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Problem With multiplayer

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Not open for further replies.
Level 8
Joined
Feb 20, 2020
Messages
200
Guys HELP!!!!!!!!

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)
      • 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 --------
          • For each (Integer A) from 1 to 4, do (Actions)
            • Loop - Actions
              • 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
      • 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)
  • 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
      • -------- 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 )
      • 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
      • -------- 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
      • 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 --------
          • 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
            • Else - Actions
              • 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
                • 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
                      • 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
                          • 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
                              • 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
                                  • 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
                                      • 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
                                          • 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
                • Else - Actions
                  • Do nothing
          • -------- Recreate all items --------
          • Set VariableSet SaveCount = (SaveCount + 1)
          • For each (Integer A) from 1 to Save[SaveCount], do (Actions)
            • 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 --------
      • Custom script: call DestroyGroup(udg_TempGroup)
  • 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
      • 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
          • 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
              • 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
                  • 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
                      • 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
                          • 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
      • 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
      • 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)
  • 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
      • 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)
          • 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)
            • 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 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
        • Else - Actions
          • 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)
              • 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
                  • 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
                              • 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
            • Else - Actions
      • 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)
  • 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
                  • 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
        • 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
            • 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
                • Else - Actions
 
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