- Joined
- Mar 16, 2008
- Messages
- 955
Tired of editing this mess of a map (Kings and Knights). I want to devise a plan how to revise the join triggers. Ideally I just want one trigger that all players will go through to change alliances (4 player controlled aliiances, 2 with no player controlled leader). But what starts to confuse me is there are multiple ways to join. Maybe it's better explained by a list of requirements. There are 12 knights that can join any of 4 kings, or the black (AI) team, or they can -leave and be on no team.
1) Knights can join King by typing -join color, or by casting spell on his altar. King can accept or decline the knight.
2) Knights can join black knights by using an item. they can only join this team once per game.
3) King can offer knight join him by putting his king (hero unit) on a beacon. Knight can accept or decline offer to join the king.
4) Knight can -leave team putting him on the [0] team
5) King can -fire knight putting him on the [0] team
I guess pretty much I'm asking if I can consolidate these further. Previously this was done with over 100 triggers and it was extremely annoying to edit. Now it's down to about 7 or so. But I'd like to consolidate it further or make some way for me to only have 1 version of the "main part of the join trigger" if that makes sense.
Thanks for any ideas or suggestions.
1) Knights can join King by typing -join color, or by casting spell on his altar. King can accept or decline the knight.
2) Knights can join black knights by using an item. they can only join this team once per game.
3) King can offer knight join him by putting his king (hero unit) on a beacon. Knight can accept or decline offer to join the king.
4) Knight can -leave team putting him on the [0] team
5) King can -fire knight putting him on the [0] team
I guess pretty much I'm asking if I can consolidate these further. Previously this was done with over 100 triggers and it was extremely annoying to edit. Now it's down to about 7 or so. But I'd like to consolidate it further or make some way for me to only have 1 version of the "main part of the join trigger" if that makes sense.
Thanks for any ideas or suggestions.
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Universal Type Join
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Events
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Player - Player 5 (Yellow) types a chat message containing -join as A substring
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Player - Player 6 (Orange) types a chat message containing -join as A substring
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Player - Player 7 (Green) types a chat message containing -join as A substring
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Player - Player 8 (Pink) types a chat message containing -join as A substring
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Player - Player 9 (Gray) types a chat message containing -join as A substring
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Player - Player 10 (Light Blue) types a chat message containing -join as A substring
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Player - Player 11 (Dark Green) types a chat message containing -join as A substring
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Player - Player 12 (Brown) types a chat message containing -join as A substring
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Player - Player 17 (Wheat) types a chat message containing -join as A substring
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Player - Player 18 (Peach) types a chat message containing -join as A substring
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Player - Player 19 (Mint) types a chat message containing -join as A substring
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Player - Player 20 (Lavender) types a chat message containing -join as A substring
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Conditions
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(Entered chat string) Equal to (Substring(-join, 1, 5))
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Actions
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Set VariableSet PN = (Player number of (Triggering player))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Entered chat string) Equal to (Substring(red, 7, 9))
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Then - Actions
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Custom script: call IssueImmediateOrder(udg_Knight_Altar_Var[udg_PN], "taunt")
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Entered chat string) Equal to (Substring(blue, 7, 10))
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Then - Actions
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Custom script: call IssueImmediateOrder(udg_Knight_Altar_Var[udg_PN], "avatar")
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Entered chat string) Equal to (Substring(teal, 7, 10))
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Then - Actions
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Custom script: call IssueImmediateOrder(udg_Knight_Altar_Var[udg_PN], "burrow")
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Entered chat string) Equal to (Substring(purp, 7, 10))
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Then - Actions
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Custom script: call IssueImmediateOrder(udg_Knight_Altar_Var[udg_PN], "detonate")
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Else - Actions
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Universal Cast Join
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Events
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Unit - Altar of Knights 0352 <gen> Begins casting an ability
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Unit - Altar of Knights 0319 <gen> Begins casting an ability
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Unit - Altar of Knights 0320 <gen> Begins casting an ability
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Unit - Altar of Knights 0342 <gen> Begins casting an ability
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Unit - Altar of Knights 0340 <gen> Begins casting an ability
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Unit - Altar of Knights 0343 <gen> Begins casting an ability
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Unit - Altar of Knights 0343 <gen> Begins casting an ability
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Unit - Altar of Knights 0326 <gen> Begins casting an ability
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Unit - Altar of Knights 0341 <gen> Begins casting an ability
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Unit - Altar of Knights 0343 <gen> Begins casting an ability
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Unit - Altar of Knights 0326 <gen> Begins casting an ability
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Unit - Altar of Knights 0341 <gen> Begins casting an ability
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Unit - Altar of Knights 0225 <gen> Begins casting an ability
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Unit - Altar of Knights 0326 <gen> Begins casting an ability
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Unit - Altar of Knights 0504 <gen> Begins casting an ability
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Conditions
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Or - Any (Conditions) are true
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Conditions
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(Ability being cast) Equal to Pledge Allegiance (Red)
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(Ability being cast) Equal to Pledge Allegiance (Blue)
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(Ability being cast) Equal to Pledge Allegiance (Teal)
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(Ability being cast) Equal to Pledge Allegiance (Purp)
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Actions
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Set VariableSet PN = (Player number of (Owner of (Casting unit)))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ability being cast) Equal to Pledge Allegiance (Red)
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Then - Actions
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Set VariableSet join_target = 1
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ability being cast) Equal to Pledge Allegiance (Blue)
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Then - Actions
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Set VariableSet join_target = 2
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ability being cast) Equal to Pledge Allegiance (Teal)
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Then - Actions
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Set VariableSet join_target = 3
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Ability being cast) Equal to Pledge Allegiance (Purp)
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Then - Actions
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Set VariableSet join_target = 4
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Else - Actions
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Dialog - Hide dialog_join[PN] for Player 1 (Red)
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Dialog - Hide dialog_join[PN] for Player 2 (Blue)
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Dialog - Hide dialog_join[PN] for Player 3 (Teal)
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Dialog - Hide dialog_join[PN] for Player 4 (Purple)
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Dialog - Hide dialog_join[5] for Player_array_var[join_target]
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Dialog - Hide dialog_join[6] for Player_array_var[join_target]
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Dialog - Hide dialog_join[7] for Player_array_var[join_target]
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Dialog - Hide dialog_join[8] for Player_array_var[join_target]
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Dialog - Hide dialog_join[9] for Player_array_var[join_target]
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Dialog - Hide dialog_join[10] for Player_array_var[join_target]
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Dialog - Hide dialog_join[11] for Player_array_var[join_target]
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Dialog - Hide dialog_join[12] for Player_array_var[join_target]
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Dialog - Hide dialog_join[17] for Player_array_var[join_target]
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Dialog - Hide dialog_join[18] for Player_array_var[join_target]
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Dialog - Hide dialog_join[19] for Player_array_var[join_target]
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Dialog - Hide dialog_join[20] for Player_array_var[join_target]
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Dialog - Hide Request_Menu[5] for Player_array_var[join_target]
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Dialog - Hide Request_Menu[6] for Player_array_var[join_target]
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Dialog - Hide Request_Menu[7] for Player_array_var[join_target]
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Dialog - Hide Request_Menu[8] for Player_array_var[join_target]
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Dialog - Hide Request_Menu[9] for Player_array_var[join_target]
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Dialog - Hide Request_Menu[10] for Player_array_var[join_target]
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Dialog - Hide Request_Menu[11] for Player_array_var[join_target]
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Dialog - Hide Request_Menu[12] for Player_array_var[join_target]
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Dialog - Hide Request_Menu[17] for Player_array_var[join_target]
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Dialog - Hide Request_Menu[18] for Player_array_var[join_target]
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Dialog - Hide Request_Menu[19] for Player_array_var[join_target]
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Dialog - Hide Request_Menu[20] for Player_array_var[join_target]
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-------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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join_CD[PN] Equal to True
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Then - Actions
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Quest - Display to solo_group[PN] the Mission Failed message: |cffff0000Error|r: ...
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Skip remaining actions
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Else - Actions
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-------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Player_array_var[join_target] Current gold) Less than 1000
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Then - Actions
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Quest - Display to solo_group[PN] the Mission Failed message: |cffff0000Error|r: ...
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Skip remaining actions
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Else - Actions
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-------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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kingdom_knight_cap[join_target] Greater than or equal to limits_max_knights
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Then - Actions
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Quest - Display to solo_group[PN] the Mission Failed message: |cffff0000Error|r: ...
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Skip remaining actions
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Else - Actions
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-------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Knight_Hero_Var[PN] is being transported) Equal to True
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Then - Actions
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Quest - Display to solo_group[PN] the Mission Failed message: |cffff0000Error|r: ...
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Skip remaining actions
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Else - Actions
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-------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Player_array_var[PN] is in Groups[join_target].) Equal to True
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Then - Actions
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Skip remaining actions
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Else - Actions
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-------- --------
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-------- this will automatically join the knight to the king if it's before 90 sec or if the king is running an AI script --------
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-------- it's pretty much a copy paste of the main part of the "Universal Accept" trigger --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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ninty_sec_time Equal to False
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ai_king[join_target] Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Unit Inventory (Human, no use items) for Knight_Altar_Var[PN]) Equal to 1
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Then - Actions
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Else - Actions
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Unit - Add Unit Inventory (Human, no use items) to Knight_Altar_Var[PN]
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Unit - Remove Mark of Black Knights from Knight_Altar_Var[PN]
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Unit - Remove Mark of Black Knights from Knight_Hero_Var[PN]
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Set VariableSet units_owned[PN] = (Units owned by Player_array_var[PN].)
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Unit Group - Pick every unit in units_owned[PN] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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((Picked unit) has an item of type Midnight Ankh) Equal to True
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((Picked unit) has an item of type Plans: Black Tent) Equal to True
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Then - Actions
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Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
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Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
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Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
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Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
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Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
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Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
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Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
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Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
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Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
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Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
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Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
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Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Player_array_var[PN] is in Black_Group_Var.) Equal to True
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Then - Actions
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Item - Pick every item in (Entire map) and do (If (Midnight Ankh Equal to (Item-type of (Picked item))) then do (Item - Remove (Picked item)) else do (Do nothing))
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Item - Pick every item in (Entire map) and do (If (Plans: Black Tent Equal to (Item-type of (Picked item))) then do (Item - Remove (Picked item)) else do (Do nothing))
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Else - Actions
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Unit Group - Remove Knight_Hero_Var[PN] from units_owned[PN].
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Unit Group - Remove Knight_Altar_Var[PN] from units_owned[PN].
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Unit Group - Remove pirate_ship_unit[PN] from units_owned[PN].
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Unit Group - Remove wisp_tree from units_owned[PN].
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Unit Group - Remove vault_array[PN] from units_owned[PN].
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Unit Group - Pick every unit in units_owned[PN] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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(Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
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(Unit-type of (Picked unit)) Equal to Wagon
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(Unit-type of (Picked unit)) Equal to Passenger Ship
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(Unit-type of (Picked unit)) Equal to Red Riding Dragonling
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(Unit-type of (Picked unit)) Equal to Red Riding Dragon
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Then - Actions
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Unit Group - Remove (Picked unit) from units_owned[PN].
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Player_array_var[PN] is in Groups[1].) Equal to True
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Then - Actions
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Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 1 (Red) and Change color)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Player_array_var[PN] is in Groups[2].) Equal to True
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Then - Actions
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Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 2 (Blue) and Change color)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Player_array_var[PN] is in Groups[3].) Equal to True
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Then - Actions
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Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 3 (Teal) and Change color)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Player_array_var[PN] is in Groups[4].) Equal to True
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Then - Actions
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Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 4 (Purple) and Change color)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Player_array_var[PN] is in Groups[5].) Equal to True
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Then - Actions
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Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
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Else - Actions
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Custom script: call DestroyGroup(udg_units_owned[udg_PN])
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Set VariableSet loyalty_status[PN] = 0
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Countdown Timer - Pause loyalty_timer[PN]
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Countdown Timer - Start loyalty_timer[PN] as a Repeating timer that will expire in 660.00 seconds
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Set VariableSet join_CD[PN] = True
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Unit - Remove hire_buttons_red[PN] from the game
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Unit - Remove hire_buttons_blue[PN] from the game
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Unit - Remove hire_buttons_teal[PN] from the game
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Unit - Remove hire_buttons_purp[PN] from the game
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Countdown Timer - Start End_Timer as a One-shot timer that will expire in 0.10 seconds
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Countdown Timer - Start End_Timer_Camera as a One-shot timer that will expire in 1.00 seconds
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Countdown Timer - Start join_CD_timer[accepted_knight] as a One-shot timer that will expire in 2.00 seconds
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Countdown Timer - Start allegiance_cd_timer[accepted_knight] as a One-shot timer that will expire in kingdom_join_CD seconds
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Hero - Make Player_array_var[PN] Heroes gain 100.00% experience from future kills
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Player Group - Remove Player_array_var[PN] from Groups[0].
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Player Group - Remove Player_array_var[PN] from Groups[1].
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Player Group - Remove Player_array_var[PN] from Groups[2].
