- Joined
- Feb 20, 2020
- Messages
- 211
Guys HELP!!!!!!!!
why this triggers are not working in multiplayer?????
why this triggers are not working in multiplayer?????
-
SaveLoad Save All
-
Events
- Player - Player 1 (Red) types a chat message containing -save as An exact match
- Player - Player 2 (Blue) types a chat message containing -save as An exact match
- Player - Player 3 (Teal) types a chat message containing -save as An exact match
- Player - Player 4 (Purple) types a chat message containing -save as An exact match
- Player - Player 5 (Yellow) types a chat message containing -save as An exact match
- Player - Player 6 (Orange) types a chat message containing -save as An exact match
-
Conditions
- SDTSDF_IsSinglePlayer Equal to False
-
Actions
- -------- Prepare the save array with this player's Hero --------
- Set VariableSet SaveCount = 0
- -------- Player's Gold --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = ((Triggering player) Current gold)
- -------- Take all Heroes --------
- Set VariableSet UnitGroup = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Number of units in UnitGroup)
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Unit Group - Pick every unit in UnitGroup and do (Actions)
-
Loop - Actions
- -------- Save the Hero --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet TempUnit = (Picked unit)
- Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Unit2Integer( udg_TempUnit )
- -------- Hero Experience --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Hero experience of (Picked unit))
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Level of Individual Value (Dexterity) for (Picked unit))
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Level of Individual Value (Spirit) for (Picked unit))
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Level of Individual Value (Stamina) for (Picked unit))
- -------- How many items does he carry --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet Save[SaveCount] = (Number of items carried by (Picked unit))
- -------- Add all items --------
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For each (Integer A) from 1 to 4, 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)
-
If - Conditions
- ((Item carried by (Picked unit) in slot (Integer A)) is owned) Equal to True
-
Then - Actions
- -------- The actual item --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Set VariableSet TempItem = (Item carried by (Picked unit) in slot (Integer A))
- Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
- Else - Actions
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Loop - Actions
- Set VariableSet TempGroup = (Last created unit group)
- -------- Turn values into code --------
- Custom script: set udg_Code = SaveLoad_Encode()
- -------- Show code to player --------
- Game - Display to (Player group((Triggering player))) for 20.00 seconds the text: Your code is saved ...
- Custom script: call DestroyGroup(udg_TempGroup)
-
Events
-
SaveLoad Load All
-
Events
- Player - Player 1 (Red) types a chat message containing -load as A substring
- Player - Player 2 (Blue) types a chat message containing -load as A substring
- Player - Player 3 (Teal) types a chat message containing -load as A substring
- Player - Player 4 (Purple) types a chat message containing -load as A substring
- Player - Player 5 (Yellow) types a chat message containing -load as A substring
- Player - Player 6 (Orange) types a chat message containing -load as A substring
-
Conditions
- (Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
- (Length of (Entered chat string)) Greater than 6
-
Actions
- Set VariableSet MonsterOutsideBall[(Player number of (Triggering player))] = 0
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = 0
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = 0
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- MaxLoads[(Player number of (Triggering player))] Greater than 5
-
Then - Actions
- Game - Display to (Player group((Triggering player))) the text: You tryed more than...
- Skip remaining actions
- Else - Actions
-
If - Conditions
- -------- Try to decode what was typed --------
- Set VariableSet Code = (Substring((Entered chat string), 7, (Length of (Entered chat string))))
- Custom script: set udg_Validate = SaveLoad_Decode( udg_Code )
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Validate Equal to False
-
Then - Actions
- -------- Invalid code --------
- Game - Display to (Player group((Triggering player))) the text: Такой код ...
