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The kick system is self explanatory. It kicks the player that player 1 chooses.
Kick Command
Events
Player - Player 1 (Red) types a chat message containing -kick as An exact match
Conditions
Actions
Dialog - Change the title of Kick_Menu to Kick Player?
Dialog - Create a dialog button for Kick_Menu labelled (Name of Player 2 (Blue))
Set Kick_Buttons[1] = (Last created dialog Button)
Dialog - Create a dialog button for Kick_Menu labelled (Name of Player 3 (Teal))
Set Kick_Buttons[2] = (Last created dialog Button)
Dialog - Create a dialog button for Kick_Menu labelled (Name of Player 4 (Purple))
Set Kick_Buttons[3] = (Last created dialog Button)
Dialog - Create a dialog button for Kick_Menu labelled (Name of Player 5 (Yellow))
Set Kick_Buttons[4] = (Last created dialog Button)
Dialog - Create a dialog button for Kick_Menu labelled (Name of Player 6 (Orange))
Set Kick_Buttons[5] = (Last created dialog Button)
Dialog - Create a dialog button for Kick_Menu labelled (Name of Player 7 (Green))
Set Kick_Buttons[6] = (Last created dialog Button)
Dialog - Create a dialog button for Kick_Menu labelled (Name of Player 8 (Pink))
Set Kick_Buttons[7] = (Last created dialog Button)
Dialog - Create a dialog button for Kick_Menu labelled (Name of Player 9 (Gray))
Set Kick_Buttons[8] = (Last created dialog Button)
Dialog - Create a dialog button for Kick_Menu labelled (Name of Player 10 (Light Blue))
Set Kick_Buttons[9] = (Last created dialog Button)
Dialog - Create a dialog button for Kick_Menu labelled (Name of Player 11 (Dark Green))
Set Kick_Buttons[10] = (Last created dialog Button)
Dialog - Create a dialog button for Kick_Menu labelled (Name of Player 12 (Brown))
Set Kick_Buttons[11] = (Last created dialog Button)
Dialog - Create a dialog button for Kick_Menu labelled Cancel
Set Kick_Buttons[12] = (Last created dialog Button)
Dialog - Show Kick_Menu for Player 1 (Red)
Kick
Events
Dialog - A dialog button is clicked for Kick_Menu
Conditions
Actions
Dialog - Hide Kick_Menu for Player 1 (Red)
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kick_Buttons[1]
Then - Actions
Game - Defeat Player 2 (Blue) with the message: You have been Kicke...
Game - Display to (All players) for 10.00 seconds the text: Player 2 has been K...
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kick_Buttons[2]
Then - Actions
Game - Defeat Player 3 (Teal) with the message: You have been Kicke...
Game - Display to (All players) for 10.00 seconds the text: Player 3 has been K...
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kick_Buttons[3]
Then - Actions
Game - Defeat Player 4 (Purple) with the message: You have been Kicke...
Game - Display to (All players) for 10.00 seconds the text: Player 4 has been K...
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kick_Buttons[4]
Then - Actions
Game - Defeat Player 5 (Yellow) with the message: You have been Kicke...
Game - Display to (All players) for 10.00 seconds the text: Player 5 has been K...
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kick_Buttons[5]
Then - Actions
Game - Defeat Player 6 (Orange) with the message: You have been Kicke...
Game - Display to (All players) for 10.00 seconds the text: Player 6 has been K...
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kick_Buttons[6]
Then - Actions
Game - Defeat Player 7 (Green) with the message: You have been Kicke...
Game - Display to (All players) for 10.00 seconds the text: Player 7 has been K...
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kick_Buttons[7]
Then - Actions
Game - Defeat Player 8 (Pink) with the message: You have been Kicke...
Game - Display to (All players) for 10.00 seconds the text: Player 8 has been K...
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kick_Buttons[8]
Then - Actions
Game - Defeat Player 9 (Gray) with the message: You have been Kicke...
Game - Display to (All players) for 10.00 seconds the text: Player 9 has been K...
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kick_Buttons[9]
Then - Actions
Game - Defeat Player 10 (Light Blue) with the message: You have been Kicke...
Game - Display to (All players) for 10.00 seconds the text: Player 10 has been ...