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Player Group - Remove Player_array_var[PN] from Groups[3].
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Player Group - Remove Player_array_var[PN] from Groups[4].
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Player Group - Remove Player_array_var[PN] from Groups[5].
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Player Group - Add Player_array_var[PN] to Groups[join_target]
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-------- empty group --------
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Player Group - Make Groups[0] treat Groups[0] as an Neutral
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Player Group - Make Groups[0] treat Groups[1] as an Neutral
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Player Group - Make Groups[0] treat Groups[2] as an Neutral
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Player Group - Make Groups[0] treat Groups[3] as an Neutral
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Player Group - Make Groups[0] treat Groups[4] as an Neutral
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Player Group - Make Groups[0] treat Groups[5] as an Neutral
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-------- red --------
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Player Group - Make Groups[1] treat Groups[0] as an Neutral
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Player Group - Make Groups[1] treat Groups[1] as an Ally with shared vision
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Player Group - Make Groups[1] treat Groups[2] as an Enemy
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Player Group - Make Groups[1] treat Groups[3] as an Enemy
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Player Group - Make Groups[1] treat Groups[4] as an Enemy
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Player Group - Make Groups[1] treat Groups[5] as an Enemy
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-------- blue --------
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Player Group - Make Groups[2] treat Groups[0] as an Neutral
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Player Group - Make Groups[2] treat Groups[1] as an Enemy
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Player Group - Make Groups[2] treat Groups[2] as an Ally with shared vision
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Player Group - Make Groups[2] treat Groups[3] as an Enemy
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Player Group - Make Groups[2] treat Groups[4] as an Enemy
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Player Group - Make Groups[2] treat Groups[5] as an Enemy
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-------- teal --------
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Player Group - Make Groups[3] treat Groups[0] as an Neutral
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Player Group - Make Groups[3] treat Groups[1] as an Enemy
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Player Group - Make Groups[3] treat Groups[2] as an Enemy
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Player Group - Make Groups[3] treat Groups[3] as an Ally with shared vision
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Player Group - Make Groups[3] treat Groups[4] as an Enemy
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Player Group - Make Groups[3] treat Groups[5] as an Enemy
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-------- purple --------
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Player Group - Make Groups[4] treat Groups[0] as an Neutral
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Player Group - Make Groups[4] treat Groups[1] as an Enemy
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Player Group - Make Groups[4] treat Groups[2] as an Enemy
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Player Group - Make Groups[4] treat Groups[3] as an Enemy
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Player Group - Make Groups[4] treat Groups[4] as an Ally with shared vision
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Player Group - Make Groups[4] treat Groups[5] as an Enemy
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-------- black --------
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Player Group - Make Groups[5] treat Groups[0] as an Neutral
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Player Group - Make Groups[5] treat Groups[1] as an Enemy
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Player Group - Make Groups[5] treat Groups[2] as an Enemy
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Player Group - Make Groups[5] treat Groups[3] as an Enemy
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Player Group - Make Groups[5] treat Groups[4] as an Enemy
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Player Group - Make Groups[5] treat Groups[5] as an Ally with shared vision
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-------- ------ --------
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Player Group - Pick every player in Groups[join_target] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Current research level of Royal Weapons for (Picked player)) Less than (Current research level of Royal Weapons for Player_array_var[join_target])
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Then - Actions
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Player - Set the current research level of Royal Weapons to (Current research level of Royal Weapons for Player_array_var[join_target]) for (Picked player)
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Else - Actions
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Player Group - Pick every player in Groups[join_target] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Current research level of Royal Armor for (Picked player)) Less than (Current research level of Royal Armor for Player_array_var[join_target])
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Then - Actions
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Player - Set the current research level of Royal Armor to (Current research level of Royal Armor for Player_array_var[join_target]) for (Picked player)
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Else - Actions
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Player Group - Pick every player in Groups[join_target] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Current research level of Improved Masonry for (Picked player)) Less than (Current research level of Improved Masonry for Player_array_var[join_target])
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Then - Actions
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Player - Set the current research level of Improved Masonry to (Current research level of Improved Masonry for Player_array_var[join_target]) for (Picked player)
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Else - Actions
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Player Group - Pick every player in Groups[join_target] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Current research level of Black Gunpowder for (Picked player)) Less than (Current research level of Black Gunpowder for Player_array_var[join_target])
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Then - Actions
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Player - Set the current research level of Black Gunpowder to (Current research level of Black Gunpowder for Player_array_var[join_target]) for (Picked player)
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Else - Actions
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Player Group - Pick every player in Groups[join_target] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Current research level of Animal Breeding for (Picked player)) Less than (Current research level of Animal Breeding for Player_array_var[join_target])
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Then - Actions
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Player - Set the current research level of Black Gunpowder to (Current research level of Black Gunpowder for Player_array_var[join_target]) for (Picked player)
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Else - Actions
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Player Group - Pick every player in Groups[join_target] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Current research level of Sundering Blades for (Picked player)) Less than (Current research level of Sundering Blades for Player_array_var[join_target])
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Then - Actions
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Player - Set the current research level of Sundering Blades to (Current research level of Sundering Blades for Player_array_var[join_target]) for (Picked player)
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Else - Actions
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Player Group - Pick every player in Groups[join_target] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Current research level of Magic Sentry for (Picked player)) Less than (Current research level of Magic Sentry for Player_array_var[join_target])
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Then - Actions
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Player - Set the current research level of Magic Sentry to (Current research level of Magic Sentry for Player_array_var[join_target]) for (Picked player)
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Else - Actions
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Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Flare for (Picked player)) Less than (Current research level of Flare for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Flare to (Current research level of Flare for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Arcanite Shields (upgrade) for (Picked player)) Less than (Current research level of Arcanite Shields (upgrade) for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Arcanite Shields (upgrade) to (Current research level of Arcanite Shields (upgrade) for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Improved Lumber Harvesting for (Picked player)) Less than (Current research level of Improved Lumber Harvesting for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Improved Lumber Harvesting to (Current research level of Improved Lumber Harvesting for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Rogue's Cloak for (Picked player)) Less than (Current research level of Rogue's Cloak for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Rogue's Cloak to (Current research level of Rogue's Cloak for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Royal Arcanist Adept Training for (Picked player)) Less than (Current research level of Royal Arcanist Adept Training for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Royal Arcanist Adept Training to (Current research level of Royal Arcanist Adept Training for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Priest Adept Training for (Picked player)) Less than (Current research level of Priest Adept Training for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Priest Adept Training to (Current research level of Priest Adept Training for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Sorcery Upgrade for (Picked player)) Less than (Current research level of Sorcery Upgrade for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Sorcery Upgrade to (Current research level of Sorcery Upgrade for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player - Set the current research level of Gluttony to 0 for Player_array_var[PN]
-
Player - Set Player_array_var[PN].Food max to 99
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Altar_Var[PN] is invulnerable) Equal to False
-
-
Then - Actions
-
Unit - Add Invulnerable (Neutral) to Knight_Altar_Var[PN]
-
-
Else - Actions
-
-
Set VariableSet temp_point = (Position of Knight_Altar_Var[PN])
-
Special Effect - Create a special effect at temp_point using Heavens Gate Channel.mdx
-
Special Effect - Destroy (Last created special effect)
-
Custom script: call RemoveLocation(udg_temp_point)
-
Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[PN] using Heavens Gate.mdx
-
Special Effect - Destroy (Last created special effect)
-
Unit - Move Knight_Altar_Var[PN] instantly to (Load PN of join_target in kni_king_altars_hashtable.)
-
Camera - Pan camera for Player_array_var[PN] to (Load PN of join_target in kni_king_altars_hashtable.) over 1.00 seconds
-
Cinematic - Ping minimap for solo_group[PN] at (Load PN of join_target in kni_king_altars_hashtable.) for 5.00 seconds
-
Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[PN] + ( has pledged allegiance to the + (player_color_knight_strings[join_target] + .))))
-
Unit - Order Knight_Altar_Var[PN] to Revive Hero Knight_Hero_Var[PN]
-
Unit - Change color of Knight_Hero_Var[PN] to player_color[join_target]
-
Leaderboard - Change the label for Player_array_var[PN] in Alliances_Leaderboard to (kingdom_color_string[join_target] + (Name of Player_array_var[PN]))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
join_target Equal to 1
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[PN] in Alliances_Leaderboard to (97.00%, 1.00%, 1.00%) with 0.00% transparency
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
join_target Equal to 2
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[PN] in Alliances_Leaderboard to (0.00%, 26.00%, 100.00%) with 0.00% transparency
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
join_target Equal to 3
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[PN] in Alliances_Leaderboard to (11.00%, 91.00%, 73.00%) with 0.00% transparency
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
join_target Equal to 4
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[PN] in Alliances_Leaderboard to (33.00%, 0.00%, 49.00%) with 0.00% transparency
-
-
Else - Actions
-
-
Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Hero_Var[PN] is alive) Equal to True
-
(KR Yellow <gen> contains Knight_Hero_Var[PN]) Equal to True
-
-
Then - Actions
-
Unit - Move Knight_Hero_Var[PN] instantly to king_vendor[join_target]
-
-
Else - Actions
-
-
Set VariableSet kingdom_knight_cap[1] = ((Number of players in Groups[1]) - 2)
-
Set VariableSet kingdom_knight_cap[2] = ((Number of players in Groups[2]) - 2)
-
Set VariableSet kingdom_knight_cap[3] = ((Number of players in Groups[3]) - 2)
-
Set VariableSet kingdom_knight_cap[4] = ((Number of players in Groups[4]) - 2)
-
Trigger - Turn off bk_ankh_used_trigger_array[PN]
-
-
Else - Actions
-
Dialog - Hide dialog_join[5] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[6] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[7] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[8] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[9] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[10] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[11] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[12] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[17] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[18] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[19] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[20] for Player_array_var[join_target]
-
Dialog - Show dialog_join[PN] for Player_array_var[join_target]
-
Countdown Timer - Pause knight_ask_join_timer[join_target]
-
Countdown Timer - Start knight_ask_join_timer[join_target] as a One-shot timer that will expire in 5.00 seconds
-
-
-
-
-
Universal Accept
-
Events
-
Dialog - A dialog button is clicked for dialog_join[5]
-
Dialog - A dialog button is clicked for dialog_join[6]
-
Dialog - A dialog button is clicked for dialog_join[7]
-
Dialog - A dialog button is clicked for dialog_join[8]
-
Dialog - A dialog button is clicked for dialog_join[9]
-
Dialog - A dialog button is clicked for dialog_join[10]
-
Dialog - A dialog button is clicked for dialog_join[11]
-
Dialog - A dialog button is clicked for dialog_join[12]
-
Dialog - A dialog button is clicked for dialog_join[17]
-
Dialog - A dialog button is clicked for dialog_join[18]
-
Dialog - A dialog button is clicked for dialog_join[19]
-
Dialog - A dialog button is clicked for dialog_join[20]
-
Dialog - A dialog button is clicked for Hire_Dialog_Menu_Red
-
Dialog - A dialog button is clicked for Hire_Dialog_Menu_Blue
-
Dialog - A dialog button is clicked for Hire_Dialog_Menu_Teal
-
Dialog - A dialog button is clicked for Hire_Dialog_Menu_Purp
-
-
Conditions
-
Actions
-
-------- this first condition checks if knight or king is the accepting party --------
-
-------- the "then" part is if king is accpeting the knights request to join --------
-
-------- the "else" part checks if the king is offering for the knight to join --------
-
-------- ...and sets variables accordingly --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Triggering player) Equal to Player 1 (Red)
-
(Triggering player) Equal to Player 2 (Blue)
-
(Triggering player) Equal to Player 3 (Teal)
-
(Triggering player) Equal to Player 4 (Purple)
-
-
-
-
Then - Actions
-
Set VariableSet PN = (Player number of (Triggering player))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[5]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 5
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[6]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 6
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[7]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 7
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[8]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 8
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[9]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 9
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[10]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 10
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[11]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 11
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[12]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 12
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[17]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 17
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[18]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 18
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[19]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 19
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[20]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 20
-
-
Else - Actions
-
-
Dialog - Hide dialog_join[accepted_knight] for Player_array_var[PN]
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_decline[accepted_knight]
-
-
Then - Actions
-
Unit - For Unit Knight_Altar_Var[accepted_knight], start cooldown of ability pledge_spells[PN] " over "kingdom_join_CD seconds.
-
Skip remaining actions
-
-
Else - Actions
-
-
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_Yes_Button_Red
-
-
Then - Actions
-
Set VariableSet accepted_knight = (Player number of (Triggering player))
-
Set VariableSet PN = 1
-
Dialog - Hide Hire_Dialog_Menu_Red for Player_array_var[PN]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_No_Button_Red
-
-
Then - Actions
-
Set VariableSet accepted_knight = (Player number of (Triggering player))
-
Set VariableSet PN = 1
-
Quest - Display to solo_group[PN] the Quest Failed message: (The + (player_color_knight_strings[accepted_knight] + has declined your offer.))
