))
Player Group - Pick every player in MB_PlayerGroup[1] and do (Actions)
Loop - Actions
Set MB_UnitGroup[1] = (Units in (Playable map area) matching ((((Matching unit) is A Hero) Equal to True) and ((Owner of (Matching unit)) Equal to (Picked player))))
Unit Group - Pick every unit in MB_UnitGroup[1] and do (Actions)
Loop - Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 3, row ((Position of (Picked player) in MB_Lederboard[1]) + 2) to (|c00959697 + (String((Hero level of (Picked unit)))))
Multiboard - Set the text for Va[(Integer A)] item in column 4, row ((Position of (Picked player) in MB_Lederboard[1]) + 2) to (|cffff0303 + (String(AKill[(Player number of (Picked player))])))
Multiboard - Set the text for Va[(Integer A)] item in column 5, row ((Position of (Picked player) in MB_Lederboard[1]) + 2) to (|cff0042ff + (String(ADead[(Player number of (Picked player))])))
Multiboard - Set the text for Va[(Integer A)] item in column 6, row ((Position of (Picked player) in MB_Lederboard[1]) + 2) to (|c00959697 + (String(AAssist[(Player number of (Picked player))])))
Custom script: call DestroyGroup(udg_MB_UnitGroup[1])
-------- --------
For each (Integer B) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 7, row ((Position of (Picked player) in MB_Lederboard[1]) + 2) to (|cfffffc01 + (String(((Picked player) Current gold))))
-------- --------
Player Group - Pick every player in MB_PlayerGroup[2] and do (Actions)
Loop - Actions
Set MB_UnitGroup[2] = (Units in (Playable map area) matching ((((Matching unit) is A Hero) Equal to True) and ((Owner of (Matching unit)) Equal to (Picked player))))
Unit Group - Pick every unit in MB_UnitGroup[2] and do (Actions)
Loop - Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 3, row ((Number of players in (All allies of Player 1 (Red))) + (3 + (Position of (Picked player) in MB_Lederboard[2]))) to (|c00959697 + (String((Hero level of (Picked unit)))))
Multiboard - Set the text for Va[(Integer A)] item in column 4, row ((Number of players in (All allies of Player 1 (Red))) + (3 + (Position of (Picked player) in MB_Lederboard[2]))) to (|cffff0303 + (String(AKill[(Player number of (Picked player))])))
Multiboard - Set the text for Va[(Integer A)] item in column 5, row ((Number of players in (All allies of Player 1 (Red))) + (3 + (Position of (Picked player) in MB_Lederboard[2]))) to (|cff0042ff + (String(ADead[(Player number of (Picked player))])))
Multiboard - Set the text for Va[(Integer A)] item in column 6, row ((Number of players in (All allies of Player 1 (Red))) + (3 + (Position of (Picked player) in MB_Lederboard[2]))) to (|c00959697 + (String(AAssist[(Player number of (Picked player))])))
Custom script: call DestroyGroup(udg_MB_UnitGroup[2])
-------- --------
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 7, row ((Number of players in (All allies of Player 1 (Red))) + (3 + (Position of (Picked player) in MB_Lederboard[2]))) to (|cfffffc01 + (String(((Picked player) Current gold))))
-------- --------
Custom script: call DestroyForce(udg_MB_PlayerGroup[1])
Custom script: call DestroyForce(udg_MB_PlayerGroup[2])
-------- -------------------------------------------------------------------------------------------------------------- --------
-------- Cooldown --------
-------- ---------------------------------------------------------------------------------------------------------------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_BooleanCooldown[2] Equal to True
Then - Actions
Set MB_IntegerCooldown = 2
Set MB_Cooldown[MB_IntegerCooldown] = (MB_Cooldown[MB_IntegerCooldown] - 1)
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[1]) + 2) to (Colour[MB_IntegerCooldown] + (String(MB_Cooldown[MB_IntegerCooldown])))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_Cooldown[MB_IntegerCooldown] Less than 0
Then - Actions
Set MB_IntegerCooldown = 2
Set MB_BooleanCooldown[MB_IntegerCooldown] = False
Set MB_Cooldown[MB_IntegerCooldown] = 0
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[1]) + 2) to <Empty String>
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_BooleanCooldown[3] Equal to True
Then - Actions
Set MB_IntegerCooldown = 3
Set MB_Cooldown[MB_IntegerCooldown] = (MB_Cooldown[MB_IntegerCooldown] - 1)
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[1]) + 2) to (Colour[MB_IntegerCooldown] + (String(MB_Cooldown[MB_IntegerCooldown])))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_Cooldown[MB_IntegerCooldown] Less than 0
Then - Actions
Set MB_IntegerCooldown = 3
Set MB_BooleanCooldown[MB_IntegerCooldown] = False
Set MB_Cooldown[MB_IntegerCooldown] = 0
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[1]) + 2) to <Empty String>
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_BooleanCooldown[4] Equal to True
Then - Actions
Set MB_IntegerCooldown = 4
Set MB_Cooldown[MB_IntegerCooldown] = (MB_Cooldown[MB_IntegerCooldown] - 1)
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[1]) + 2) to (Colour[MB_IntegerCooldown] + (String(MB_Cooldown[MB_IntegerCooldown])))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_Cooldown[MB_IntegerCooldown] Less than 0
Then - Actions
Set MB_IntegerCooldown = 4
Set MB_BooleanCooldown[MB_IntegerCooldown] = False
Set MB_Cooldown[MB_IntegerCooldown] = 0
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[1]) + 2) to <Empty String>
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_BooleanCooldown[5] Equal to True
Then - Actions
Set MB_IntegerCooldown = 5
Set MB_Cooldown[MB_IntegerCooldown] = (MB_Cooldown[MB_IntegerCooldown] - 1)
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[1]) + 2) to (Colour[MB_IntegerCooldown] + (String(MB_Cooldown[MB_IntegerCooldown])))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_Cooldown[MB_IntegerCooldown] Less than 0
Then - Actions
Set MB_IntegerCooldown = 5
Set MB_BooleanCooldown[MB_IntegerCooldown] = False
Set MB_Cooldown[MB_IntegerCooldown] = 0
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[1]) + 2) to <Empty String>
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_BooleanCooldown[6] Equal to True
Then - Actions
Set MB_IntegerCooldown = 6
Set MB_Cooldown[MB_IntegerCooldown] = (MB_Cooldown[MB_IntegerCooldown] - 1)
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[1]) + 2) to (Colour[MB_IntegerCooldown] + (String(MB_Cooldown[MB_IntegerCooldown])))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_Cooldown[MB_IntegerCooldown] Less than 0
Then - Actions
Set MB_IntegerCooldown = 6
Set MB_BooleanCooldown[MB_IntegerCooldown] = False
Set MB_Cooldown[MB_IntegerCooldown] = 0
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[1]) + 2) to <Empty String>
Else - Actions
Else - Actions
-------- ---------------------------------------------------------------------------------------------------------------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_BooleanCooldown[8] Equal to True
Then - Actions
Set MB_IntegerCooldown = 8
Set MB_Cooldown[MB_IntegerCooldown] = (MB_Cooldown[MB_IntegerCooldown] - 1)
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[(Integer B)] + (String(MB_Cooldown[(Integer B)])))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_Cooldown[MB_IntegerCooldown] Less than 0
Then - Actions
Set MB_IntegerCooldown = 8
Set MB_BooleanCooldown[MB_IntegerCooldown] = False
Set MB_Cooldown[MB_IntegerCooldown] = 0
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to <Empty String>
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_BooleanCooldown[9] Equal to True
Then - Actions
Set MB_IntegerCooldown = 9
Set MB_Cooldown[MB_IntegerCooldown] = (MB_Cooldown[MB_IntegerCooldown] - 1)
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[(Integer B)] + (String(MB_Cooldown[(Integer B)])))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_Cooldown[MB_IntegerCooldown] Less than 0
Then - Actions
Set MB_IntegerCooldown = 9
Set MB_BooleanCooldown[MB_IntegerCooldown] = False
Set MB_Cooldown[MB_IntegerCooldown] = 0
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to <Empty String>
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_BooleanCooldown[10] Equal to True
Then - Actions
Set MB_IntegerCooldown = 10
Set MB_Cooldown[MB_IntegerCooldown] = (MB_Cooldown[MB_IntegerCooldown] - 1)
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[(Integer B)] + (String(MB_Cooldown[(Integer B)])))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_Cooldown[MB_IntegerCooldown] Less than 0
Then - Actions
Set MB_IntegerCooldown = 10
Set MB_BooleanCooldown[MB_IntegerCooldown] = False
Set MB_Cooldown[MB_IntegerCooldown] = 0
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to <Empty String>
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_BooleanCooldown[11] Equal to True
Then - Actions
Set MB_IntegerCooldown = 11
Set MB_Cooldown[MB_IntegerCooldown] = (MB_Cooldown[MB_IntegerCooldown] - 1)
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[(Integer B)] + (String(MB_Cooldown[(Integer B)])))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_Cooldown[MB_IntegerCooldown] Less than 0
Then - Actions
Set MB_IntegerCooldown = 11
Set MB_BooleanCooldown[MB_IntegerCooldown] = False
Set MB_Cooldown[MB_IntegerCooldown] = 0
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to <Empty String>
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_BooleanCooldown[12] Equal to True
Then - Actions
Set MB_IntegerCooldown = 12
Set MB_Cooldown[MB_IntegerCooldown] = (MB_Cooldown[MB_IntegerCooldown] - 1)
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[(Integer B)] + (String(MB_Cooldown[(Integer B)])))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_Cooldown[MB_IntegerCooldown] Less than 0
Then - Actions
Set MB_IntegerCooldown = 12
Set MB_BooleanCooldown[MB_IntegerCooldown] = False
Set MB_Cooldown[MB_IntegerCooldown] = 0
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 2, row ((Position of (Player(MB_IntegerCooldown)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to <Empty String>
Else - Actions
Else - Actions
-------- ---------------------------------------------------------------------------------------------------------------- --------
-------- Timer Revive --------
-------- ---------------------------------------------------------------------------------------------------------------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeBoolean[2] Equal to True
Then - Actions
Set MB_IntegerRevive = 2