- Skip remaining actions
- Else - Actions
-
If - Conditions
- -------- It worked, let's do something with it --------
-
Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).) and do (Actions)
-
Loop - Actions
- Unit - Remove (Picked unit) from the game
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Loop - Actions
- Set VariableSet TempGroup = (Last created unit group)
- Set VariableSet SaveCount = 1
- -------- Restore Gold --------
- Player - Set (Triggering player).Current gold to Save[SaveCount]
- -------- For "number of Heroes", do --------
- Set VariableSet SaveCount = (SaveCount + 1)
-
For each (Integer B) from 1 to Save[SaveCount], do (Actions)
-
Loop - Actions
- -------- Restore Hero --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Custom script: set udg_TempUnitType = SaveLoad_Integer2Unit(udg_Save[udg_SaveCount])
- Unit - Create 1 TempUnitType for (Triggering player) at (Random point in RegioPlayer[(Player number of (Triggering player))]) facing Default building facing degrees
- -------- Set Experience --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Hero - Set (Last created unit) experience to Save[SaveCount], Hide level-up graphics
- Set VariableSet SaveCount = (SaveCount + 1)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to Save[SaveCount]
- Set VariableSet SaveCount = (SaveCount + 1)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to Save[SaveCount]
- Set VariableSet SaveCount = (SaveCount + 1)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to Save[SaveCount]
- -------- Move to saved position --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (TempUnitType Equal to Tamer) or (TempUnitType Equal to Tamer Female)
-
Then - Actions
- Set VariableSet TrainersArray[(Player number of (Triggering player))] = (Last created unit)
- Unit - Move (Last created unit) instantly to (Random point in begin <gen>)
- Camera - Pan camera for (Owner of (Last created unit)) to (Center of begin <gen>) over 1.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- TempUnitType Not equal to Tamer
- TempUnitType Not equal to Tamer Female
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 1 (Red)
-
Then - Actions
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer1[CounterMonsterList[(Player number of (Triggering player))]] = (Last created 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
- (Triggering player) Equal to Player 2 (Blue)
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Then - Actions
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer2[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 3 (Teal)
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Then - Actions
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer3[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 4 (Purple)
-
Then - Actions
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer4[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
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
- (Triggering player) Equal to Player 5 (Yellow)
-
Then - Actions
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer5[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
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
- (Triggering player) Equal to Player 6 (Orange)
-
Then - Actions
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer6[(Player number of (Triggering player))] = (Last created unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Else - Actions
- Do nothing
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- -------- Recreate all items --------
- Set VariableSet SaveCount = (SaveCount + 1)
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For each (Integer A) from 1 to Save[SaveCount], do (Actions)
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Loop - Actions
- -------- The actual item --------
- Set VariableSet SaveCount = (SaveCount + 1)
- Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
- Hero - Create TempItemType and give it to (Last created unit)
- -------- Number of charges --------
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Loop - Actions
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempGroup)
-
Events
-
CreateTrainer
-
Events
- Player - Player 1 (Red) types a chat message containing -new as An exact match
- Player - Player 2 (Blue) types a chat message containing -new as An exact match
- Player - Player 3 (Teal) types a chat message containing -new as An exact match
- Player - Player 4 (Purple) types a chat message containing -new as An exact match
- Player - Player 5 (Yellow) types a chat message containing -new as An exact match
- Player - Player 6 (Orange) types a chat message containing -new as An exact match
-
Conditions
- NewStart[(Player number of (Triggering player))] Less than or equal to 3
-
Actions
- Set VariableSet NewStart[(Player number of (Triggering player))] = (NewStart[(Player number of (Triggering player))] + 1)
- Player - Set (Triggering player).Current gold to 0
- Player - Set (Triggering player).Current lumber to 0
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 1 (Red)
-
Then - Actions
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = 0
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = 0
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 2 (Blue)
-
Then - Actions
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = 0
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = 0
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 3 (Teal)
-
Then - Actions
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = 0
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = 0
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 4 (Purple)
-
Then - Actions
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = 0
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = 0
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 5 (Yellow)
-
Then - Actions
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = 0
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = 0
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 6 (Orange)
-
Then - Actions
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = 0
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = 0
- Else - Actions
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).) and do (Actions)
-
Loop - Actions
- Unit - Remove (Picked unit) from the game
-
Loop - Actions
- Camera - Pan camera for (Triggering player) to (Center of ProfessorCreate <gen>) over 0.00 seconds
- Set VariableSet TempGroup = (Last created unit group)
- Dialog - Clear var_Dialog[(Player number of (Triggering player))]
- Dialog - Change the title of var_Dialog[(Player number of (Triggering player))] to Are you boy or girl?