-
Skip remaining actions
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_Yes_Button_Blue
-
-
Then - Actions
-
Set VariableSet accepted_knight = (Player number of (Triggering player))
-
Set VariableSet PN = 2
-
Dialog - Hide Hire_Dialog_Menu_Blue for Player_array_var[PN]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_No_Button_Blue
-
-
Then - Actions
-
Set VariableSet accepted_knight = (Player number of (Triggering player))
-
Set VariableSet PN = 3
-
Quest - Display to solo_group[PN] the Quest Failed message: (The + (player_color_knight_strings[accepted_knight] + has declined your offer.))
-
Skip remaining actions
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_Yes_Button_Teal
-
-
Then - Actions
-
Set VariableSet accepted_knight = (Player number of (Triggering player))
-
Set VariableSet PN = 3
-
Dialog - Hide Hire_Dialog_Menu_Teal for Player_array_var[PN]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_No_Button_Teal
-
-
Then - Actions
-
Set VariableSet accepted_knight = (Player number of (Triggering player))
-
Set VariableSet PN = 3
-
Quest - Display to solo_group[PN] the Quest Failed message: (The + (player_color_knight_strings[accepted_knight] + has declined your offer.))
-
Skip remaining actions
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_Yes_Button_Purp
-
-
Then - Actions
-
Set VariableSet accepted_knight = (Player number of (Triggering player))
-
Set VariableSet PN = 4
-
Dialog - Hide Hire_Dialog_Menu_Purp for Player_array_var[PN]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_No_Button_Purp
-
-
Then - Actions
-
Set VariableSet accepted_knight = (Player number of (Triggering player))
-
Set VariableSet PN = 4
-
Quest - Display to solo_group[PN] the Quest Failed message: (The + (player_color_knight_strings[accepted_knight] + has declined your offer.))
-
Skip remaining actions
-
-
Else - Actions
-
-
-
-
-------- -------------- --------
-
-------- this is the main part of the trigger that sets up the alliance, moves units, etc --------
-
-------- -------------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Level of Unit Inventory (Human, no use items) for Knight_Altar_Var[accepted_knight]) Equal to 1
-
-
Then - Actions
-
Else - Actions
-
Unit - Add Unit Inventory (Human, no use items) to Knight_Altar_Var[accepted_knight]
-
-
-
Unit - Remove Mark of Black Knights from Knight_Altar_Var[accepted_knight]
-
Unit - Remove Mark of Black Knights from Knight_Hero_Var[accepted_knight]
-
Set VariableSet units_owned[accepted_knight] = (Units owned by Player_array_var[accepted_knight].)
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
((Picked unit) has an item of type Midnight Ankh) Equal to True
-
((Picked unit) has an item of type Plans: Black Tent) Equal to True
-
-
-
-
Then - Actions
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
-
Else - Actions
-
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[accepted_knight] is in Black_Group_Var.) Equal to True
-
-
Then - Actions
-
Item - Pick every item in (Entire map) and do (If (Midnight Ankh Equal to (Item-type of (Picked item))) then do (Item - Remove (Picked item)) else do (Do nothing))
-
Item - Pick every item in (Entire map) and do (If (Plans: Black Tent Equal to (Item-type of (Picked item))) then do (Item - Remove (Picked item)) else do (Do nothing))
-
-
Else - Actions
-
-
Unit Group - Remove Knight_Hero_Var[accepted_knight] from units_owned[accepted_knight].
-
Unit Group - Remove Knight_Altar_Var[accepted_knight] from units_owned[accepted_knight].
-
Unit Group - Remove pirate_ship_unit[accepted_knight] from units_owned[accepted_knight].
-
Unit Group - Remove wisp_tree from units_owned[accepted_knight].
-
Unit Group - Remove vault_array[accepted_knight] from units_owned[accepted_knight].
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
-
(Unit-type of (Picked unit)) Equal to Wagon
-
(Unit-type of (Picked unit)) Equal to Passenger Ship
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragonling
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragon
-
-
-
-
Then - Actions
-
Unit Group - Remove (Picked unit) from units_owned[accepted_knight].
-
-
Else - Actions
-
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[accepted_knight] is in Groups[1].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Unit - Change ownership of (Picked unit) to Player 1 (Red) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[accepted_knight] is in Groups[2].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Unit - Change ownership of (Picked unit) to Player 2 (Blue) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[accepted_knight] is in Groups[3].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Unit - Change ownership of (Picked unit) to Player 3 (Teal) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[accepted_knight] is in Groups[4].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Unit - Change ownership of (Picked unit) to Player 4 (Purple) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[accepted_knight] is in Groups[5].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
-
-
Else - Actions
-
-
Custom script: call DestroyGroup(udg_units_owned[udg_accepted_knight])
-
Set VariableSet loyalty_status[accepted_knight] = 0
-
Countdown Timer - Pause loyalty_timer[accepted_knight]
-
Countdown Timer - Start loyalty_timer[accepted_knight] as a Repeating timer that will expire in 660.00 seconds
-
Set VariableSet join_CD[accepted_knight] = True
-
Unit - Remove hire_buttons_red[accepted_knight] from the game
-
Unit - Remove hire_buttons_blue[accepted_knight] from the game
-
Unit - Remove hire_buttons_teal[accepted_knight] from the game
-
Unit - Remove hire_buttons_purp[accepted_knight] from the game
-
Countdown Timer - Start End_Timer as a One-shot timer that will expire in 0.10 seconds
-
Countdown Timer - Start End_Timer_Camera as a One-shot timer that will expire in 1.00 seconds
-
Countdown Timer - Start join_CD_timer[accepted_knight] as a One-shot timer that will expire in 2.00 seconds
-
Countdown Timer - Start allegiance_cd_timer[accepted_knight] as a One-shot timer that will expire in kingdom_join_CD seconds
-
Hero - Make Player_array_var[accepted_knight] Heroes gain 100.00% experience from future kills
-
Player Group - Remove Player_array_var[accepted_knight] from Groups[0].
-
Player Group - Remove Player_array_var[accepted_knight] from Groups[1].
-
Player Group - Remove Player_array_var[accepted_knight] from Groups[2].
-
Player Group - Remove Player_array_var[accepted_knight] from Groups[3].
-
Player Group - Remove Player_array_var[accepted_knight] from Groups[4].
-
Player Group - Remove Player_array_var[accepted_knight] from Groups[5].
-
Player Group - Add Player_array_var[accepted_knight] to Groups[PN]
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Royal Weapons for (Picked player)) Less than (Current research level of Royal Weapons for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Royal Weapons to (Current research level of Royal Weapons for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Royal Armor for (Picked player)) Less than (Current research level of Royal Armor for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Royal Armor to (Current research level of Royal Armor for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Improved Masonry for (Picked player)) Less than (Current research level of Improved Masonry for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Improved Masonry to (Current research level of Improved Masonry for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Black Gunpowder for (Picked player)) Less than (Current research level of Black Gunpowder for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Black Gunpowder to (Current research level of Black Gunpowder for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Animal Breeding for (Picked player)) Less than (Current research level of Animal Breeding for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Black Gunpowder to (Current research level of Black Gunpowder for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Sundering Blades for (Picked player)) Less than (Current research level of Sundering Blades for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Sundering Blades to (Current research level of Sundering Blades for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Magic Sentry for (Picked player)) Less than (Current research level of Magic Sentry for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Magic Sentry to (Current research level of Magic Sentry for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Flare for (Picked player)) Less than (Current research level of Flare for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Flare to (Current research level of Flare for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Arcanite Shields (upgrade) for (Picked player)) Less than (Current research level of Arcanite Shields (upgrade) for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Arcanite Shields (upgrade) to (Current research level of Arcanite Shields (upgrade) for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Improved Lumber Harvesting for (Picked player)) Less than (Current research level of Improved Lumber Harvesting for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Improved Lumber Harvesting to (Current research level of Improved Lumber Harvesting for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Rogue's Cloak for (Picked player)) Less than (Current research level of Rogue's Cloak for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Rogue's Cloak to (Current research level of Rogue's Cloak for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Royal Arcanist Adept Training for (Picked player)) Less than (Current research level of Royal Arcanist Adept Training for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Royal Arcanist Adept Training to (Current research level of Royal Arcanist Adept Training for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Priest Adept Training for (Picked player)) Less than (Current research level of Priest Adept Training for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Priest Adept Training to (Current research level of Priest Adept Training for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Sorcery Upgrade for (Picked player)) Less than (Current research level of Sorcery Upgrade for Player_array_var[PN])
-
-
Then - Actions
-
Player - Set the current research level of Sorcery Upgrade to (Current research level of Sorcery Upgrade for Player_array_var[PN]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player - Set the current research level of Gluttony to 0 for Player_array_var[accepted_knight]
-
Player - Set Player_array_var[accepted_knight].Food max to 99
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Altar_Var[accepted_knight] is invulnerable) Equal to False
-
-
Then - Actions
-
Unit - Add Invulnerable (Neutral) to Knight_Altar_Var[accepted_knight]
-
-
Else - Actions
-
-
Set VariableSet temp_point = (Position of Knight_Altar_Var[accepted_knight])
-
Special Effect - Create a special effect at temp_point using Heavens Gate Channel.mdx
-
Special Effect - Destroy (Last created special effect)
-
Custom script: call RemoveLocation(udg_temp_point)
-
Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[accepted_knight] using Heavens Gate.mdx
-
Special Effect - Destroy (Last created special effect)
-
Unit - Move Knight_Altar_Var[accepted_knight] instantly to (Load accepted_knight of PN in kni_king_altars_hashtable.)
-
Camera - Pan camera for Player_array_var[accepted_knight] to (Load accepted_knight of PN in kni_king_altars_hashtable.) over 1.00 seconds
-
Cinematic - Ping minimap for solo_group[accepted_knight] at (Load accepted_knight of PN in kni_king_altars_hashtable.) for 5.00 seconds
-
Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[accepted_knight] + ( has pledged allegiance to the + (player_color_knight_strings[PN] + .))))
