- Joined
- Oct 16, 2018
- Messages
- 57
Hello everyone. I wanna make a system that rematch my minigame.
I tried hard but i cant make a rematch system.
when the enemy king tower destroyed the rematch buttons show.
when I select 'Yes', the enemy king tower and some units in the ground killed or removed.
I tried hard but i cant make a rematch system.
when the enemy king tower destroyed the rematch buttons show.
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Rematch
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Events
- Unit - A unit Dies
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Conditions
- (Unit-type of (Dying unit)) Equal to King Tower
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Actions
- Wait 3.00 seconds
- Game - Pause the game
- Sound - Stop the currently playing music theme
- Dialog - Change the title of Rematch to Do you want to rema...
- Dialog - Create a dialog button for Rematch labelled Yes
- Set RematchButtons[1] = (Last created dialog Button)
- Dialog - Create a dialog button for Rematch labelled No
- Set RematchButtons[2] = (Last created dialog Button)
- Dialog - Show Rematch for Player 3 (Teal)
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Events
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Red Lose Royale
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Events
- Unit - A unit owned by Player 1 (Red) Dies
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Conditions
- (Unit-type of (Dying unit)) Equal to King Tower
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Actions
- Trigger - Turn off RedT1 <gen>
- Wait 2.00 seconds
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Not equal to Rich Bird
- (Unit-type of (Picked unit)) Not equal to King Tower
- (Unit-type of (Picked unit)) Not equal to Lighting Sphere
- (Unit-type of (Picked unit)) Not equal to Builder (Upgrades)
- (Unit-type of (Picked unit)) Not equal to AirCamp (Upgrades)
- (Unit-type of (Picked unit)) Not equal to Blacksmith (Upgrades)
- (Unit-type of (Picked unit)) Not equal to Spell Factory (Upgrades)
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Then - Actions
- Unit - Remove (Picked unit) from the game
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Events
when I select 'Yes', the enemy king tower and some units in the ground killed or removed.
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If Yes
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Events
- Dialog - A dialog button is clicked for Rematch
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Conditions
- (Clicked dialog button) Equal to RematchButtons[1]
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Actions
- Unit - Unpause all units
- Trigger - Turn on BlueT1 <gen>
- Trigger - Turn on RedT1 <gen>
- Trigger - Turn on Cast off <gen>
- Trigger - Turn on Fast Mana Reg <gen>
- -------- --------------- --------
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Unit Group - Pick every unit in (Units in Blue King <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to King Tower
- Then - Actions
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Else - Actions
- Unit - Create 1 King Tower for Player 2 (Blue) at (Center of Blue King <gen>) facing Default building facing degrees
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Unit Group - Pick every unit in (Units in BlueTR <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Guard Tower
- Then - Actions
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Else - Actions
- Unit - Create 1 Guard Tower for Player 2 (Blue) at (Center of BlueTR <gen>) facing Default building facing degrees
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Unit Group - Pick every unit in (Units in BlueTL <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Guard Tower
- Then - Actions
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Else - Actions
- Unit - Create 1 Guard Tower for Player 2 (Blue) at (Center of BlueTL <gen>) facing Default building facing degrees
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Unit Group - Pick every unit in (Units in Red King <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to King Tower
- Then - Actions
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Else - Actions
- Unit - Create 1 King Tower for Player 1 (Red) at (Center of Red King <gen>) facing Default building facing degrees
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Unit Group - Pick every unit in (Units in RedTR <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Guard Tower
- Then - Actions
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Else - Actions
- Unit - Create 1 Guard Tower for Player 1 (Red) at (Center of RedTR <gen>) facing Default building facing degrees
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Unit Group - Pick every unit in (Units in RedTL <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Guard Tower
- Then - Actions
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Else - Actions
- Unit - Create 1 Guard Tower for Player 1 (Red) at (Center of RedTL <gen>) facing Default building facing degrees
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- -------- --------------- --------
- Wait 0.01 seconds
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Unit Group - Pick every unit in (Units in Red Base <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to King Tower
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Then - Actions
- Set KingTower[1] = (Picked unit)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Unit Group - Pick every unit in (Units in Blue Base <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to King Tower
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Then - Actions
- Set KingTower[2] = (Picked unit)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Visibility - Disable Visible[1]
- Visibility - Disable Visible[2]
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Guard Tower
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Then - Actions
- Unit - Make (Picked unit) Invulnerable
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to King Tower
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Then - Actions
- Unit - Make (Picked unit) Invulnerable
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Lighting Sphere
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Then - Actions
- Unit - Replace (Picked unit) with a (Unit-type of (Picked unit)) using The old unit's relative life and mana
- Player - Set (Owner of (Picked unit)) Current lumber to 10
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Game - Set the time of day to 6.00
- Unit - Create 1 Rich Bird for Neutral Passive at (Center of RichBlue <gen>) facing Default building facing degrees
- Unit - Create 1 Rich Bird for Neutral Passive at (Center of RichRed <gen>) facing Default building facing degrees
- Countdown Timer - Start Time as a One-shot timer that will expire in 120.00 seconds
- Countdown Timer - Create a timer window for (Last started timer) with title The battle starting...