Set MB_TimeRevive[MB_IntegerRevive] = (MB_TimeRevive[MB_IntegerRevive] - 1)
Leaderboard - Change the title of MB_ReviveLederboard[MB_IntegerRevive] to (Respawn In + ((String(MB_TimeRevive[MB_IntegerRevive])) + seconds))
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + ( ( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + ( |cffff0303( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeRevive[MB_IntegerRevive] Less than 0
Then - Actions
Set MB_TitileReviveTimePG1 = (MB_TitileReviveTimePG1 - 1)
Set MB_IntegerRevive = 2
Hero - Instantly revive MB_TimeUnit[MB_IntegerRevive] at ((Owner of MB_TimeUnit[MB_IntegerRevive]) start location), Hide revival graphics
Set MB_TimeRevive[MB_IntegerRevive] = 0
Leaderboard - Destroy MB_ReviveLederboard[MB_IntegerRevive]
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + <Empty String>)
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeBoolean[3] Equal to True
Then - Actions
Set MB_IntegerRevive = 3
Set MB_TimeRevive[MB_IntegerRevive] = (MB_TimeRevive[MB_IntegerRevive] - 1)
Leaderboard - Change the title of MB_ReviveLederboard[MB_IntegerRevive] to (Respawn In + ((String(MB_TimeRevive[MB_IntegerRevive])) + seconds))
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + ( ( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + ( |cffff0303( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeRevive[MB_IntegerRevive] Less than 0
Then - Actions
Set MB_TitileReviveTimePG1 = (MB_TitileReviveTimePG1 - 1)
Set MB_IntegerRevive = 3
Hero - Instantly revive MB_TimeUnit[MB_IntegerRevive] at ((Owner of MB_TimeUnit[MB_IntegerRevive]) start location), Hide revival graphics
Set MB_TimeRevive[MB_IntegerRevive] = 0
Leaderboard - Destroy MB_ReviveLederboard[MB_IntegerRevive]
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + <Empty String>)
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeBoolean[4] Equal to True
Then - Actions
Set MB_IntegerRevive = 4
Set MB_TimeRevive[MB_IntegerRevive] = (MB_TimeRevive[MB_IntegerRevive] - 1)
Leaderboard - Change the title of MB_ReviveLederboard[MB_IntegerRevive] to (Respawn In + ((String(MB_TimeRevive[MB_IntegerRevive])) + seconds))
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + ( ( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + ( |cffff0303( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeRevive[MB_IntegerRevive] Less than 0
Then - Actions
Set MB_TitileReviveTimePG1 = (MB_TitileReviveTimePG1 - 1)
Set MB_IntegerRevive = 4
Hero - Instantly revive MB_TimeUnit[MB_IntegerRevive] at ((Owner of MB_TimeUnit[MB_IntegerRevive]) start location), Hide revival graphics
Set MB_TimeRevive[MB_IntegerRevive] = 0
Leaderboard - Destroy MB_ReviveLederboard[MB_IntegerRevive]
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + <Empty String>)
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeBoolean[5] Equal to True
Then - Actions
Set MB_IntegerRevive = 5
Set MB_TimeRevive[MB_IntegerRevive] = (MB_TimeRevive[MB_IntegerRevive] - 1)
Leaderboard - Change the title of MB_ReviveLederboard[MB_IntegerRevive] to (Respawn In + ((String(MB_TimeRevive[MB_IntegerRevive])) + seconds))
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + ( ( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + ( |cffff0303( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeRevive[MB_IntegerRevive] Less than 0
Then - Actions
Set MB_TitileReviveTimePG1 = (MB_TitileReviveTimePG1 - 1)
Set MB_IntegerRevive = 5
Hero - Instantly revive MB_TimeUnit[MB_IntegerRevive] at ((Owner of MB_TimeUnit[MB_IntegerRevive]) start location), Hide revival graphics
Set MB_TimeRevive[MB_IntegerRevive] = 0
Leaderboard - Destroy MB_ReviveLederboard[MB_IntegerRevive]
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + <Empty String>)
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeBoolean[6] Equal to True
Then - Actions
Set MB_IntegerRevive = 6
Set MB_TimeRevive[MB_IntegerRevive] = (MB_TimeRevive[MB_IntegerRevive] - 1)
Leaderboard - Change the title of MB_ReviveLederboard[MB_IntegerRevive] to (Respawn In + ((String(MB_TimeRevive[MB_IntegerRevive])) + seconds))
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + ( ( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + ( |cffff0303( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeRevive[MB_IntegerRevive] Less than 0
Then - Actions
Set MB_TitileReviveTimePG1 = (MB_TitileReviveTimePG1 - 1)
Set MB_IntegerRevive = 6
Hero - Instantly revive MB_TimeUnit[MB_IntegerRevive] at ((Owner of MB_TimeUnit[MB_IntegerRevive]) start location), Hide revival graphics
Set MB_TimeRevive[MB_IntegerRevive] = 0
Leaderboard - Destroy MB_ReviveLederboard[MB_IntegerRevive]
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[1]) + 2) to (MB_Playername[MB_IntegerRevive] + <Empty String>)
Else - Actions
Else - Actions
-------- ---------------------------------------------------------------------------------------------------------------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeBoolean[8] Equal to True
Then - Actions
Set MB_IntegerRevive = 8
Set MB_TimeRevive[MB_IntegerRevive] = (MB_TimeRevive[MB_IntegerRevive] - 1)
Leaderboard - Change the title of MB_ReviveLederboard[MB_IntegerRevive] to (Respawn In + ((String(MB_TimeRevive[MB_IntegerRevive])) + seconds))
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + ( |cffff0303( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + ( ( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeRevive[MB_IntegerRevive] Less than 0
Then - Actions
Set MB_TitileReviveTimePG2 = (MB_TitileReviveTimePG2 - 1)
Set MB_IntegerRevive = 8
Hero - Instantly revive MB_TimeUnit[MB_IntegerRevive] at ((Owner of MB_TimeUnit[MB_IntegerRevive]) start location), Hide revival graphics
Set MB_TimeRevive[MB_IntegerRevive] = 0
Leaderboard - Destroy MB_ReviveLederboard[MB_IntegerRevive]
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + <Empty String>)
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeBoolean[9] Equal to True
Then - Actions
Set MB_IntegerRevive = 9
Set MB_TimeRevive[MB_IntegerRevive] = (MB_TimeRevive[MB_IntegerRevive] - 1)
Leaderboard - Change the title of MB_ReviveLederboard[MB_IntegerRevive] to (Respawn In + ((String(MB_TimeRevive[MB_IntegerRevive])) + seconds))
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + ( |cffff0303( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + ( ( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeRevive[MB_IntegerRevive] Less than 0
Then - Actions
Set MB_TitileReviveTimePG2 = (MB_TitileReviveTimePG2 - 1)
Set MB_IntegerRevive = 9
Hero - Instantly revive MB_TimeUnit[MB_IntegerRevive] at ((Owner of MB_TimeUnit[MB_IntegerRevive]) start location), Hide revival graphics
Set MB_TimeRevive[MB_IntegerRevive] = 0
Leaderboard - Destroy MB_ReviveLederboard[MB_IntegerRevive]
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + <Empty String>)
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeBoolean[10] Equal to True
Then - Actions
Set MB_IntegerRevive = 10
Set MB_TimeRevive[MB_IntegerRevive] = (MB_TimeRevive[MB_IntegerRevive] - 1)
Leaderboard - Change the title of MB_ReviveLederboard[MB_IntegerRevive] to (Respawn In + ((String(MB_TimeRevive[MB_IntegerRevive])) + seconds))
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + ( |cffff0303( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + ( ( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeRevive[MB_IntegerRevive] Less than 0
Then - Actions
Set MB_TitileReviveTimePG2 = (MB_TitileReviveTimePG2 - 1)
Set MB_IntegerRevive = 10
Hero - Instantly revive MB_TimeUnit[MB_IntegerRevive] at ((Owner of MB_TimeUnit[MB_IntegerRevive]) start location), Hide revival graphics
Set MB_TimeRevive[MB_IntegerRevive] = 0
Leaderboard - Destroy MB_ReviveLederboard[MB_IntegerRevive]
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + <Empty String>)
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeBoolean[11] Equal to True
Then - Actions
Set MB_IntegerRevive = 11
Set MB_TimeRevive[MB_IntegerRevive] = (MB_TimeRevive[MB_IntegerRevive] - 1)
Leaderboard - Change the title of MB_ReviveLederboard[MB_IntegerRevive] to (Respawn In + ((String(MB_TimeRevive[MB_IntegerRevive])) + seconds))
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + ( |cffff0303( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + ( ( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeRevive[MB_IntegerRevive] Less than 0
Then - Actions
Set MB_TitileReviveTimePG2 = (MB_TitileReviveTimePG2 - 1)
Set MB_IntegerRevive = 11
Hero - Instantly revive MB_TimeUnit[MB_IntegerRevive] at ((Owner of MB_TimeUnit[MB_IntegerRevive]) start location), Hide revival graphics
Set MB_TimeRevive[MB_IntegerRevive] = 0
Leaderboard - Destroy MB_ReviveLederboard[MB_IntegerRevive]
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + <Empty String>)
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeBoolean[12] Equal to True
Then - Actions
Set MB_IntegerRevive = 12
Set MB_TimeRevive[MB_IntegerRevive] = (MB_TimeRevive[MB_IntegerRevive] - 1)
Leaderboard - Change the title of MB_ReviveLederboard[MB_IntegerRevive] to (Respawn In + ((String(MB_TimeRevive[MB_IntegerRevive])) + seconds))
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + ( |cffff0303( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + ( ( + ((String(MB_TimeRevive[MB_IntegerRevive])) + ))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TimeRevive[MB_IntegerRevive] Less than 0
Then - Actions
Set MB_TitileReviveTimePG2 = (MB_TitileReviveTimePG2 - 1)
Set MB_IntegerRevive = 12
Hero - Instantly revive MB_TimeUnit[MB_IntegerRevive] at ((Owner of MB_TimeUnit[MB_IntegerRevive]) start location), Hide revival graphics
Set MB_TimeRevive[MB_IntegerRevive] = 0
Leaderboard - Destroy MB_ReviveLederboard[MB_IntegerRevive]
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Player(MB_IntegerRevive)) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[MB_IntegerRevive] + <Empty String>)
Else - Actions
Else - Actions
-------- ---------------------------------------------------------------------------------------------------------------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TitileReviveTimePG1 Less than or equal to 0
Then - Actions
Set MB_TitileReviveTimePG1 = 0
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
MB_TitileReviveTimePG2 Less than or equal to 0
Then - Actions
Set MB_TitileReviveTimePG2 = 0
Else - Actions
-------- ---------------------------------------------------------------------------------------------------------------- --------[/trigger]