-
Unit - Order Knight_Altar_Var[accepted_knight] to Revive Hero Knight_Hero_Var[accepted_knight]
-
Unit - Change color of Knight_Hero_Var[accepted_knight] to player_color[PN]
-
Leaderboard - Change the label for Player_array_var[accepted_knight] in Alliances_Leaderboard to (kingdom_color_string[PN] + (Name of Player_array_var[accepted_knight]))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
PN Equal to 1
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[accepted_knight] in Alliances_Leaderboard to (97.00%, 1.00%, 1.00%) with 0.00% transparency
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
PN Equal to 2
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[accepted_knight] in Alliances_Leaderboard to (0.00%, 26.00%, 100.00%) with 0.00% transparency
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
PN Equal to 3
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[accepted_knight] in Alliances_Leaderboard to (11.00%, 91.00%, 73.00%) with 0.00% transparency
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
PN Equal to 4
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[accepted_knight] in Alliances_Leaderboard to (33.00%, 0.00%, 49.00%) with 0.00% transparency
-
-
Else - Actions
-
-
Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Hero_Var[accepted_knight] is alive) Equal to True
-
(KR Yellow <gen> contains Knight_Hero_Var[accepted_knight]) Equal to True
-
-
Then - Actions
-
Unit - Move Knight_Hero_Var[accepted_knight] instantly to king_vendor[PN]
-
-
Else - Actions
-
-
Trigger - Turn off bk_ankh_used_trigger_array[accepted_knight]
-
-------- end main part of join trigger --------
-
-------- -------------- --------
-
-------- -------------- --------
-
-------- -------------- --------
-
-------- this next part is just generic stuff to reset all alliances, since a player has changed groups --------
-
-------- empty group --------
-
Player Group - Make Groups[0] treat Groups[0] as an Neutral
-
Player Group - Make Groups[0] treat Groups[1] as an Neutral
-
Player Group - Make Groups[0] treat Groups[2] as an Neutral
-
Player Group - Make Groups[0] treat Groups[3] as an Neutral
-
Player Group - Make Groups[0] treat Groups[4] as an Neutral
-
Player Group - Make Groups[0] treat Groups[5] as an Neutral
-
-------- red --------
-
Player Group - Make Groups[1] treat Groups[0] as an Neutral
-
Player Group - Make Groups[1] treat Groups[1] as an Ally with shared vision
-
Player Group - Make Groups[1] treat Groups[2] as an Enemy
-
Player Group - Make Groups[1] treat Groups[3] as an Enemy
-
Player Group - Make Groups[1] treat Groups[4] as an Enemy
-
Player Group - Make Groups[1] treat Groups[5] as an Enemy
-
-------- blue --------
-
Player Group - Make Groups[2] treat Groups[0] as an Neutral
-
Player Group - Make Groups[2] treat Groups[1] as an Enemy
-
Player Group - Make Groups[2] treat Groups[2] as an Ally with shared vision
-
Player Group - Make Groups[2] treat Groups[3] as an Enemy
-
Player Group - Make Groups[2] treat Groups[4] as an Enemy
-
Player Group - Make Groups[2] treat Groups[5] as an Enemy
-
-------- teal --------
-
Player Group - Make Groups[3] treat Groups[0] as an Neutral
-
Player Group - Make Groups[3] treat Groups[1] as an Enemy
-
Player Group - Make Groups[3] treat Groups[2] as an Enemy
-
Player Group - Make Groups[3] treat Groups[3] as an Ally with shared vision
-
Player Group - Make Groups[3] treat Groups[4] as an Enemy
-
Player Group - Make Groups[3] treat Groups[5] as an Enemy
-
-------- purple --------
-
Player Group - Make Groups[4] treat Groups[0] as an Neutral
-
Player Group - Make Groups[4] treat Groups[1] as an Enemy
-
Player Group - Make Groups[4] treat Groups[2] as an Enemy
-
Player Group - Make Groups[4] treat Groups[3] as an Enemy
-
Player Group - Make Groups[4] treat Groups[4] as an Ally with shared vision
-
Player Group - Make Groups[4] treat Groups[5] as an Enemy
-
-------- black --------
-
Player Group - Make Groups[5] treat Groups[0] as an Neutral
-
Player Group - Make Groups[5] treat Groups[1] as an Enemy
-
Player Group - Make Groups[5] treat Groups[2] as an Enemy
-
Player Group - Make Groups[5] treat Groups[3] as an Enemy
-
Player Group - Make Groups[5] treat Groups[4] as an Enemy
-
Player Group - Make Groups[5] treat Groups[5] as an Ally with shared vision
-
-------- ------ --------
-
-------- for kingdom knight cap mechanic --------
-
Set VariableSet kingdom_knight_cap[1] = ((Number of players in Groups[1]) - 2)
-
Set VariableSet kingdom_knight_cap[2] = ((Number of players in Groups[2]) - 2)
-
Set VariableSet kingdom_knight_cap[3] = ((Number of players in Groups[3]) - 2)
-
Set VariableSet kingdom_knight_cap[4] = ((Number of players in Groups[4]) - 2)
-
-
-
Universal Leave
-
Events
-
Player - Player 5 (Yellow) types a chat message containing -leave as A substring
-
Player - Player 6 (Orange) types a chat message containing -leave as A substring
-
Player - Player 7 (Green) types a chat message containing -leave as A substring
-
Player - Player 8 (Pink) types a chat message containing -leave as A substring
-
Player - Player 9 (Gray) types a chat message containing -leave as A substring
-
Player - Player 10 (Light Blue) types a chat message containing -leave as A substring
-
Player - Player 11 (Dark Green) types a chat message containing -leave as A substring
-
Player - Player 12 (Brown) types a chat message containing -leave as A substring
-
Player - Player 17 (Wheat) types a chat message containing -leave as A substring
-
Player - Player 18 (Peach) types a chat message containing -leave as A substring
-
Player - Player 19 (Mint) types a chat message containing -leave as A substring
-
Player - Player 20 (Lavender) types a chat message containing -leave as A substring
-
-
Conditions
-
(Substring((Entered chat string), 1, 6)) Equal to -leave
-
-
Actions
-
Set VariableSet PN = (Player number of (Triggering player))
-
-------- --------------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN] is in Groups[0].) Equal to True
-
-
Then - Actions
-
Skip remaining actions
-
-
Else - Actions
-
-
Set VariableSet units_owned[PN] = (Units owned by Player_array_var[PN].)
-
Unit Group - Pick every unit in units_owned[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
((Picked unit) has an item of type Midnight Ankh) Equal to True
-
((Picked unit) has an item of type Plans: Black Tent) Equal to True
-
-
-
-
Then - Actions
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
-
Else - Actions
-
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN] is in Black_Group_Var.) Equal to True
-
-
Then - Actions
-
Item - Pick every item in (Entire map) and do (If (Midnight Ankh Equal to (Item-type of (Picked item))) then do (Item - Remove (Picked item)) else do (Do nothing))
-
Item - Pick every item in (Entire map) and do (If (Plans: Black Tent Equal to (Item-type of (Picked item))) then do (Item - Remove (Picked item)) else do (Do nothing))
-
-
Else - Actions
-
-
Unit Group - Remove Knight_Hero_Var[PN] from Units_Yellow.
-
Unit Group - Remove Knight_Altar_Var[PN] from units_owned[PN].
-
Unit Group - Remove pirate_ship_unit[PN] from units_owned[PN].
-
Unit Group - Remove wisp_tree from units_owned[PN].
-
Unit Group - Remove vault_array[PN] from units_owned[PN].
-
Unit Group - Pick every unit in units_owned[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
-
(Unit-type of (Picked unit)) Equal to Wagon
-
(Unit-type of (Picked unit)) Equal to Passenger Ship
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragonling
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragon
-
-
-
-
Then - Actions
-
Unit Group - Remove (Picked unit) from units_owned[PN].
-
-
Else - Actions
-
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN] is in Groups[1].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 1 (Red) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN] is in Groups[2].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 2 (Blue) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN] is in Groups[3].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 3 (Teal) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN] is in Groups[4].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 4 (Purple) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN] is in Groups[5].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
-
-
Else - Actions
-
-
Custom script: call DestroyGroup(udg_Units_Yellow)
-
Unit - Remove Mark of Black Knights from Knight_Altar_Var[PN]
-
Unit - Remove Mark of Black Knights from Knight_Hero_Var[PN]
-
Set VariableSet Loyalty_Status_Yel = 0
-
Countdown Timer - Pause loyalty_timer[PN]
-
Unit - Remove hire_buttons_red[PN] from the game
-
Unit - Remove hire_buttons_blue[PN] from the game
-
Unit - Remove hire_buttons_teal[PN] from the game
-
Unit - Remove hire_buttons_purp[PN] from the game
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0012 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[PN] for Neutral Passive at (Load PN of 1 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_red[PN] = (Last created unit)
-
Unit - Change color of hire_buttons_red[PN] to player_color[PN]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0025 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[PN] for Neutral Passive at (Load PN of 2 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_blue[PN] = (Last created unit)
-
Unit - Change color of hire_buttons_blue[PN] to player_color[PN]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0038 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[PN] for Neutral Passive at (Load PN of 3 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_teal[PN] = (Last created unit)
-
Unit - Change color of hire_buttons_teal[PN] to player_color[PN]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0051 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[PN] for Neutral Passive at (Load PN of 4 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_purp[PN] = (Last created unit)
-
Unit - Change color of hire_buttons_purp[PN] to player_color[PN]
-
-
Else - Actions
-
-
Custom script: call DestroyGroup(udg_units_owned[udg_PN])
-
Set VariableSet loyalty_status[PN] = 0
-
Countdown Timer - Pause loyalty_timer[PN]
-
Countdown Timer - Start loyalty_timer[PN] as a Repeating timer that will expire in 660.00 seconds
-
Set VariableSet join_CD[PN] = True
-
Countdown Timer - Start End_Timer as a One-shot timer that will expire in 0.10 seconds
-
Countdown Timer - Start End_Timer_Camera as a One-shot timer that will expire in 1.00 seconds
-
Countdown Timer - Start join_CD_timer[PN] as a One-shot timer that will expire in kingdom_join_CD seconds
-
Hero - Make Player_array_var[PN] Heroes gain 100.00% experience from future kills
-
Player - Change color of Player_array_var[PN] to player_color[PN], Changing color of existing units
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Altar_Var[PN] is invulnerable) Equal to False
-
-
Then - Actions
-
Unit - Add Invulnerable (Neutral) to Knight_Altar_Var[PN]
-
-
Else - Actions
-
-
Set VariableSet temp_point = (Position of Knight_Altar_Var[PN])
-
Special Effect - Create a special effect at temp_point using Heavens Gate Channel.mdx
-
Special Effect - Destroy (Last created special effect)
-
Custom script: call RemoveLocation(udg_temp_point)
-
Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[PN] using Heavens Gate.mdx
-
Special Effect - Destroy (Last created special effect)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Altar_Var[PN] is alive) Equal to True
-
-
Then - Actions
-
Unit - Move Knight_Altar_Var[PN] instantly to Knight_Altar_Default_Pt[PN]
-
-
Else - Actions
-
-
Camera - Pan camera for Player_array_var[PN] to Knight_Altar_Default_Pt[PN] over 1.00 seconds
-
Cinematic - Ping minimap for solo_group[PN] at Knight_Altar_Default_Pt[PN] for 5.00 seconds
-
Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[PN] + has renounced allegiance!))
-
Unit - Order Knight_Altar_Var[PN] to Revive Hero Knight_Hero_Var[PN]
-
Unit - Change color of Knight_Hero_Var[PN] to player_color[PN]
-
Leaderboard - Change the label for Player_array_var[PN] in Alliances_Leaderboard to (Unhired Knight + (Name of Player_array_var[PN]))
-
Leaderboard - Change the color of the label for Player_array_var[PN] in Alliances_Leaderboard to (100.00%, 100.00%, 100.00%) with 0.00% transparency
-
Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Hero_Var[PN] is alive) Equal to True
-
(Percentage life of Knight_Hero_Var[PN]) Equal to 100.00
-
-
Then - Actions
-
Set VariableSet altar_point_teleport_array[PN] = (Position of Knight_Hero_Var[PN])
-
Special Effect - Create a special effect at altar_point_teleport_array[PN] using Heavens Gate Channel.mdx
-
Special Effect - Destroy (Last created special effect)
-
Unit - Move Knight_Hero_Var[PN] instantly to Knight_Altar_Default_Pt[PN]
-
-
Else - Actions
-
-
-------- ------ --------
-
Player Group - Remove Player_array_var[PN] from Groups[0].
-
Player Group - Remove Player_array_var[PN] from Groups[1].
-
Player Group - Remove Player_array_var[PN] from Groups[2].
-
Player Group - Remove Player_array_var[PN] from Groups[3].
-
Player Group - Remove Player_array_var[PN] from Groups[4].
-
Player Group - Remove Player_array_var[PN] from Groups[5].
-
Player Group - Add Player_array_var[PN] to Groups[0]
-
-------- empty group --------
-
Player Group - Make Groups[0] treat Groups[0] as an Neutral
-
Player Group - Make Groups[0] treat Groups[1] as an Neutral
-
Player Group - Make Groups[0] treat Groups[2] as an Neutral
-
Player Group - Make Groups[0] treat Groups[3] as an Neutral
-
Player Group - Make Groups[0] treat Groups[4] as an Neutral
-
Player Group - Make Groups[0] treat Groups[5] as an Neutral
-
-------- red --------
-
Player Group - Make Groups[1] treat Groups[0] as an Neutral
-
Player Group - Make Groups[1] treat Groups[1] as an Ally with shared vision
-
Player Group - Make Groups[1] treat Groups[2] as an Enemy
-
Player Group - Make Groups[1] treat Groups[3] as an Enemy
-
Player Group - Make Groups[1] treat Groups[4] as an Enemy
-
Player Group - Make Groups[1] treat Groups[5] as an Enemy
-
-------- blue --------
-
Player Group - Make Groups[2] treat Groups[0] as an Neutral
-
Player Group - Make Groups[2] treat Groups[1] as an Enemy
-
Player Group - Make Groups[2] treat Groups[2] as an Ally with shared vision
-
Player Group - Make Groups[2] treat Groups[3] as an Enemy
-
Player Group - Make Groups[2] treat Groups[4] as an Enemy
-
Player Group - Make Groups[2] treat Groups[5] as an Enemy
-
-------- teal --------
-
Player Group - Make Groups[3] treat Groups[0] as an Neutral
-
Player Group - Make Groups[3] treat Groups[1] as an Enemy
-
Player Group - Make Groups[3] treat Groups[2] as an Enemy
-
Player Group - Make Groups[3] treat Groups[3] as an Ally with shared vision
-
Player Group - Make Groups[3] treat Groups[4] as an Enemy
-
Player Group - Make Groups[3] treat Groups[5] as an Enemy
-
-------- purple --------
-
Player Group - Make Groups[4] treat Groups[0] as an Neutral
-
Player Group - Make Groups[4] treat Groups[1] as an Enemy
-
Player Group - Make Groups[4] treat Groups[2] as an Enemy
-
Player Group - Make Groups[4] treat Groups[3] as an Enemy
-
Player Group - Make Groups[4] treat Groups[4] as an Ally with shared vision
-
Player Group - Make Groups[4] treat Groups[5] as an Enemy
-
-------- black --------
-
Player Group - Make Groups[5] treat Groups[0] as an Neutral
-
Player Group - Make Groups[5] treat Groups[1] as an Enemy
-
Player Group - Make Groups[5] treat Groups[2] as an Enemy
-
Player Group - Make Groups[5] treat Groups[3] as an Enemy
-
Player Group - Make Groups[5] treat Groups[4] as an Enemy
-
Player Group - Make Groups[5] treat Groups[5] as an Ally with shared vision
-
-------- ------ --------
-
Set VariableSet kingdom_knight_cap[1] = ((Number of players in Groups[1]) - 2)
-
Set VariableSet kingdom_knight_cap[2] = ((Number of players in Groups[2]) - 2)
-
Set VariableSet kingdom_knight_cap[3] = ((Number of players in Groups[3]) - 2)
-
Set VariableSet kingdom_knight_cap[4] = ((Number of players in Groups[4]) - 2)
-
Trigger - Turn off bk_ankh_used_trigger_array[PN]
-
-
-
Universal Fire
-
Events
-
Player - Player 1 (Red) types a chat message containing -fire as An exact match
-
Player - Player 2 (Blue) types a chat message containing -fire as An exact match
-
Player - Player 3 (Teal) types a chat message containing -fire as An exact match
-
Player - Player 4 (Purple) types a chat message containing -fire as An exact match
-
-
Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Entered chat string) Equal to (Substring(yellow, 7, 12))
-
-
Then - Actions
-
Set VariableSet fired_player_number = 5
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Entered chat string) Equal to (Substring(orange, 7, 12))
-
-
Then - Actions
-
Set VariableSet fired_player_number = 6
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Entered chat string) Equal to (Substring(light green, 7, 17))
-
-
Then - Actions
-
Set VariableSet fired_player_number = 7
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Entered chat string) Equal to (Substring(pink, 7, 10))
-
-
Then - Actions
-
Set VariableSet fired_player_number = 8
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Entered chat string) Equal to (Substring(grey, 7, 10))
-
(Entered chat string) Equal to (Substring(gray, 7, 10))
-
-
-
-
Then - Actions
-
Set VariableSet fired_player_number = 9
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Entered chat string) Equal to (Substring(light blue, 7, 16))
-
-
Then - Actions
-
Set VariableSet fired_player_number = 10
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Entered chat string) Equal to (Substring(dark green, 7, 16))
-
-
Then - Actions
-
Set VariableSet fired_player_number = 11
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Entered chat string) Equal to (Substring(brown, 7, 11))
-
-
Then - Actions
-
Set VariableSet fired_player_number = 12
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Entered chat string) Equal to (Substring(light brown, 7, 17))
-
-
Then - Actions
-
Set VariableSet fired_player_number = 17
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Entered chat string) Equal to (Substring(peach, 7, 11))
-
-
Then - Actions
-
Set VariableSet fired_player_number = 18
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Entered chat string) Equal to (Substring(lime, 7, 10))
-
-
Then - Actions
-
Set VariableSet fired_player_number = 19
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Entered chat string) Equal to (Substring(light purple, 7, 18))
-
-
Then - Actions
-
Set VariableSet fired_player_number = 20
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
((Triggering player) is an ally of Player_array_var[fired_player_number].) Equal to False
-
-
Then - Actions
-
Skip remaining actions
-
-
Else - Actions
-
-
Unit - Kill Knight_Hero_Var[fired_player_number]
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
teams_locked Equal to False
-
-
Then - Actions
-
-------- ------ --------
-
Player Group - Remove Player_array_var[PN] from Groups[0].