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kick_Buttons[10]
Then - Actions
Game - Defeat Player 11 (Dark Green) with the message: You have been Kicke...
Game - Display to (All players) for 10.00 seconds the text: Player 11 has been ...
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kick_Buttons[11]
Then - Actions
Game - Defeat Player 12 (Brown) with the message: You have been Kicke...
Game - Display to (All players) for 10.00 seconds the text: Player 12 has been ...
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kick_Buttons[12]
Then - Actions
Dialog - Hide Kick_Menu for Player 1 (Red)
Else - Actions
The Kill system kills the chosen players hero if it gets stuck, etc....
The Revive system revives the fallen players hero.
Kill Command
Events
Player - Player 1 (Red) types a chat message containing -kill as An exact match
Conditions
Actions
Set Kill_Pick = (Units owned by Player 1 (Red))
Dialog - Clear Kill_Menu
Dialog - Change the title of Kill_Menu to Kill color?
Dialog - Create a dialog button for Kill_Menu labelled (Name of Player 2 (Blue))
Set Kill_Buttons[1] = (Last created dialog Button)
Dialog - Create a dialog button for Kill_Menu labelled (Name of Player 3 (Teal))
Set Kill_Buttons[2] = (Last created dialog Button)
Dialog - Create a dialog button for Kill_Menu labelled (Name of Player 4 (Purple))
Set Kill_Buttons[3] = (Last created dialog Button)
Dialog - Create a dialog button for Kill_Menu labelled (Name of Player 5 (Yellow))
Set Kill_Buttons[4] = (Last created dialog Button)
Dialog - Create a dialog button for Kill_Menu labelled (Name of Player 6 (Orange))
Set Kill_Buttons[5] = (Last created dialog Button)
Dialog - Create a dialog button for Kill_Menu labelled (Name of Player 7 (Green))
Set Kill_Buttons[6] = (Last created dialog Button)
Dialog - Create a dialog button for Kill_Menu labelled (Name of Player 8 (Pink))
Set Kill_Buttons[7] = (Last created dialog Button)
Dialog - Create a dialog button for Kill_Menu labelled (Name of Player 9 (Gray))
Set Kill_Buttons[8] = (Last created dialog Button)
Dialog - Create a dialog button for Kill_Menu labelled (Name of Player 10 (Light Blue))
Set Kill_Buttons[9] = (Last created dialog Button)
Dialog - Create a dialog button for Kill_Menu labelled (Name of Player 11 (Dark Green))
Set Kill_Buttons[10] = (Last created dialog Button)
Dialog - Create a dialog button for Kill_Menu labelled (Name of Player 12 (Brown))
Set Kill_Buttons[11] = (Last created dialog Button)
Dialog - Create a dialog button for Kill_Menu labelled Cancel
Set Kill_Buttons[12] = (Last created dialog Button)
Dialog - Show Kill_Menu for Player 1 (Red)
Kill
Events
Dialog - A dialog button is clicked for Kill_Menu
Conditions
Actions
Dialog - Hide Kill_Menu for Player 1 (Red)
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kill_Buttons[1]
Then - Actions
Set Kill_Pick = (Units owned by Player 2 (Blue))
Unit Group - Pick every unit in Kill_Pick and do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to (==) True
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kill_Buttons[2]
Then - Actions
Set Kill_Pick = (Units owned by Player 3 (Teal))
Unit Group - Pick every unit in Kill_Pick and do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to (==) True
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kill_Buttons[3]
Then - Actions
Set Kill_Pick = (Units owned by Player 4 (Purple))
Unit Group - Pick every unit in Kill_Pick and do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to (==) True
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kill_Buttons[4]
Then - Actions
Set Kill_Pick = (Units owned by Player 5 (Yellow))
Unit Group - Pick every unit in Kill_Pick and do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to (==) True
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kill_Buttons[5]
Then - Actions
Set Kill_Pick = (Units owned by Player 6 (Orange))
Unit Group - Pick every unit in Kill_Pick and do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to (==) True
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kill_Buttons[6]
Then - Actions
Set Kill_Pick = (Units owned by Player 7 (Green))
Unit Group - Pick every unit in Kill_Pick and do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to (==) True
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kill_Buttons[7]