[trigger="Trigger 4"]MB Dies
Events
Unit - A unit Dies
Conditions
Actions
Set Id = (Player number of (Owner of (Dying unit)))
Set Ik = (Player number of (Owner of (Killing unit)))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Dying unit) is A Hero) Equal to True
Then - Actions
Set AKill[Ik] = (AKill[Ik] + 1)
Set ADead[Id] = (ADead[Id] + 1)
Set SoundGoldReward[Ik] = (200 + (Sound1[Ik] x 20))
Set MB_AssistUnit[Ik] = (Killing unit)
Player - Add SoundGoldReward[Ik] to (Owner of (Killing unit)) Current gold
Floating Text - Create floating text that reads (|cfffffc01+ + (String(SoundGoldReward[Ik]))) above (Dying unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set SoundFloatingText[Ik] = (Last created floating text)
Floating Text - Set the velocity of SoundFloatingText[Ik] to 64.00 towards 90.00 degrees
Floating Text - Change the lifespan of SoundFloatingText[Ik] to 3.00 seconds
Floating Text - Change SoundFloatingText[Ik]: Disable permanence
Floating Text - Hide SoundFloatingText[Ik] for (All players)
Floating Text - Show SoundFloatingText[Ik] for (Player group((Owner of (Killing unit))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Killing unit) is A Hero) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Load (Key Up) of 1 from MB_AssistHastablePG1))) is an ally of (Owner of (Killing unit))) Equal to True
Or - Any (Conditions) are true
Conditions
(Owner of (Load (Key Up) of 1 in MB_AssistHastablePG1)) Not equal to (Owner of (Killing unit))
(Owner of (Load (Key Up) of 1 in MB_AssistHastablePG2)) Not equal to (Owner of (Killing unit))
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) is an ally of Player 1 (Red)) Equal to True
Then - Actions
Set AAssist[(Load (Key Up) of 1 from MB_AssistHastablePG1)] = (AAssist[(Load (Key Up) of 1 from MB_AssistHastablePG1)] + 1)
Game - Display to (All players) the text: (Colour[Ik] + ((Name of (Owner of (Killing unit))) + (|r pwned + (Colour[Id] + ((Name of (Owner of (Dying unit))) + (|r's head! for |cfffffc01 + ((String(SoundGoldReward[Ik])) + ((|r gold!!, Assist: + Colour[(Load (Key Up) of 1 from MB_AssistHastablePG1)])
Else - Actions
Set AAssist[(Load (Key Up) of 1 from MB_AssistHastablePG2)] = (AAssist[(Load (Key Up) of 1 from MB_AssistHastablePG2)] + 1)
Game - Display to (All players) the text: (Colour[Ik] + ((Name of (Owner of (Killing unit))) + (|r pwned + (Colour[Id] + ((Name of (Owner of (Dying unit))) + (|r's head! for |cfffffc01 + ((String(SoundGoldReward[Ik])) + ((|r gold!!, Assist: + Colour[(Load (Key Up) of 1 from MB_AssistHastablePG2)])
Else - Actions
Game - Display to (All players) the text: (Colour[Ik] + ((Name of (Owner of (Killing unit))) + (|r killing + (Colour[Id] + ((Name of (Owner of (Dying unit))) + (|r's head! for |cfffffc01 + ((String(SoundGoldReward[Ik])) + (|r gold!! + <Empty String>))))))))
Else - Actions
Game - Display to (All players) the text: (Colour[Ik] + ((Name of (Owner of (Killing unit))) + (|r just endead + (Colour[Id] + ((Name of (Owner of (Dying unit))) + (|r's + <Empty String>))))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Dying unit)) is an ally of Player 1 (Red)) Equal to True
Then - Actions
Set MB_TitileReviveTimePG1 = (MB_TitileReviveTimePG1 + 1)
Else - Actions
Set MB_TitileReviveTimePG2 = (MB_TitileReviveTimePG2 + 1)
Else - Actions
-------- ----------------------------------------------------------------------------------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Dying unit) belongs to an enemy of (Owner of (Killing unit))) Equal to True
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Ghoul
(Unit-type of (Dying unit)) Equal to Treant
(Unit-type of (Dying unit)) Equal to Druid of the Talon
(Unit-type of (Dying unit)) Equal to Necromancer
Then - Actions
Set MB_IntegerKillCreeps[Ik] = (MB_IntegerKillCreeps[Ik] + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Dying unit) belongs to an ally of (Owner of (Killing unit))) Equal to True
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Ghoul
(Unit-type of (Dying unit)) Equal to Treant
(Unit-type of (Dying unit)) Equal to Druid of the Talon
(Unit-type of (Dying unit)) Equal to Necromancer
Then - Actions
Set MB_IntegerKillAllyCreeps[Ik] = (MB_IntegerKillAllyCreeps[Ik] + 1)
Floating Text - Create floating text that reads (Colour[Ik] + !) above (Dying unit) with Z offset 0.00, using font size 12.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Else - Actions[/trigger]