- Set Time = (Last started timer)
- Countdown Timer - Change the color of the time for (Last created timer window) to (100.00%, 80.00%, 20.00%) with 0.00% transparency
- Set TimeWindow = (Last created timer window)
- Countdown Timer - Show TimeWindow
- Game - Unpause the game
- Wait 120.00 seconds
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Unit Group - Pick every unit in (Units in Trainer Blue <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Lighting Sphere
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Then - Actions
- Unit - Set mana of (Picked unit) to 100.00%
- Unit - Reset ability cooldowns for (Picked unit)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Unit Group - Pick every unit in (Units in Trainer Red <gen>) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Lighting Sphere
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Then - Actions
- Unit - Set mana of (Picked unit) to 100.00%
- Unit - Reset ability cooldowns for (Picked unit)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Rich Bird
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Then - Actions
- Unit - Remove (Picked unit) from the game
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Player - Add (Player 3 (Teal) Current lumber) to Player 3 (Teal) Current gold
- Player - Set Player 3 (Teal) Current lumber to 0
- Player - Add (Player 10 (Light Blue) Current lumber) to Player 10 (Light Blue) Current gold
- Player - Set Player 10 (Light Blue) Current lumber to 0
- Player - Add (Player 5 (Yellow) Current lumber) to Player 5 (Yellow) Current gold
- Player - Set Player 5 (Yellow) Current lumber to 0
- Player - Add (Player 6 (Orange) Current lumber) to Player 6 (Orange) Current gold
- Player - Set Player 6 (Orange) Current lumber to 0
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Blacksmith
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Then - Actions
- Unit - Replace (Picked unit) with a Blacksmith (Upgrades) using The old unit's relative life and mana
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Spell Factory
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Then - Actions
- Unit - Replace (Picked unit) with a Spell Factory (Upgrades) using The old unit's relative life and mana
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to AirCamp
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Then - Actions
- Unit - Replace (Picked unit) with a AirCamp (Upgrades) using The old unit's relative life and mana
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Builder
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Then - Actions
- Unit - Replace (Picked unit) with a Builder (Upgrades) using The old unit's relative life and mana
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- -------- --------------- --------
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Guard Tower
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Then - Actions
- Unit - Make (Picked unit) Vulnerable
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to King Tower
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Then - Actions
- Unit - Make (Picked unit) Vulnerable
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Camera - Reset camera for Player 3 (Teal) to standard game-view over 0.00 seconds
- Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 0.00 seconds
- Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0.00 seconds
- Camera - Reset camera for Player 6 (Orange) to standard game-view over 0.00 seconds
- Camera - Set Player 3 (Teal)'s camera Distance to target to 2900.00 over 0.00 seconds
- Camera - Set Player 10 (Light Blue)'s camera Distance to target to 2900.00 over 0.00 seconds
- Camera - Set Player 5 (Yellow)'s camera Distance to target to 2900.00 over 0.00 seconds
- Camera - Set Player 6 (Orange)'s camera Distance to target to 2900.00 over 0.00 seconds
- Game - Display to (All players controlled by a User player) for 10.00 seconds the text: |c00FFFC01The Battl...
- Camera - Set Player 5 (Yellow)'s camera Rotation to 270.00 over 0.10 seconds
- Camera - Set Player 6 (Orange)'s camera Rotation to 270.00 over 0.10 seconds
- Visibility - Enable Visible[1]
- Visibility - Enable Visible[2]
- Countdown Timer - Destroy (Last created timer window)
- Sound - Play Doom
- Trigger - Turn off Cast off <gen>
- Trigger - Turn off Fast Mana Reg <gen>
- Trigger - Turn off (This trigger)
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Events
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