-
Player Group - Remove Player_array_var[PN] from Groups[1].
-
Player Group - Remove Player_array_var[PN] from Groups[2].
-
Player Group - Remove Player_array_var[PN] from Groups[3].
-
Player Group - Remove Player_array_var[PN] from Groups[4].
-
Player Group - Remove Player_array_var[PN] from Groups[5].
-
Player Group - Add Player_array_var[PN] to Groups[0]
-
-------- empty group --------
-
Player Group - Make Groups[0] treat Groups[0] as an Neutral
-
Player Group - Make Groups[0] treat Groups[1] as an Neutral
-
Player Group - Make Groups[0] treat Groups[2] as an Neutral
-
Player Group - Make Groups[0] treat Groups[3] as an Neutral
-
Player Group - Make Groups[0] treat Groups[4] as an Neutral
-
Player Group - Make Groups[0] treat Groups[5] as an Neutral
-
-------- red --------
-
Player Group - Make Groups[1] treat Groups[0] as an Neutral
-
Player Group - Make Groups[1] treat Groups[1] as an Ally with shared vision
-
Player Group - Make Groups[1] treat Groups[2] as an Enemy
-
Player Group - Make Groups[1] treat Groups[3] as an Enemy
-
Player Group - Make Groups[1] treat Groups[4] as an Enemy
-
Player Group - Make Groups[1] treat Groups[5] as an Enemy
-
-------- blue --------
-
Player Group - Make Groups[2] treat Groups[0] as an Neutral
-
Player Group - Make Groups[2] treat Groups[1] as an Enemy
-
Player Group - Make Groups[2] treat Groups[2] as an Ally with shared vision
-
Player Group - Make Groups[2] treat Groups[3] as an Enemy
-
Player Group - Make Groups[2] treat Groups[4] as an Enemy
-
Player Group - Make Groups[2] treat Groups[5] as an Enemy
-
-------- teal --------
-
Player Group - Make Groups[3] treat Groups[0] as an Neutral
-
Player Group - Make Groups[3] treat Groups[1] as an Enemy
-
Player Group - Make Groups[3] treat Groups[2] as an Enemy
-
Player Group - Make Groups[3] treat Groups[3] as an Ally with shared vision
-
Player Group - Make Groups[3] treat Groups[4] as an Enemy
-
Player Group - Make Groups[3] treat Groups[5] as an Enemy
-
-------- purple --------
-
Player Group - Make Groups[4] treat Groups[0] as an Neutral
-
Player Group - Make Groups[4] treat Groups[1] as an Enemy
-
Player Group - Make Groups[4] treat Groups[2] as an Enemy
-
Player Group - Make Groups[4] treat Groups[3] as an Enemy
-
Player Group - Make Groups[4] treat Groups[4] as an Ally with shared vision
-
Player Group - Make Groups[4] treat Groups[5] as an Enemy
-
-------- black --------
-
Player Group - Make Groups[5] treat Groups[0] as an Neutral
-
Player Group - Make Groups[5] treat Groups[1] as an Enemy
-
Player Group - Make Groups[5] treat Groups[2] as an Enemy
-
Player Group - Make Groups[5] treat Groups[3] as an Enemy
-
Player Group - Make Groups[5] treat Groups[4] as an Enemy
-
Player Group - Make Groups[5] treat Groups[5] as an Ally with shared vision
-
-------- ------ --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Hero_Var[PN] is alive) Equal to True
-
(Percentage life of Knight_Hero_Var[PN]) Equal to 100.00
-
-
Then - Actions
-
Set VariableSet altar_point_teleport_array[PN] = (Position of Knight_Hero_Var[PN])
-
Special Effect - Create a special effect at altar_point_teleport_array[PN] using Heavens Gate Channel.mdx
-
Special Effect - Destroy (Last created special effect)
-
Unit - Move Knight_Hero_Var[PN] instantly to Knight_Altar_Default_Pt[PN]
-
-
Else - Actions
-
-
Unit - Change color of Knight_Hero_Var[fired_player_number] to player_color[fired_player_number]
-
-
Else - Actions
-
-------- run join black trigger --------
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0012 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[fired_player_number] for Neutral Passive at (Load fired_player_number of 1 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_red[fired_player_number] = (Last created unit)
-
Unit - Change color of hire_buttons_red[fired_player_number] to player_color[fired_player_number]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0025 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[fired_player_number] for Neutral Passive at (Load fired_player_number of 2 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_blue[fired_player_number] = (Last created unit)
-
Unit - Change color of hire_buttons_blue[fired_player_number] to player_color[fired_player_number]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0038 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[fired_player_number] for Neutral Passive at (Load fired_player_number of 3 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_teal[fired_player_number] = (Last created unit)
-
Unit - Change color of hire_buttons_teal[fired_player_number] to player_color[fired_player_number]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0051 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[fired_player_number] for Neutral Passive at (Load fired_player_number of 4 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_purp[fired_player_number] = (Last created unit)
-
Unit - Change color of hire_buttons_purp[fired_player_number] to player_color[fired_player_number]
-
-
Else - Actions
-
-
Set VariableSet kingdom_knight_cap[1] = ((Number of players in Groups[1]) - 2)
-
Set VariableSet kingdom_knight_cap[2] = ((Number of players in Groups[2]) - 2)
-
Set VariableSet kingdom_knight_cap[3] = ((Number of players in Groups[3]) - 2)
-
Set VariableSet kingdom_knight_cap[4] = ((Number of players in Groups[4]) - 2)
-
-
-
Universal No Kingdom Knight
-
Events
-
Conditions
-
Actions
-
-------- this runs if the knight's king is defeated and is pretty much like the leave trigger --------
-
-------- it makes a different text annoucement --------
-
-------- will join knight to the black team if teams are "locked" meaning it's down to the final 2 kings and they can't join them --------
-
For each (Integer leave_loop_integer) from 5 to 12, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
And - All (Conditions) are true
-
Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[1].) Equal to True
-
Castle_Alive[1] Equal to False
-
-
-
And - All (Conditions) are true
-
Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[2].) Equal to True
-
Castle_Alive[2] Equal to False
-
-
-
And - All (Conditions) are true
-
Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[3].) Equal to True
-
Castle_Alive[3] Equal to False
-
-
-
And - All (Conditions) are true
-
Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[4].) Equal to True
-
Castle_Alive[4] Equal to False
-
-
-
-
-
-
Then - Actions
-
Set VariableSet units_owned_loop = (Units owned by Player_array_var[leave_loop_integer].)
-
-------- --------------- --------
-
Unit Group - Remove Knight_Hero_Var[leave_loop_integer] from units_owned_loop.
-
Unit Group - Remove Knight_Altar_Var[leave_loop_integer] from units_owned_loop.
-
Unit Group - Remove vault_array[leave_loop_integer] from units_owned_loop.
-
Unit Group - Remove pirate_ship_unit[leave_loop_integer] from units_owned_loop.
-
Unit Group - Remove wisp_tree from units_owned_loop.
-
Unit Group - Pick every unit in units_owned_loop and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
-
(Unit-type of (Picked unit)) Equal to Wagon
-
(Unit-type of (Picked unit)) Equal to Passenger Ship
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragonling
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragon
-
-
-
-
Then - Actions
-
Unit Group - Remove (Picked unit) from units_owned_loop.
-
-
Else - Actions
-
-
-
-
Unit Group - Pick every unit in units_owned_loop and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Unit-type of (Picked unit)) Equal to Battleship (shipyard)
-
(Unit-type of (Picked unit)) Equal to Frigate (neutral shipyard)
-
-
-
-
Then - Actions
-
Unit - Kill (Picked unit)
-
-
Else - Actions
-
-
-
-
Unit Group - Pick every unit in units_owned_loop and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
-
Custom script: call DestroyGroup(udg_units_owned_loop)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0012 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 1 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_red[leave_loop_integer] = (Last created unit)
-
Unit - Change color of hire_buttons_red[leave_loop_integer] to player_color[leave_loop_integer]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0025 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 2 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_blue[leave_loop_integer] = (Last created unit)
-
Unit - Change color of hire_buttons_blue[leave_loop_integer] to player_color[leave_loop_integer]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0038 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 3 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_teal[leave_loop_integer] = (Last created unit)
-
Unit - Change color of hire_buttons_teal[leave_loop_integer] to player_color[leave_loop_integer]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0051 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 4 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_purp[leave_loop_integer] = (Last created unit)
-
Unit - Change color of hire_buttons_purp[leave_loop_integer] to player_color[leave_loop_integer]
-
-
Else - Actions
-
-
Player Group - Add Player_array_var[leave_loop_integer] to Groups[0]
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[1].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[2].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[3].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[4].
-
Player - Make Player 5 (Yellow) treat Player 21 (Coal) as an Enemy
-
Player - Make Player 21 (Coal) treat Player 5 (Yellow) as an Enemy
-
Set VariableSet temp_point = (Position of Knight_Altar_Var[leave_loop_integer])
-
Special Effect - Create a special effect at temp_point using Heavens Gate Channel.mdx
-
Special Effect - Destroy (Last created special effect)
-
Custom script: call RemoveLocation(udg_temp_point)
-
Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[leave_loop_integer] using Heavens Gate.mdx
-
Special Effect - Destroy (Last created special effect)
-
Unit - Move Knight_Altar_Var[leave_loop_integer] instantly to Knight_Altar_Default_Pt[leave_loop_integer]
-
Camera - Pan camera for Player_array_var[leave_loop_integer] to Knight_Altar_Default_Pt[leave_loop_integer] over 1.00 seconds
-
Cinematic - Ping minimap for (Player group(Player_array_var[leave_loop_integer])) at Knight_Altar_Default_Pt[leave_loop_integer] for 5.00 seconds
-
Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[leave_loop_integer] + no longer has a kingdom!))