[trigger="Trigger 5"]MB Player Left A Game
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is an ally of Player 1 (Red)) Equal to True
Then - Actions
-------- Change Nama Player At Multiboard --------
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Triggering player) in MB_Lederboard[1]) + 2) to (Colour[(Player number of (Triggering player))] + Has Left A Game|r)
-------- Change Shared Unit Player --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 2 (Blue)
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 3 (Teal)
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 4 (Purple)
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 5 (Yellow)
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 6 (Orange)
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Else - Actions
-------- showing Information To All Player --------
Game - Display to (All players) for 15.00 seconds the text: (Colour[(Player number of (Triggering player))] + ((Name of (Triggering player)) + ( ( + ((Name of ChosenHero[(Player number of (Triggering player))]) + )|r Has Left A Game))))
Else - Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Number of players in (All allies of Player 1 (Red))) + (3 + (Position of (Triggering player) in MB_Lederboard[2]))) to (Colour[(Player number of (Triggering player))] + Has Left A Game|r)
-------- Change Shared Unit Player --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 8 (Pink)
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 9 (Gray)
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 10 (Light Blue)
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 11 (Dark Green)
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 12 (Brown)
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Else - Actions
-------- showing Information To All Player --------
Game - Display to (All players) for 15.00 seconds the text: (Colour[(Player number of (Triggering player))] + ((Name of (Triggering player)) + ( ( + ((Name of ChosenHero[(Player number of (Triggering player))]) + )|r Has Left A Game))))[/trigger]


