- Joined
- May 23, 2011
- Messages
- 179
Guys is there something wrong with this ??? it do not effect in LAN and battle.net...
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Player Leaves Game
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Events
- Player - Player 1 (Red) leaves the game
- Player - Player 2 (Blue) leaves the game
- Player - Player 3 (Teal) leaves the game
- Player - Player 4 (Purple) leaves the game
- Player - Player 5 (Yellow) leaves the game
- Player - Player 6 (Orange) leaves the game
- Player - Player 7 (Green) leaves the game
- Player - Player 8 (Pink) leaves the game
- Player - Player 9 (Gray) leaves the game
- Player - Player 10 (Light Blue) leaves the game
- Conditions
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Actions
- Quest - Display to Players the Warning message: ((Name of (Triggering player)) + has left the game.)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Triggering player) is in PlayersSentinel) Equal to True
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Then - Actions
- Set TempInteger = ((((Triggering player) Current gold) / (Number of players in PlayersSentinelPlaying)) + 1)
- Player Group - Remove (Triggering player) from PlayersSentinelPlaying
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Player Group - Pick every player in PlayersSentinelPlaying and do (Actions)
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Loop - Actions
- Player - Add TempInteger to (Picked player) Current gold
- Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision and full shared units
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Loop - Actions
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Else - Actions
- Set TempInteger = ((((Triggering player) Current gold) / (Number of players in PlayersScourgePlaying)) + 1)
- Player Group - Remove (Triggering player) from PlayersScourgePlaying
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Player Group - Pick every player in PlayersScourgePlaying and do (Actions)
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Loop - Actions
- Player - Add TempInteger to (Picked player) Current gold
- Player - Make (Triggering player) treat (Picked player) as an Ally with shared vision and full shared units
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Loop - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- End_Game_If_All_Gone Equal to True
- (Number of players in PlayersSentinelPlaying) Equal to 0
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Then - Actions
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Player Group - Pick every player in PlayersScourge and do (Actions)
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Loop - Actions
- Game - Victory (Picked player) (Skip dialogs, Show scores)
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Loop - Actions
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Player Group - Pick every player in PlayersScourge and do (Actions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- End_Game_If_All_Gone Equal to True
- (Number of players in PlayersScourgePlaying) Equal to 0
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Then - Actions
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Player Group - Pick every player in PlayersSentinel and do (Actions)
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Loop - Actions
- Game - Victory (Picked player) (Skip dialogs, Show scores)
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Loop - Actions
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Player Group - Pick every player in PlayersSentinel and do (Actions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Triggering player) slot status) Not equal to Has left the game
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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
- ((Triggering player) is in PlayersSentinel) Equal to True
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Then - Actions
- Player Group - Make (Player group((Triggering player))) treat PlayersSentinel as an Ally with shared vision and full shared units
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Else - Actions
- Player Group - Make (Player group((Triggering player))) treat PlayersScourge as an Ally with shared vision and full shared units
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
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Events