-
Unit - Order Knight_Altar_Var[leave_loop_integer] to Revive Hero Knight_Hero_Var[leave_loop_integer]
-
Leaderboard - Change the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (Unhired Knight + (Name of Player_array_var[leave_loop_integer]))
-
Leaderboard - Change the color of the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (100.00%, 100.00%, 100.00%) with 0.00% transparency
-
Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Hero_Var[leave_loop_integer] is alive) Equal to True
-
-
Then - Actions
-
Set VariableSet altar_point_teleport_array[leave_loop_integer] = (Position of Knight_Hero_Var[leave_loop_integer])
-
Special Effect - Create a special effect at altar_point_teleport_array[leave_loop_integer] using Heavens Gate Channel.mdx
-
Special Effect - Destroy (Last created special effect)
-
Unit - Move Knight_Hero_Var[leave_loop_integer] instantly to Knight_Altar_Default_Pt[leave_loop_integer]
-
Custom script: call RemoveLocation(udg_altar_point_teleport_array[udg_leave_loop_integer])
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Unit-type of Knight_Hero_Var[leave_loop_integer]) Equal to Pirate Knight Cptn Morgan
-
(Knight_Hero_Var[leave_loop_integer] has an item of type Pirate Flag) Equal to False
-
(Knight_Altar_Var[leave_loop_integer] has an item of type Pirate Flag) Equal to False
-
-
Then - Actions
-
Item - Create Pirate Flag at BK_friendly_firer
-
-
Else - Actions
-
-
-------- default black --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
teams_locked Equal to True
-
-
Then - Actions
-
-------- --------
-
Item - Move (Item carried by Knight_Altar_Var[leave_loop_integer] in slot 1) to vault_points[leave_loop_integer]
-
Item - Move (Item carried by Knight_Altar_Var[leave_loop_integer] in slot 2) to vault_points[leave_loop_integer]
-
Item - Move (Item carried by Knight_Altar_Var[leave_loop_integer] in slot 3) to vault_points[leave_loop_integer]
-
Item - Move (Item carried by Knight_Altar_Var[leave_loop_integer] in slot 4) to vault_points[leave_loop_integer]
-
Item - Move (Item carried by Knight_Altar_Var[leave_loop_integer] in slot 5) to vault_points[leave_loop_integer]
-
Item - Move (Item carried by Knight_Altar_Var[leave_loop_integer] in slot 6) to vault_points[leave_loop_integer]
-
Unit - Remove Unit Inventory (Human, no use items) from Knight_Altar_Var[leave_loop_integer]
-
Unit - Add Mark of Black Knights to Knight_Altar_Var[leave_loop_integer]
-
Unit - Add Mark of Black Knights to Knight_Hero_Var[leave_loop_integer]
-
Set VariableSet joined_black[leave_loop_integer] = True
-
Set VariableSet loyalty_status[leave_loop_integer] = 0
-
Countdown Timer - Pause loyalty_timer[leave_loop_integer]
-
Unit - Remove hire_buttons_red[leave_loop_integer] from the game
-
Unit - Remove hire_buttons_blue[leave_loop_integer] from the game
-
Unit - Remove hire_buttons_teal[leave_loop_integer] from the game
-
Unit - Remove hire_buttons_purp[leave_loop_integer] from the game
-
Player - Add 6666 to Player_array_var[leave_loop_integer].Current gold
-
Set VariableSet units_owned[leave_loop_integer] = (Units owned by Player_array_var[leave_loop_integer] matching (((Matching unit) is alive) Equal to True).)
-
Unit Group - Remove Knight_Hero_Var[leave_loop_integer] from units_owned[leave_loop_integer].
-
Unit Group - Remove Knight_Altar_Var[leave_loop_integer] from units_owned[leave_loop_integer].
-
Unit Group - Remove pirate_ship_unit[leave_loop_integer] from units_owned[leave_loop_integer].
-
Unit Group - Remove wisp_tree from units_owned[leave_loop_integer].
-
Unit Group - Remove vault_array[leave_loop_integer] from units_owned[leave_loop_integer].
-
Unit Group - Pick every unit in units_owned[leave_loop_integer] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
-
(Unit-type of (Picked unit)) Equal to Wagon
-
(Unit-type of (Picked unit)) Equal to Passenger Ship
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragonling
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragon
-
-
-
-
Then - Actions
-
Unit Group - Remove (Picked unit) from units_owned[leave_loop_integer].
-
-
Else - Actions
-
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[1].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[leave_loop_integer] and do (Unit - Change ownership of (Picked unit) to Player 1 (Red) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[2].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[leave_loop_integer] and do (Unit - Change ownership of (Picked unit) to Player 2 (Blue) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[3].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[leave_loop_integer] and do (Unit - Change ownership of (Picked unit) to Player 3 (Teal) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[4].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[leave_loop_integer] and do (Unit - Change ownership of (Picked unit) to Player 4 (Purple) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[5].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[leave_loop_integer] and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
-
-
Else - Actions
-
-
Custom script: call DestroyGroup(udg_units_owned[udg_leave_loop_integer])
-
-------- ------ --------
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[0].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[1].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[2].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[3].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[4].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[5].
-
Player Group - Add Player_array_var[leave_loop_integer] to Groups[5]
-
Player Group - Make Black_Group_Var treat Groups[0] as an Enemy
-
Player Group - Make Black_Group_Var treat Groups[1] as an Enemy
-
Player Group - Make Black_Group_Var treat Groups[2] as an Enemy
-
Player Group - Make Black_Group_Var treat Groups[3] as an Enemy
-
Player Group - Make Black_Group_Var treat Groups[4] as an Enemy
-
Player Group - Make Groups[0] treat Black_Group_Var as an Enemy
-
Player Group - Make Groups[1] treat Black_Group_Var as an Enemy
-
Player Group - Make Groups[2] treat Black_Group_Var as an Enemy
-
Player Group - Make Groups[3] treat Black_Group_Var as an Enemy
-
Player Group - Make Groups[4] treat Black_Group_Var as an Enemy
-
-------- ------ --------
-
Player - Change color of Player_array_var[leave_loop_integer] to Coal, Changing color of existing units
-
Player - Make Player_array_var[leave_loop_integer] treat Player 21 (Coal) as an Ally with shared vision
-
Player - Make Player 21 (Coal) treat Player_array_var[leave_loop_integer] as an Ally with shared vision
-
Unit - Set Unit Skin of Knight_Altar_Var[leave_loop_integer] to (Skin ID of Black Knight's Altar 0094 <gen>)
-
Unit - Remove Invulnerable (Neutral) from Knight_Altar_Var[leave_loop_integer]
-
Set VariableSet temp_point = (Position of Knight_Altar_Var[leave_loop_integer])
-
Special Effect - Create a special effect at temp_point using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
-
Special Effect - Destroy (Last created special effect)
-
Custom script: call RemoveLocation(udg_temp_point)
-
Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[leave_loop_integer] using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
-
Special Effect - Destroy (Last created special effect)
-
Unit - Move Knight_Altar_Var[leave_loop_integer] instantly to blk_default_pt_array[leave_loop_integer]
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Hero_Var[leave_loop_integer] is alive) Equal to True
-
-
Then - Actions
-
Unit - Move Knight_Hero_Var[leave_loop_integer] instantly to blk_default_pt_array[leave_loop_integer]
-
-
Else - Actions
-
-
Camera - Pan camera for Player_array_var[leave_loop_integer] to blk_default_pt_array[leave_loop_integer] over 1.00 seconds
-
Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[leave_loop_integer] + is now flying a |cff333333black banner|r.|r))
-
Cinematic - Ping minimap for solo_group[leave_loop_integer] at blk_default_pt_array[leave_loop_integer] for 5.00 seconds
-
Hero - Make Player_array_var[leave_loop_integer] Heroes gain bk_xp_mod% experience from future kills
-
Trigger - Turn on bk_ankh_used_trigger_array[leave_loop_integer]
-
Unit - Set Name of Knight_Altar_Var[leave_loop_integer] to Black Knight's Altar
-
Player Group - Pick every player in Groups[5] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Gluttony for (Picked player)) Less than (Current research level of Gluttony for Player 21 (Coal))
-
-
Then - Actions
-
Player - Set the current research level of Gluttony to (Current research level of Gluttony for Player 21 (Coal)) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[5] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Gluttony for (Picked player)) Equal to 1
-
-
Then - Actions
-
Player - Set (Picked player).Food max to 199
-
-
Else - Actions
-
-
-
-
Leaderboard - Change the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (Black Knight + (Name of Player_array_var[leave_loop_integer]))
-
Leaderboard - Change the color of the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (20.00%, 20.00%, 20.00%) with 0.00% transparency
-
Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
-
Countdown Timer - Pause join_blk_warn_timer
-
Countdown Timer - Start join_blk_warn_timer as a One-shot timer that will expire in 60.00 seconds
-
Trigger - Turn on Friendly Fire BK NE <gen>
-
Trigger - Turn on Friendly Fire BK NW <gen>
-
Trigger - Turn on Friendly Fire BK SE <gen>
-
Trigger - Turn on Friendly Fire BK SW <gen>
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-
-
For each (Integer leave_loop_integer) from 17 to 20, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
And - All (Conditions) are true
-
Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[1].) Equal to True
-
Castle_Alive[1] Equal to False
-
-
-
And - All (Conditions) are true
-
Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[2].) Equal to True
-
Castle_Alive[2] Equal to False
-
-
-
And - All (Conditions) are true
-
Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[3].) Equal to True
-
Castle_Alive[3] Equal to False
-
-
-
And - All (Conditions) are true
-
Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[4].) Equal to True
-
Castle_Alive[4] Equal to False
-
-
-
-
-
-
Then - Actions
-
Set VariableSet units_owned_loop = (Units owned by Player_array_var[leave_loop_integer].)
-
-------- --------------- --------
-
Unit Group - Remove Knight_Hero_Var[leave_loop_integer] from units_owned_loop.
-
Unit Group - Remove Knight_Altar_Var[leave_loop_integer] from units_owned_loop.
-
Unit Group - Remove vault_array[leave_loop_integer] from units_owned_loop.
-
Unit Group - Remove pirate_ship_unit[leave_loop_integer] from units_owned_loop.
-
Unit Group - Remove wisp_tree from units_owned_loop.
-
Unit Group - Pick every unit in units_owned_loop and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
-
(Unit-type of (Picked unit)) Equal to Wagon
-
(Unit-type of (Picked unit)) Equal to Passenger Ship
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragonling
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragon
-
-
-
-
Then - Actions
-
Unit Group - Remove (Picked unit) from units_owned_loop.
-
-
Else - Actions
-
-
-
-
Unit Group - Pick every unit in units_owned_loop and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Unit-type of (Picked unit)) Equal to Battleship (shipyard)
-
(Unit-type of (Picked unit)) Equal to Frigate (neutral shipyard)
-
-
-
-
Then - Actions
-
Unit - Kill (Picked unit)
-
-
Else - Actions
-
-
-
-
Unit Group - Pick every unit in units_owned_loop and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
-
Custom script: call DestroyGroup(udg_units_owned_loop)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0012 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 1 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_red[leave_loop_integer] = (Last created unit)
-
Unit - Change color of hire_buttons_red[leave_loop_integer] to player_color[leave_loop_integer]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0025 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 2 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_blue[leave_loop_integer] = (Last created unit)
-
Unit - Change color of hire_buttons_blue[leave_loop_integer] to player_color[leave_loop_integer]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0038 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 3 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_teal[leave_loop_integer] = (Last created unit)
-
Unit - Change color of hire_buttons_teal[leave_loop_integer] to player_color[leave_loop_integer]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(King's Castle 0051 <gen> is alive) Equal to True
-
-
Then - Actions
-
Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 4 in kni_king_altars_hashtable.) facing Default building facing degrees
-
Set VariableSet hire_buttons_purp[leave_loop_integer] = (Last created unit)
-
Unit - Change color of hire_buttons_purp[leave_loop_integer] to player_color[leave_loop_integer]
-
-
Else - Actions
-
-
Player Group - Add Player_array_var[leave_loop_integer] to Groups[0]
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[1].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[2].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[3].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[4].
-
Player - Make Player 5 (Yellow) treat Player 21 (Coal) as an Enemy
-
Player - Make Player 21 (Coal) treat Player 5 (Yellow) as an Enemy
-
Set VariableSet temp_point = (Position of Knight_Altar_Var[leave_loop_integer])
-
Special Effect - Create a special effect at temp_point using Heavens Gate Channel.mdx
-
Special Effect - Destroy (Last created special effect)
-
Custom script: call RemoveLocation(udg_temp_point)
-
Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[leave_loop_integer] using Heavens Gate.mdx
-
Special Effect - Destroy (Last created special effect)
-
Unit - Move Knight_Altar_Var[leave_loop_integer] instantly to Knight_Altar_Default_Pt[leave_loop_integer]
-
Camera - Pan camera for Player_array_var[leave_loop_integer] to Knight_Altar_Default_Pt[leave_loop_integer] over 1.00 seconds
-
Cinematic - Ping minimap for (Player group(Player_array_var[leave_loop_integer])) at Knight_Altar_Default_Pt[leave_loop_integer] for 5.00 seconds
-
Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[leave_loop_integer] + no longer has a kingdom!))