- Dialog - Create a dialog button for var_Dialog[(Player number of (Triggering player))] labelled Boy
- Set VariableSet var_DialogalogButtonArray[0] = (Last created dialog Button)
- Dialog - Create a dialog button for var_Dialog[(Player number of (Triggering player))] labelled Girl
- Set VariableSet var_DialogalogButtonArray[1] = (Last created dialog Button)
- Dialog - Show var_Dialog[(Player number of (Triggering player))] for (Triggering player)
- Custom script: call DestroyGroup(udg_TempGroup)
-
Events
-
ButtonTrainer
-
Events
- Dialog - A dialog button is clicked for var_Dialog[0]
- Dialog - A dialog button is clicked for var_Dialog[1]
- Dialog - A dialog button is clicked for var_Dialog[2]
- Dialog - A dialog button is clicked for var_Dialog[3]
- Dialog - A dialog button is clicked for var_Dialog[4]
- Dialog - A dialog button is clicked for var_Dialog[5]
- Dialog - A dialog button is clicked for var_Dialog[6]
- Conditions
-
Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to var_DialogalogButtonArray[0]
-
Then - Actions
- Unit - Create 1 Tamer for (Triggering player) at (Center of ProfessorCreate <gen>) facing Default building facing degrees
- Hero - Create Trainer's Journal and give it to (Last created unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Last created unit)) Equal to Player 1 (Red)
-
Then - Actions
- Set VariableSet TrainersArray[1] = (Last created unit)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Last created unit)) Equal to Player 2 (Blue)
-
Then - Actions
- Set VariableSet TrainersArray[2] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Last created unit)) Equal to Player 3 (Teal)
-
Then - Actions
- Set VariableSet TrainersArray[3] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Last created unit)) Equal to Player 4 (Purple)
-
Then - Actions
- Set VariableSet TrainersArray[4] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Last created unit)) Equal to Player 5 (Yellow)
-
Then - Actions
- Set VariableSet TrainersArray[5] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Last created unit)) Equal to Player 6 (Orange)
-
Then - Actions
- Set VariableSet TrainersArray[6] = (Last created unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to var_DialogalogButtonArray[1]
-
Then - Actions
- Unit - Create 1 Tamer Female for (Triggering player) at (Center of ProfessorCreate <gen>) facing Default building facing degrees
- Hero - Create Trainer's Journal and give it to (Last created unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Last created unit)) Equal to Player 1 (Red)
-
Then - Actions
- Set VariableSet MonsterListPlayer1[0] = (Last created unit)
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Last created unit)) Equal to Player 2 (Blue)
-
Then - Actions
- Set VariableSet MonsterListPlayer2[0] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Last created unit)) Equal to Player 3 (Teal)
-
Then - Actions
- Set VariableSet MonsterListPlayer3[0] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Last created unit)) Equal to Player 4 (Purple)
-
Then - Actions
- Set VariableSet MonsterListPlayer4[0] = (Last created unit)
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Last created unit)) Equal to Player 5 (Yellow)
-
Then - Actions
- Set VariableSet MonsterListPlayer5[0] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Owner of (Last created unit)) Equal to Player 6 (Orange)
-
Then - Actions
- Set VariableSet MonsterListPlayer6[0] = (Last created unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Dialog - Clear var_Dialog[(Player number of (Triggering player))]
- Dialog - Clear var_Dialog2[(Player number of (Triggering player))]
- Dialog - Change the title of var_Dialog2[(Player number of (Triggering player))] to What do you like?