[trigger="Trigger 6"]MB Cooldown
Events
Unit - A unit Starts the effect of an ability
Conditions
Actions
Set Ic = (Player number of (Owner of (Casting unit)))
-------- Cooldown 240 Seconds --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Reincarnation (This)
Then - Actions
Set MB_BooleanCooldown[Ic] = True
Set MB_Cooldown[Ic] = 240
Custom script: if udg_Ic <= 6 then
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[1]) + 2) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Custom script: if udg_Ic >= 7 then
For each (Integer A) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Else - Actions
-------- Cooldown 180 Seconds --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Ability being cast) Equal to Avatar
(Ability being cast) Equal to Phoenix
(Ability being cast) Equal to Resurrection
(Ability being cast) Equal to Bladestorm
(Ability being cast) Equal to Inferno
(Ability being cast) Equal to Locust Swarm
(Ability being cast) Equal to Metamorphosis
(Ability being cast) Equal to Starfall
(Ability being cast) Equal to Vengeance
(Ability being cast) Equal to Stampede
(Ability being cast) Equal to Volcano
(Ability being cast) Equal to Storm, Earth, And Fire
Then - Actions
Set MB_BooleanCooldown[Ic] = True
Set MB_Cooldown[Ic] = 180
Custom script: if udg_Ic <= 6 then
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[1]) + 2) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Custom script: if udg_Ic >= 7 then
For each (Integer A) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Else - Actions
-------- Cooldown 150 Seconds --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Death And Decay
Then - Actions
Set MB_BooleanCooldown[Ic] = True
Set MB_Cooldown[Ic] = 150
Custom script: if udg_Ic <= 6 then
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[1]) + 2) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Custom script: if udg_Ic >= 7 then
For each (Integer A) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Else - Actions
-------- Cooldown 120 Seconds --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Ability being cast) Equal to Tornado
(Ability being cast) Equal to Doom
Then - Actions
Set MB_BooleanCooldown[Ic] = True
Set MB_Cooldown[Ic] = 120
Custom script: if udg_Ic <= 6 then
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[1]) + 2) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Custom script: if udg_Ic >= 7 then
For each (Integer A) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Else - Actions
-------- Cooldown 90 Seconds --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Earthquake
Then - Actions
Set MB_BooleanCooldown[Ic] = True
Set MB_Cooldown[Ic] = 90
Custom script: if udg_Ic <= 6 then
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[1]) + 2) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Custom script: if udg_Ic >= 7 then
For each (Integer A) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Else - Actions
-------- Cooldown 60 Seconds --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Tranquility
Then - Actions
Set MB_BooleanCooldown[Ic] = True
Set MB_Cooldown[Ic] = 60
Custom script: if udg_Ic <= 6 then
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[1]) + 2) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Custom script: if udg_Ic >= 7 then
For each (Integer A) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Else - Actions
-------- Cooldown 45 Seconds --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Ability being cast) Equal to Transmute
(Ability being cast) Equal to Charm
Then - Actions
Set MB_BooleanCooldown[Ic] = True
Set MB_Cooldown[Ic] = 45
Custom script: if udg_Ic <= 6 then
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[1]) + 2) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Custom script: if udg_Ic >= 7 then
For each (Integer A) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Else - Actions
-------- Cooldown 20 Seconds --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Mass Teleport
Then - Actions
Set MB_BooleanCooldown[Ic] = True
Set MB_Cooldown[Ic] = 20
Custom script: if udg_Ic <= 6 then
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[1]) + 2) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Custom script: if udg_Ic >= 7 then
For each (Integer A) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Else - Actions
-------- Cooldown Fast (1 Seconds) --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Ability being cast) Equal to Robo-Goblin
(Ability being cast) Equal to Robo-Goblin (Upgrade Level 1)
(Ability being cast) Equal to Robo-Goblin (Upgrade Level 2)
(Ability being cast) Equal to Robo-Goblin (Upgrade Level 3)
Then - Actions
Set MB_BooleanCooldown[Ic] = True
Set MB_Cooldown[Ic] = 1
Custom script: if udg_Ic <= 6 then
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[1]) + 2) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Custom script: if udg_Ic >= 7 then
For each (Integer A) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Else - Actions
-------- --------------------------------------------------------------------------------------------------------------- --------
-------- + Spells Rhasta (110 Seconds) --------
-------- --------------------------------------------------------------------------------------------------------------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Mass Serpent Ward
Then - Actions
Set MB_BooleanCooldown[Ic] = True
Set MB_Cooldown[Ic] = 110
Custom script: if udg_Ic <= 6 then
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[1]) + 2) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Custom script: if udg_Ic >= 7 then
For each (Integer A) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 2, row ((Position of (Owner of (Casting unit)) in MB_Lederboard[2]) + (3 + (Number of players in (All allies of Player 1 (Red))))) to (Colour[Ic] + (String(MB_Cooldown[Ic])))
Custom script: endif
Else - Actions[/trigger]