-
Unit - Order Knight_Altar_Var[leave_loop_integer] to Revive Hero Knight_Hero_Var[leave_loop_integer]
-
Leaderboard - Change the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (Unhired Knight + (Name of Player_array_var[leave_loop_integer]))
-
Leaderboard - Change the color of the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (100.00%, 100.00%, 100.00%) with 0.00% transparency
-
Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Hero_Var[leave_loop_integer] is alive) Equal to True
-
-
Then - Actions
-
Set VariableSet altar_point_teleport_array[leave_loop_integer] = (Position of Knight_Hero_Var[leave_loop_integer])
-
Special Effect - Create a special effect at altar_point_teleport_array[leave_loop_integer] using Heavens Gate Channel.mdx
-
Special Effect - Destroy (Last created special effect)
-
Unit - Move Knight_Hero_Var[leave_loop_integer] instantly to Knight_Altar_Default_Pt[leave_loop_integer]
-
Custom script: call RemoveLocation(udg_altar_point_teleport_array[udg_leave_loop_integer])
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Unit-type of Knight_Hero_Var[leave_loop_integer]) Equal to Pirate Knight Cptn Morgan
-
(Knight_Hero_Var[leave_loop_integer] has an item of type Pirate Flag) Equal to False
-
(Knight_Altar_Var[leave_loop_integer] has an item of type Pirate Flag) Equal to False
-
-
Then - Actions
-
Item - Create Pirate Flag at BK_friendly_firer
-
-
Else - Actions
-
-
-------- default black --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
teams_locked Equal to True
-
-
Then - Actions
-
-------- --------
-
Item - Move (Item carried by Knight_Altar_Var[leave_loop_integer] in slot 1) to vault_points[leave_loop_integer]
-
Item - Move (Item carried by Knight_Altar_Var[leave_loop_integer] in slot 2) to vault_points[leave_loop_integer]
-
Item - Move (Item carried by Knight_Altar_Var[leave_loop_integer] in slot 3) to vault_points[leave_loop_integer]
-
Item - Move (Item carried by Knight_Altar_Var[leave_loop_integer] in slot 4) to vault_points[leave_loop_integer]
-
Item - Move (Item carried by Knight_Altar_Var[leave_loop_integer] in slot 5) to vault_points[leave_loop_integer]
-
Item - Move (Item carried by Knight_Altar_Var[leave_loop_integer] in slot 6) to vault_points[leave_loop_integer]
-
Unit - Remove Unit Inventory (Human, no use items) from Knight_Altar_Var[leave_loop_integer]
-
Unit - Add Mark of Black Knights to Knight_Altar_Var[leave_loop_integer]
-
Unit - Add Mark of Black Knights to Knight_Hero_Var[leave_loop_integer]
-
Set VariableSet joined_black[leave_loop_integer] = True
-
Set VariableSet loyalty_status[leave_loop_integer] = 0
-
Countdown Timer - Pause loyalty_timer[leave_loop_integer]
-
Unit - Remove hire_buttons_red[leave_loop_integer] from the game
-
Unit - Remove hire_buttons_blue[leave_loop_integer] from the game
-
Unit - Remove hire_buttons_teal[leave_loop_integer] from the game
-
Unit - Remove hire_buttons_purp[leave_loop_integer] from the game
-
Player - Add 6666 to Player_array_var[leave_loop_integer].Current gold
-
Set VariableSet units_owned[leave_loop_integer] = (Units owned by Player_array_var[leave_loop_integer] matching (((Matching unit) is alive) Equal to True).)
-
Unit Group - Remove Knight_Hero_Var[leave_loop_integer] from units_owned[leave_loop_integer].
-
Unit Group - Remove Knight_Altar_Var[leave_loop_integer] from units_owned[leave_loop_integer].
-
Unit Group - Remove pirate_ship_unit[leave_loop_integer] from units_owned[leave_loop_integer].
-
Unit Group - Remove wisp_tree from units_owned[leave_loop_integer].
-
Unit Group - Remove vault_array[leave_loop_integer] from units_owned[leave_loop_integer].
-
Unit Group - Pick every unit in units_owned[leave_loop_integer] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
-
(Unit-type of (Picked unit)) Equal to Wagon
-
(Unit-type of (Picked unit)) Equal to Passenger Ship
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragonling
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragon
-
-
-
-
Then - Actions
-
Unit Group - Remove (Picked unit) from units_owned[leave_loop_integer].
-
-
Else - Actions
-
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[1].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[leave_loop_integer] and do (Unit - Change ownership of (Picked unit) to Player 1 (Red) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[2].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[leave_loop_integer] and do (Unit - Change ownership of (Picked unit) to Player 2 (Blue) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[3].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[leave_loop_integer] and do (Unit - Change ownership of (Picked unit) to Player 3 (Teal) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[4].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[leave_loop_integer] and do (Unit - Change ownership of (Picked unit) to Player 4 (Purple) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[leave_loop_integer] is in Groups[5].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[leave_loop_integer] and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
-
-
Else - Actions
-
-
Custom script: call DestroyGroup(udg_units_owned[udg_leave_loop_integer])
-
-------- ------ --------
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[0].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[1].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[2].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[3].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[4].
-
Player Group - Remove Player_array_var[leave_loop_integer] from Groups[5].
-
Player Group - Add Player_array_var[leave_loop_integer] to Groups[5]
-
Player Group - Make Black_Group_Var treat Groups[0] as an Enemy
-
Player Group - Make Black_Group_Var treat Groups[1] as an Enemy
-
Player Group - Make Black_Group_Var treat Groups[2] as an Enemy
-
Player Group - Make Black_Group_Var treat Groups[3] as an Enemy
-
Player Group - Make Black_Group_Var treat Groups[4] as an Enemy
-
Player Group - Make Groups[0] treat Black_Group_Var as an Enemy
-
Player Group - Make Groups[1] treat Black_Group_Var as an Enemy
-
Player Group - Make Groups[2] treat Black_Group_Var as an Enemy
-
Player Group - Make Groups[3] treat Black_Group_Var as an Enemy
-
Player Group - Make Groups[4] treat Black_Group_Var as an Enemy
-
-------- ------ --------
-
Player - Change color of Player_array_var[leave_loop_integer] to Coal, Changing color of existing units
-
Player - Make Player_array_var[leave_loop_integer] treat Player 21 (Coal) as an Ally with shared vision
-
Player - Make Player 21 (Coal) treat Player_array_var[leave_loop_integer] as an Ally with shared vision
-
Unit - Set Unit Skin of Knight_Altar_Var[leave_loop_integer] to (Skin ID of Black Knight's Altar 0094 <gen>)
-
Unit - Remove Invulnerable (Neutral) from Knight_Altar_Var[leave_loop_integer]
-
Set VariableSet temp_point = (Position of Knight_Altar_Var[leave_loop_integer])
-
Special Effect - Create a special effect at temp_point using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
-
Special Effect - Destroy (Last created special effect)
-
Custom script: call RemoveLocation(udg_temp_point)
-
Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[leave_loop_integer] using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
-
Special Effect - Destroy (Last created special effect)
-
Unit - Move Knight_Altar_Var[leave_loop_integer] instantly to blk_default_pt_array[leave_loop_integer]
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Hero_Var[leave_loop_integer] is alive) Equal to True
-
-
Then - Actions
-
Unit - Move Knight_Hero_Var[leave_loop_integer] instantly to blk_default_pt_array[leave_loop_integer]
-
-
Else - Actions
-
-
Camera - Pan camera for Player_array_var[leave_loop_integer] to blk_default_pt_array[leave_loop_integer] over 1.00 seconds
-
Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[leave_loop_integer] + is now flying a |cff333333black banner|r.|r))
-
Cinematic - Ping minimap for solo_group[leave_loop_integer] at blk_default_pt_array[leave_loop_integer] for 5.00 seconds
-
Hero - Make Player_array_var[leave_loop_integer] Heroes gain bk_xp_mod% experience from future kills
-
Trigger - Turn on bk_ankh_used_trigger_array[leave_loop_integer]
-
Unit - Set Name of Knight_Altar_Var[leave_loop_integer] to Black Knight's Altar
-
Player Group - Pick every player in Groups[5] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Gluttony for (Picked player)) Less than (Current research level of Gluttony for Player 21 (Coal))
-
-
Then - Actions
-
Player - Set the current research level of Gluttony to (Current research level of Gluttony for Player 21 (Coal)) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[5] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Gluttony for (Picked player)) Equal to 1
-
-
Then - Actions
-
Player - Set (Picked player).Food max to 199
-
-
Else - Actions
-
-
-
-
Leaderboard - Change the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (Black Knight + (Name of Player_array_var[leave_loop_integer]))
-
Leaderboard - Change the color of the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (20.00%, 20.00%, 20.00%) with 0.00% transparency
-
Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
-
Countdown Timer - Pause join_blk_warn_timer
-
Countdown Timer - Start join_blk_warn_timer as a One-shot timer that will expire in 60.00 seconds
-
Trigger - Turn on Friendly Fire BK NE <gen>
-
Trigger - Turn on Friendly Fire BK NW <gen>
-
Trigger - Turn on Friendly Fire BK SE <gen>
-
Trigger - Turn on Friendly Fire BK SW <gen>
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-
-
-------- empty group --------
-
Player Group - Make Groups[0] treat Groups[0] as an Neutral
-
Player Group - Make Groups[0] treat Groups[1] as an Neutral
-
Player Group - Make Groups[0] treat Groups[2] as an Neutral
-
Player Group - Make Groups[0] treat Groups[3] as an Neutral
-
Player Group - Make Groups[0] treat Groups[4] as an Neutral
-
Player Group - Make Groups[0] treat Groups[5] as an Neutral
-
-------- red --------
-
Player Group - Make Groups[1] treat Groups[0] as an Neutral
-
Player Group - Make Groups[1] treat Groups[1] as an Ally with shared vision
-
Player Group - Make Groups[1] treat Groups[2] as an Enemy
-
Player Group - Make Groups[1] treat Groups[3] as an Enemy
-
Player Group - Make Groups[1] treat Groups[4] as an Enemy
-
Player Group - Make Groups[1] treat Groups[5] as an Enemy
-
-------- blue --------
-
Player Group - Make Groups[2] treat Groups[0] as an Neutral
-
Player Group - Make Groups[2] treat Groups[1] as an Enemy
-
Player Group - Make Groups[2] treat Groups[2] as an Ally with shared vision
-
Player Group - Make Groups[2] treat Groups[3] as an Enemy
-
Player Group - Make Groups[2] treat Groups[4] as an Enemy
-
Player Group - Make Groups[2] treat Groups[5] as an Enemy
-
-------- teal --------
-
Player Group - Make Groups[3] treat Groups[0] as an Neutral
-
Player Group - Make Groups[3] treat Groups[1] as an Enemy
-
Player Group - Make Groups[3] treat Groups[2] as an Enemy
-
Player Group - Make Groups[3] treat Groups[3] as an Ally with shared vision
-
Player Group - Make Groups[3] treat Groups[4] as an Enemy
-
Player Group - Make Groups[3] treat Groups[5] as an Enemy
-
-------- purple --------
-
Player Group - Make Groups[4] treat Groups[0] as an Neutral
-
Player Group - Make Groups[4] treat Groups[1] as an Enemy
-
Player Group - Make Groups[4] treat Groups[2] as an Enemy
-
Player Group - Make Groups[4] treat Groups[3] as an Enemy
-
Player Group - Make Groups[4] treat Groups[4] as an Ally with shared vision
-
Player Group - Make Groups[4] treat Groups[5] as an Enemy
-
-------- black --------
-
Player Group - Make Groups[5] treat Groups[0] as an Neutral
-
Player Group - Make Groups[5] treat Groups[1] as an Enemy
-
Player Group - Make Groups[5] treat Groups[2] as an Enemy
-
Player Group - Make Groups[5] treat Groups[3] as an Enemy
-
Player Group - Make Groups[5] treat Groups[4] as an Enemy
-
Player Group - Make Groups[5] treat Groups[5] as an Ally with shared vision
-
-------- ------ --------
-
Set VariableSet kingdom_knight_cap[1] = ((Number of players in Groups[1]) - 2)
-
Set VariableSet kingdom_knight_cap[2] = ((Number of players in Groups[2]) - 2)
-
Set VariableSet kingdom_knight_cap[3] = ((Number of players in Groups[3]) - 2)
-
Set VariableSet kingdom_knight_cap[4] = ((Number of players in Groups[4]) - 2)
-
-
-
Blk Dialog Setup
-
Events
-
Time - Elapsed game time is 2.00 seconds
-
-
Conditions
-
Actions
-
For each (Integer A) from 5 to 20, do (Actions)
-
Loop - Actions
-
Dialog - Change the title of join_blk_dialog[(Integer A)] to |cff666666Raise Bla...