- Dialog - Create a dialog button for var_Dialog2[(Player number of (Triggering player))] labelled |cffff0000Fire|r
- Set VariableSet var_DialogalogButtonArray2[0] = (Last created dialog Button)
- Dialog - Create a dialog button for var_Dialog2[(Player number of (Triggering player))] labelled |cff0000ffWater|r
- Set VariableSet var_DialogalogButtonArray2[1] = (Last created dialog Button)
- Dialog - Create a dialog button for var_Dialog2[(Player number of (Triggering player))] labelled |cff008000Grass|r
- Set VariableSet var_DialogalogButtonArray2[2] = (Last created dialog Button)
- Dialog - Show var_Dialog2[(Player number of (Triggering player))] for (Triggering player)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
ButtonChoosen
-
Events
- Dialog - A dialog button is clicked for var_Dialog2[0]
- Dialog - A dialog button is clicked for var_Dialog2[1]
- Dialog - A dialog button is clicked for var_Dialog2[2]
- Dialog - A dialog button is clicked for var_Dialog2[3]
- Dialog - A dialog button is clicked for var_Dialog2[4]
- Dialog - A dialog button is clicked for var_Dialog2[5]
- Dialog - A dialog button is clicked for var_Dialog2[6]
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to var_DialogalogButtonArray2[0]
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 1 (Red)
-
Then - Actions
- Unit - Create 1 |cffff0000Flame|r Kenas for Player 1 (Red) at (Random point in Player 1 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 1, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer1[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 2 (Blue)
-
Then - Actions
- Unit - Create 1 |cffff0000Flame|r Kenas for Player 2 (Blue) at (Random point in Player 2 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer2[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 3 (Teal)
-
Then - Actions
- Unit - Create 1 |cffff0000Flame|r Kenas for Player 3 (Teal) at (Random point in Player 3 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer3[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 4 (Purple)
-
Then - Actions
- Unit - Create 1 |cffff0000Flame|r Kenas for Player 4 (Purple) at (Random point in Player 4 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer4[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 5 (Yellow)
-
Then - Actions
- Unit - Create 1 |cffff0000Flame|r Kenas for Player 5 (Yellow) at (Random point in Player 5 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer5[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 6 (Orange)
-
Then - Actions
- Unit - Create 1 |cffff0000Flame|r Kenas for Player 6 (Orange) at (Random point in Player 6 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer6[(Player number of (Triggering player))] = (Last created unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to var_DialogalogButtonArray2[1]
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 1 (Red)
-
Then - Actions
- Unit - Create 1 |cff0000ffAquatic|r Froggy for Player 1 (Red) at (Random point in Player 1 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer1[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 2 (Blue)
-
Then - Actions
- Unit - Create 1 |cff0000ffAquatic|r Froggy for Player 2 (Blue) at (Random point in Player 2 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer2[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 3 (Teal)
-
Then - Actions
- Unit - Create 1 |cff0000ffAquatic|r Froggy for Player 3 (Teal) at (Random point in Player 3 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer3[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 4 (Purple)
-
Then - Actions
- Unit - Create 1 |cff0000ffAquatic|r Froggy for Player 5 (Yellow) at (Random point in Player 5 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer4[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 5 (Yellow)
-
Then - Actions
- Unit - Create 1 |cff0000ffAquatic|r Froggy for Player 5 (Yellow) at (Random point in Player 5 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer5[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 6 (Orange)
-
Then - Actions
- Unit - Create 1 |cff0000ffAquatic|r Froggy for Player 6 (Orange) at (Random point in Player 6 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer6[(Player number of (Triggering player))] = (Last created unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to var_DialogalogButtonArray2[2]
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 1 (Red)
-
Then - Actions
- Unit - Create 1 |cff008000Nature|r Trent for Player 1 (Red) at (Random point in Player 1 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer1[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 2 (Blue)
-
Then - Actions
- Unit - Create 1 |cff008000Nature|r Trent for Player 2 (Blue) at (Random point in Player 2 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer2[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 3 (Teal)
-
Then - Actions
- Unit - Create 1 |cff008000Nature|r Trent for Player 3 (Teal) at (Random point in Player 3 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer3[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 4 (Purple)
-
Then - Actions
- Unit - Create 1 |cff008000Nature|r Trent for Player 4 (Purple) at (Random point in Player 4 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer4[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 5 (Yellow)
-
Then - Actions
- Unit - Create 1 |cff008000Nature|r Trent for Player 5 (Yellow) at (Random point in Player 5 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer5[CounterMonsterList[(Player number of (Triggering player))]] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Triggering player) Equal to Player 6 (Orange)
-
Then - Actions
- Unit - Create 1 |cff008000Nature|r Trent for Player 6 (Orange) at (Random point in Player 6 <gen>) facing Default building facing degrees
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Unit - Add Individual Value (Dexterity) to (Last created unit)
- Unit - Add Individual Value (Spirit) to (Last created unit)
- Unit - Add Individual Value (Stamina) to (Last created unit)
- Unit - Set level of Individual Value (Dexterity) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Spirit) for (Last created unit) to (Random integer number between 1 and 15)
- Unit - Set level of Individual Value (Stamina) for (Last created unit) to (Random integer number between 1 and 15)
- Set VariableSet MonstersCountforPlayer[(Player number of (Triggering player))] = (MonstersCountforPlayer[(Player number of (Triggering player))] + 1)
- Set VariableSet CounterMonsterList[(Player number of (Triggering player))] = (CounterMonsterList[(Player number of (Triggering player))] + 1)
- Set VariableSet MonsterListPlayer6[(Player number of (Triggering player))] = (Last created unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events