[trigger="Trigger 7"]MB Revival
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Set IntegerRevive = (Player number of (Owner of (Dying unit)))
Set MB_TimeUnit[IntegerRevive] = (Dying unit)
Set MB_TimeBoolean[IntegerRevive] = True
Set MB_TimeRevive[IntegerRevive] = ((Hero level of MB_TimeUnit[IntegerRevive]) x 4)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 2 (Blue)
Then - Actions
Set IntegerRevives = 2
Leaderboard - Create a leaderboard for (All players matching ((Matching player) Equal to Player 2 (Blue))) titled (Respawn In + ((String(MB_TimeRevive[IntegerRevives])) + seconds))
Set MB_ReviveLederboard[IntegerRevives] = (Last created leaderboard)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 3 (Teal)
Then - Actions
Set IntegerRevives = 3
Leaderboard - Create a leaderboard for (All players matching ((Matching player) Equal to Player 3 (Teal))) titled (Respawn In + ((String(MB_TimeRevive[IntegerRevives])) + seconds))
Set MB_ReviveLederboard[IntegerRevives] = (Last created leaderboard)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 4 (Purple)
Then - Actions
Set IntegerRevives = 4
Leaderboard - Create a leaderboard for (All players matching ((Matching player) Equal to Player 4 (Purple))) titled (Respawn In + ((String(MB_TimeRevive[IntegerRevives])) + seconds))
Set MB_ReviveLederboard[IntegerRevives] = (Last created leaderboard)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
Then - Actions
Set IntegerRevives = 5
Leaderboard - Create a leaderboard for (All players matching ((Matching player) Equal to Player 5 (Yellow))) titled (Respawn In + ((String(MB_TimeRevive[IntegerRevives])) + seconds))
Set MB_ReviveLederboard[IntegerRevives] = (Last created leaderboard)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 6 (Orange)
Then - Actions
Set IntegerRevives = 6
Leaderboard - Create a leaderboard for (All players matching ((Matching player) Equal to Player 6 (Orange))) titled (Respawn In + ((String(MB_TimeRevive[IntegerRevives])) + seconds))
Set MB_ReviveLederboard[IntegerRevives] = (Last created leaderboard)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 8 (Pink)
Then - Actions
Set IntegerRevives = 8
Leaderboard - Create a leaderboard for (All players matching ((Matching player) Equal to Player 8 (Pink))) titled (Respawn In + ((String(MB_TimeRevive[IntegerRevives])) + seconds))
Set MB_ReviveLederboard[IntegerRevives] = (Last created leaderboard)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 9 (Gray)
Then - Actions
Set IntegerRevives = 9
Leaderboard - Create a leaderboard for (All players matching ((Matching player) Equal to Player 9 (Gray))) titled (Respawn In + ((String(MB_TimeRevive[IntegerRevives])) + seconds))
Set MB_ReviveLederboard[IntegerRevives] = (Last created leaderboard)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
Then - Actions
Set IntegerRevives = 10
Leaderboard - Create a leaderboard for (All players matching ((Matching player) Equal to Player 10 (Light Blue))) titled (Respawn In + ((String(MB_TimeRevive[IntegerRevives])) + seconds))
Set MB_ReviveLederboard[IntegerRevives] = (Last created leaderboard)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 11 (Dark Green)
Then - Actions
Set IntegerRevives = 11
Leaderboard - Create a leaderboard for (All players matching ((Matching player) Equal to Player 11 (Dark Green))) titled (Respawn In + ((String(MB_TimeRevive[IntegerRevives])) + seconds))
Set MB_ReviveLederboard[IntegerRevives] = (Last created leaderboard)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 12 (Brown)
Then - Actions
Set IntegerRevives = 12
Leaderboard - Create a leaderboard for (All players matching ((Matching player) Equal to Player 12 (Brown))) titled (Respawn In + ((String(MB_TimeRevive[IntegerRevives])) + seconds))
Set MB_ReviveLederboard[IntegerRevives] = (Last created leaderboard)
Else - Actions
-------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
IntegerRevive Less than or equal to 6
Then - Actions
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Owner of MB_TimeUnit[IntegerRevive]) in MB_Lederboard[1]) + 2) to (MB_Playername[IntegerRevive] + ( ( + ((String(MB_TimeRevive[IntegerRevive])) + ))))
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 1, row ((Position of (Owner of MB_TimeUnit[IntegerRevive]) in MB_Lederboard[1]) + 2) to (MB_Playername[IntegerRevive] + ( |cffff0303( + ((String(MB_TimeRevive[IntegerRevive])) + ))))
Else - Actions
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Owner of MB_TimeUnit[IntegerRevive]) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[IntegerRevive] + ( |cffff0303( + ((String(MB_TimeRevive[IntegerRevive])) + ))))
For each (Integer B) from 6 to 10, do (Actions)
Loop - Actions
Multiboard - Set the text for Va[(Integer B)] item in column 1, row ((Position of (Owner of MB_TimeUnit[IntegerRevive]) in MB_Lederboard[2]) + ((Number of players in (All allies of Player 1 (Red))) + 3)) to (MB_Playername[IntegerRevive] + ( ( + ((String(MB_TimeRevive[IntegerRevive])) + ))))
-------- Don't Copy This --------
Hero - Add ((Hero level of (Dying unit)) x 400) experience to (Killing unit), Show level-up graphics[/trigger]