-
Dialog - Create a dialog button for join_blk_dialog[(Integer A)] labelled |cffff0000No|r
-
Set VariableSet join_blk_button_no[(Integer A)] = (Last created dialog Button)
-
Dialog - Create a dialog button for join_blk_dialog[(Integer A)] labelled |cff666666Yes|r
-
Set VariableSet join_blk_button_yes[(Integer A)] = (Last created dialog Button)
-
-
-
-
-
Blk Dialog Show
-
Events
-
Unit - A unit Uses an item
-
-
Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Item-type of (Item being manipulated)) Equal to Torn Black Banner
-
(Item-type of (Item being manipulated)) Equal to Black Insignia
-
-
-
((Hero manipulating item) is A Hero) Equal to True
-
((Owner of (Hero manipulating item)) is in Black_Group_Var.) Equal to False
-
((Hero manipulating item) is in (Units owned by Player 1 (Red).).) Equal to False
-
((Hero manipulating item) is in (Units owned by Player 2 (Blue).).) Equal to False
-
((Hero manipulating item) is in (Units owned by Player 3 (Teal).).) Equal to False
-
((Hero manipulating item) is in (Units owned by Player 4 (Purple).).) Equal to False
-
-
Actions
-
Dialog - Show join_blk_dialog[(Player number of (Owner of (Hero manipulating item)))] for (Owner of (Hero manipulating item))
-
Countdown Timer - Start join_blk_timer[(Player number of (Owner of (Hero manipulating item)))] as a One-shot timer that will expire in 13.00 seconds
-
-
-
Blk Dialog Accept
-
Events
-
Dialog - A dialog button is clicked for join_blk_dialog[5]
-
Dialog - A dialog button is clicked for join_blk_dialog[6]
-
Dialog - A dialog button is clicked for join_blk_dialog[7]
-
Dialog - A dialog button is clicked for join_blk_dialog[8]
-
Dialog - A dialog button is clicked for join_blk_dialog[9]
-
Dialog - A dialog button is clicked for join_blk_dialog[10]
-
Dialog - A dialog button is clicked for join_blk_dialog[11]
-
Dialog - A dialog button is clicked for join_blk_dialog[12]
-
Dialog - A dialog button is clicked for join_blk_dialog[17]
-
Dialog - A dialog button is clicked for join_blk_dialog[18]
-
Dialog - A dialog button is clicked for join_blk_dialog[19]
-
Dialog - A dialog button is clicked for join_blk_dialog[20]
-
-
Conditions
-
Actions
-
Set VariableSet PN = (Player number of (Triggering player))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to join_blk_button_no[PN]
-
-
Then - Actions
-
Dialog - Hide join_blk_dialog[PN] for Player_array_var[PN]
-
Skip remaining actions
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to join_blk_button_yes[PN]
-
-
Then - Actions
-
Set VariableSet blk_unit_pt[PN] = (Position of Knight_Hero_Var[PN])
-
Special Effect - Create a special effect at blk_unit_pt[PN] using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
-
Custom script: call RemoveLocation(udg_blk_unit_pt[udg_PN])
-
Item - Remove (Item carried by Knight_Hero_Var[PN] of type Torn Black Banner)
-
Dialog - Hide join_blk_dialog[PN] for (Triggering player)
-
Selection - Select Knight_Altar_Var[PN] for (Triggering player)
-
-
Else - Actions
-
-
-------- --------
-
Item - Move (Item carried by Knight_Altar_Var[PN] in slot 1) to vault_points[PN]
-
Item - Move (Item carried by Knight_Altar_Var[PN] in slot 2) to vault_points[PN]
-
Item - Move (Item carried by Knight_Altar_Var[PN] in slot 3) to vault_points[PN]
-
Item - Move (Item carried by Knight_Altar_Var[PN] in slot 4) to vault_points[PN]
-
Item - Move (Item carried by Knight_Altar_Var[PN] in slot 5) to vault_points[PN]
-
Item - Move (Item carried by Knight_Altar_Var[PN] in slot 6) to vault_points[PN]
-
Unit - Remove Unit Inventory (Human, no use items) from Knight_Altar_Var[PN]
-
Unit - Add Mark of Black Knights to Knight_Altar_Var[PN]
-
Unit - Add Mark of Black Knights to Knight_Hero_Var[PN]
-
Set VariableSet joined_black[PN] = True
-
Set VariableSet loyalty_status[PN] = 0
-
Countdown Timer - Pause loyalty_timer[PN]
-
Unit - Remove hire_buttons_red[PN] from the game
-
Unit - Remove hire_buttons_blue[PN] from the game
-
Unit - Remove hire_buttons_teal[PN] from the game
-
Unit - Remove hire_buttons_purp[PN] from the game
-
Player - Add 6666 to Player_array_var[PN].Current gold
-
Set VariableSet units_owned[PN] = (Units owned by Player_array_var[PN] matching (((Matching unit) is alive) Equal to True).)
-
Unit Group - Remove Knight_Hero_Var[PN] from Units_Yellow.
-
Unit Group - Remove Knight_Altar_Var[PN] from units_owned[PN].
-
Unit Group - Remove pirate_ship_unit[PN] from units_owned[PN].
-
Unit Group - Remove wisp_tree from units_owned[PN].
-
Unit Group - Remove vault_array[PN] from units_owned[PN].
-
Unit Group - Pick every unit in units_owned[PN] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
-
(Unit-type of (Picked unit)) Equal to Wagon
-
(Unit-type of (Picked unit)) Equal to Passenger Ship
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragonling
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragon
-
-
-
-
Then - Actions
-
Unit Group - Remove (Picked unit) from units_owned[PN].
-
-
Else - Actions
-
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN] is in Groups[1].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 1 (Red) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN] is in Groups[2].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 2 (Blue) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN] is in Groups[3].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 3 (Teal) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN] is in Groups[4].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 4 (Purple) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN] is in Groups[5].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN] and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
-
-
Else - Actions
-
-
Custom script: call DestroyGroup(udg_Units_Yellow)
-
-------- ------ --------
-
Player Group - Remove Player_array_var[PN] from Groups[0].
-
Player Group - Remove Player_array_var[PN] from Groups[1].
-
Player Group - Remove Player_array_var[PN] from Groups[2].
-
Player Group - Remove Player_array_var[PN] from Groups[3].
-
Player Group - Remove Player_array_var[PN] from Groups[4].
-
Player Group - Remove Player_array_var[PN] from Groups[5].
-
Player Group - Add Player_array_var[PN] to Groups[5]
-
-------- empty group --------
-
Player Group - Make Groups[0] treat Groups[0] as an Neutral
-
Player Group - Make Groups[0] treat Groups[1] as an Neutral
-
Player Group - Make Groups[0] treat Groups[2] as an Neutral
-
Player Group - Make Groups[0] treat Groups[3] as an Neutral
-
Player Group - Make Groups[0] treat Groups[4] as an Neutral
-
Player Group - Make Groups[0] treat Groups[5] as an Neutral
-
-------- red --------
-
Player Group - Make Groups[1] treat Groups[0] as an Neutral
-
Player Group - Make Groups[1] treat Groups[1] as an Ally with shared vision
-
Player Group - Make Groups[1] treat Groups[2] as an Enemy
-
Player Group - Make Groups[1] treat Groups[3] as an Enemy
-
Player Group - Make Groups[1] treat Groups[4] as an Enemy
-
Player Group - Make Groups[1] treat Groups[5] as an Enemy
-
-------- blue --------
-
Player Group - Make Groups[2] treat Groups[0] as an Neutral
-
Player Group - Make Groups[2] treat Groups[1] as an Enemy
-
Player Group - Make Groups[2] treat Groups[2] as an Ally with shared vision
-
Player Group - Make Groups[2] treat Groups[3] as an Enemy
-
Player Group - Make Groups[2] treat Groups[4] as an Enemy
-
Player Group - Make Groups[2] treat Groups[5] as an Enemy
-
-------- teal --------
-
Player Group - Make Groups[3] treat Groups[0] as an Neutral
-
Player Group - Make Groups[3] treat Groups[1] as an Enemy
-
Player Group - Make Groups[3] treat Groups[2] as an Enemy
-
Player Group - Make Groups[3] treat Groups[3] as an Ally with shared vision
-
Player Group - Make Groups[3] treat Groups[4] as an Enemy
-
Player Group - Make Groups[3] treat Groups[5] as an Enemy
-
-------- purple --------
-
Player Group - Make Groups[4] treat Groups[0] as an Neutral
-
Player Group - Make Groups[4] treat Groups[1] as an Enemy
-
Player Group - Make Groups[4] treat Groups[2] as an Enemy
-
Player Group - Make Groups[4] treat Groups[3] as an Enemy
-
Player Group - Make Groups[4] treat Groups[4] as an Ally with shared vision
-
Player Group - Make Groups[4] treat Groups[5] as an Enemy
-
-------- black --------
-
Player Group - Make Groups[5] treat Groups[0] as an Neutral
-
Player Group - Make Groups[5] treat Groups[1] as an Enemy
-
Player Group - Make Groups[5] treat Groups[2] as an Enemy
-
Player Group - Make Groups[5] treat Groups[3] as an Enemy
-
Player Group - Make Groups[5] treat Groups[4] as an Enemy
-
Player Group - Make Groups[5] treat Groups[5] as an Ally with shared vision
-
-------- ------ --------
-
Player Group - Make Black_Group_Var treat Groups[0] as an Enemy
-
Player Group - Make Black_Group_Var treat Groups[1] as an Enemy
-
Player Group - Make Black_Group_Var treat Groups[2] as an Enemy
-
Player Group - Make Black_Group_Var treat Groups[3] as an Enemy
-
Player Group - Make Black_Group_Var treat Groups[4] as an Enemy
-
Player Group - Make Groups[0] treat Black_Group_Var as an Enemy
-
Player Group - Make Groups[1] treat Black_Group_Var as an Enemy
-
Player Group - Make Groups[2] treat Black_Group_Var as an Enemy
-
Player Group - Make Groups[3] treat Black_Group_Var as an Enemy
-
Player Group - Make Groups[4] treat Black_Group_Var as an Enemy
-
-------- ------ --------
-
Player - Change color of Player_array_var[PN] to Coal, Changing color of existing units
-
Player - Make Player_array_var[PN] treat Player 21 (Coal) as an Ally with shared vision
-
Player - Make Player 21 (Coal) treat Player_array_var[PN] as an Ally with shared vision
-
Unit - Set Unit Skin of Knight_Altar_Var[PN] to (Skin ID of Black Knight's Altar 0094 <gen>)
-
Unit - Remove Invulnerable (Neutral) from Knight_Altar_Var[PN]
-
Set VariableSet temp_point = (Position of Knight_Altar_Var[PN])
-
Special Effect - Create a special effect at temp_point using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
-
Special Effect - Destroy (Last created special effect)
-
Custom script: call RemoveLocation(udg_temp_point)
-
Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[PN] using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
-
Special Effect - Destroy (Last created special effect)
-
Unit - Move Knight_Altar_Var[PN] instantly to blk_default_pt_array[PN]
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Hero_Var[PN] is alive) Equal to True
-
-
Then - Actions
-
Unit - Move Knight_Hero_Var[PN] instantly to blk_default_pt_array[PN]
-
-
Else - Actions
-
-
Camera - Pan camera for Player_array_var[PN] to blk_default_pt_array[PN] over 1.00 seconds
-
Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[PN] + is now flying a |cff333333black banner|r.|r))
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Cinematic - Ping minimap for solo_group[PN] at blk_default_pt_array[PN] for 5.00 seconds
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Hero - Make Player_array_var[PN] Heroes gain bk_xp_mod% experience from future kills
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Trigger - Turn on bk_ankh_used_trigger_array[PN]
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Unit - Set Name of Knight_Altar_Var[PN] to Black Knight's Altar
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Player Group - Pick every player in Groups[5] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Current research level of Gluttony for (Picked player)) Less than (Current research level of Gluttony for Player 21 (Coal))
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Then - Actions
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Player - Set the current research level of Gluttony to (Current research level of Gluttony for Player 21 (Coal)) for (Picked player)
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Else - Actions
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Player Group - Pick every player in Groups[5] and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Current research level of Gluttony for (Picked player)) Equal to 1
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Then - Actions
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Player - Set (Picked player).Food max to 199
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Else - Actions
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Leaderboard - Change the label for Player_array_var[PN] in Alliances_Leaderboard to (Black Knight + (Name of Player_array_var[PN]))
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Leaderboard - Change the color of the label for Player_array_var[PN] in Alliances_Leaderboard to (20.00%, 20.00%, 20.00%) with 0.00% transparency
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Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
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Set VariableSet kingdom_knight_cap[1] = ((Number of players in Groups[1]) - 2)
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Set VariableSet kingdom_knight_cap[2] = ((Number of players in Groups[2]) - 2)
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Set VariableSet kingdom_knight_cap[3] = ((Number of players in Groups[3]) - 2)
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Set VariableSet kingdom_knight_cap[4] = ((Number of players in Groups[4]) - 2)
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Countdown Timer - Pause join_blk_warn_timer
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Countdown Timer - Start join_blk_warn_timer as a One-shot timer that will expire in 60.00 seconds
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Trigger - Turn on Friendly Fire BK NE <gen>
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Trigger - Turn on Friendly Fire BK NW <gen>
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Trigger - Turn on Friendly Fire BK SE <gen>
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Trigger - Turn on Friendly Fire BK SW <gen>
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Trigger - Turn off (This trigger)
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