[trigger="Trigger 8"]MB Attack System
Events
Unit - A unit Is attacked
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacked unit) is A Hero) Equal to True
((Attacking unit) is A Hero) Equal to True
((Attacking unit) belongs to an enemy of (Owner of (Attacked unit))) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Attacking unit)) is an ally of Player 1 (Red)) Equal to True
Then - Actions
Hashtable - Save (Name of (Owner of (Attacking unit))) as (Key Up) of 1 in MB_AssistHastablePG1
Hashtable - Save (Player number of (Owner of (Attacking unit))) as (Key Up) of 1 in MB_AssistHastablePG1
Hashtable - Save Handle Of(Attacking unit) as (Key Up) of 1 in MB_AssistHastablePG1
Hashtable - Save Handle Of(Owner of (Attacking unit)) as (Key Up) of 1 in MB_AssistHastablePG1
Hashtable - Save Handle Of(Owner of (Attacking unit)) as (Key Up) of 1 in MB_AssistHastablePG1
Else - Actions
Hashtable - Save (Name of (Owner of (Attacking unit))) as (Key Up) of 1 in MB_AssistHastablePG2
Hashtable - Save (Player number of (Owner of (Attacking unit))) as (Key Up) of 1 in MB_AssistHastablePG2
Hashtable - Save Handle Of(Attacking unit) as (Key Up) of 1 in MB_AssistHastablePG2
Hashtable - Save Handle Of(Owner of (Attacking unit)) as (Key Up) of 1 in MB_AssistHastablePG2
Hashtable - Save Handle Of(Owner of (Attacking unit)) as (Key Up) of 1 in MB_AssistHastablePG2
Else - Actions
-------- Configurated Ally --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacking unit) is A Hero) Equal to True
Or - Any (Conditions) are true
Conditions
(Owner of (Attacked unit)) Equal to Player 1 (Red)
(Owner of (Attacked unit)) Equal to Player 7 (Green)
(Percentage life of (Attacked unit)) Greater than or equal to 40.00
((Attacked unit) belongs to an ally of (Owner of (Attacking unit))) Equal to True
Then - Actions
Unit - Order (Attacking unit) to Stop
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacking unit) is A Hero) Equal to True
((Attacked unit) is A Hero) Equal to True
((Attacked unit) belongs to an ally of (Owner of (Attacking unit))) Equal to True
Then - Actions
Unit - Order (Attacking unit) to Stop
Else - Actions[/trigger]
Frist LoD System Map At Hive Workshop

By IceFrog Indonesian

Pick A Spells Before :
234284-albums7193-picture81109.png


Pick A Spells After :
234284-albums7193-picture81112.png


Multiboard At Picking Spells :
234284-albums7193-picture81110.png


Multiboard At Game Start :
234284-albums7193-picture81111.png

See Maps At

[self="http://www.hiveworkshop.com/forums/maps-564/boh-v1-0d-loh-v1a-249439/?prev=status%3Dp%26u%3Dyanchespenda"]BoH v1.0D LoB v1A (1036.67 KB)[/self]







Keywords:
multiboard, dota, pack, mb, yanchespenda, icefrog
Contents

Multiboard DotA Pack v1.4 (Map)

Reviews
There is too much wrong in too many ways. I'm going to do something I normally never do and stop this thread by rejecting the whole system and send it straight to the graveyard...

Moderator

M

Moderator

There is too much wrong in too many ways. I'm going to do something I normally never do and stop this thread by rejecting the whole system and send it straight to the graveyard.

http://www.hiveworkshop.com/forums/spells-569/multiboard-dota-82-v1-4-a-246844/index2.html#post2500490

Requires tons of fixes.
I suggest you make a thread in Triggers&Scripts.

12:23, 6th Feb 2014
BPower:
Things that leak
- Get rid of the waits
- loops would shorten the code by lot.
- Anything used more than once/twice should be stored into a variable
- You only have to register a leave event if that player is actually playing
 
Level 29
Joined
Oct 24, 2012
Messages
6,543
You leak player groups.
Never use integer A / B. They are slower and less efficient than your own custom integer.
Don't use waits as they can break triggers and are very inaccurate.
Anything used twice or more store into a variable and use the variable.

For the MB Player Has Left A Game trigger. Don't use all the BJs.
 
As DIMF said.

In addition to that :
[1] Waits can be replace with timer instead, if not, erased completely
[2] Some part of trigger can be looped and the trigger still executes properly,this allows us to see more mistakes and such to improve you


Seperti kata DIMF (Deathismyfriend)

Tambahan dari itu :
[1] Wait bisa diganti dengan Timer (cari di Countdown Timer kalo di GUI), jika tidak, hindarilah menggunakan wait.
[2] sebagian trigger bisa menggunakan loop supaya lebih tersusun dengan rapi, sehingga kami bisa mencari kesalahan2 dalam triggering mu supaya kami bisa membuat resources ini lebih baik.
 
Level 19
Joined
Mar 18, 2012
Messages
1,716
Not better than before. Everything can be shortened by a lot for instance through loops from player 1 to 12.

Prevent attack shouldn't be part of the system. It's also inaccurate, because iirc DotA checks for buffs aswell.
Are you providing the multiboard or do you want to create some sort of Dota feature pack?
 
Level 29
Joined
Oct 24, 2012
Messages
6,543
Update In Multiboard Create...

Change From ForLoopIndexA To if then else...

Thanks To Your Comment :D

I don't see what got changed.

  • For each (Integer A) from 1 to 10, do (Actions)
  • Loop - Actions
  • Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Triggering player) in MB_Lederboard[1]) + 2) to (Colour[(Player number of (Triggering player))] + Has Left A Game|r)
  • -------- Change Shared Unit Player --------
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (Triggering player) Equal to Player 2 (Blue)
  • Then - Actions
  • Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision and full shared units
  • Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision and full shared units
  • Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
  • Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision and full shared units
  • Else - Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (Triggering player) Equal to Player 3 (Teal)
  • Then - Actions
  • Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision and full shared units
  • Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision and full shared units
  • Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
  • Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision and full shared units
The above shows inefficient code / Integer A loop / location leaks.
 
Level 4
Joined
Nov 27, 2013
Messages
26
I don't see what got changed.

  • For each (Integer A) from 1 to 10, do (Actions)
  • Loop - Actions
  • Multiboard - Set the text for Va[(Integer A)] item in column 1, row ((Position of (Triggering player) in MB_Lederboard[1]) + 2) to (Colour[(Player number of (Triggering player))] + Has Left A Game|r)
  • -------- Change Shared Unit Player --------
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (Triggering player) Equal to Player 2 (Blue)
  • Then - Actions
  • Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision and full shared units
  • Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision and full shared units
  • Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
  • Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision and full shared units
  • Else - Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (Triggering player) Equal to Player 3 (Teal)
  • Then - Actions
  • Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision and full shared units
  • Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision and full shared units
  • Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
  • Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision and full shared units
The above shows inefficient code / Integer A loop / location leaks.

It Change Shared of Hero.. Like DotA, if the palyer has left a game, the system respond with shared hero of player units to her Allied.. It Using Manually

Sorry If You Not Understand From My Quote
 
Level 19
Joined
Mar 18, 2012
Messages
1,716
There is a lot of trash inside the. You can believe me when I tell you that the DotA multiboard and gameplay mechanics are not even close to your attempt.
Furthermore the system will happily desync and crash them game, as you run net traffic code in a local block.

The "ai system" does not apply for computer players, but for all players.

You have a shitload of leaks in your code.

This is the first time, but I will not set this to "Need Fix", I will reject the submission.
 
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