Then - Actions
Set Kill_Pick = (Units owned by Player 8 (Pink))
Unit Group - Pick every unit in Kill_Pick and do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to (==) True
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kill_Buttons[8]
Then - Actions
Set Kill_Pick = (Units owned by Player 9 (Gray))
Unit Group - Pick every unit in Kill_Pick and do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to (==) True
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kill_Buttons[9]
Then - Actions
Set Kill_Pick = (Units owned by Player 10 (Light Blue))
Unit Group - Pick every unit in Kill_Pick and do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to (==) True
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kill_Buttons[10]
Then - Actions
Set Kill_Pick = (Units owned by Player 11 (Dark Green))
Unit Group - Pick every unit in Kill_Pick and do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to (==) True
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kill_Buttons[11]
Then - Actions
Set Kill_Pick = (Units owned by Player 12 (Brown))
Unit Group - Pick every unit in Kill_Pick and do (Actions)
Loop - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to (==) True
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Kill_Buttons[12]
Then - Actions
Dialog - Hide Kill_Menu for Player 1 (Red)
Else - Actions
Do nothing
Set Heroes
Events
Unit - A unit Dies
Conditions
Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to (==) Player 1 (Red)
((Dying unit) is A Hero) Equal to (==) True
Then - Actions
Set Hero[1] = (Dying unit)
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to (==) Player 2 (Blue)
((Dying unit) is A Hero) Equal to (==) True
Then - Actions
Set Hero[2] = (Dying unit)
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to (==) Player 3 (Teal)
((Dying unit) is A Hero) Equal to (==) True
Then - Actions
Set Hero[3] = (Dying unit)
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to (==) Player 4 (Purple)
((Dying unit) is A Hero) Equal to (==) True
Then - Actions
Set Hero[4] = (Dying unit)
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to (==) Player 5 (Yellow)
((Dying unit) is A Hero) Equal to (==) True
Then - Actions
Set Hero[5] = (Dying unit)
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to (==) Player 6 (Orange)
((Dying unit) is A Hero) Equal to (==) True
Then - Actions
Set Hero[6] = (Dying unit)
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to (==) Player 7 (Green)
((Dying unit) is A Hero) Equal to (==) True
Then - Actions
Set Hero[7] = (Dying unit)
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to (==) Player 8 (Pink)
((Dying unit) is A Hero) Equal to (==) True
Then - Actions
Set Hero[8] = (Dying unit)
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to (==) Player 9 (Gray)
((Dying unit) is A Hero) Equal to (==) True
Then - Actions
Set Hero[9] = (Dying unit)
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to (==) Player 10 (Light Blue)
((Dying unit) is A Hero) Equal to (==) True
Then - Actions
Set Hero[10] = (Dying unit)
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to (==) Player 11 (Dark Green)
((Dying unit) is A Hero) Equal to (==) True
Then - Actions
Set Hero[11] = (Dying unit)
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to (==) Player 12 (Brown)
((Dying unit) is A Hero) Equal to (==) True
Then - Actions
Set Hero[12] = (Dying unit)
Else - Actions
Revive Command
Events
Player - Player 1 (Red) types a chat message containing -revive as An exact match
Conditions
Actions
Dialog - Clear Revive_Menu
Dialog - Change the title of Revive_Menu to Revive color?
Dialog - Create a dialog button for Revive_Menu labelled (Name of Player 1 (Red))
Set Revive_Buttons[1] = (Last created dialog Button)
Dialog - Create a dialog button for Revive_Menu labelled (Name of Player 2 (Blue))
Set Revive_Buttons[2] = (Last created dialog Button)
Dialog - Create a dialog button for Revive_Menu labelled (Name of Player 3 (Teal))
Set Revive_Buttons[3] = (Last created dialog Button)
Dialog - Create a dialog button for Revive_Menu labelled (Name of Player 4 (Purple))
Set Revive_Buttons[4] = (Last created dialog Button)
Dialog - Create a dialog button for Revive_Menu labelled (Name of Player 5 (Yellow))
Set Revive_Buttons[5] = (Last created dialog Button)
Dialog - Create a dialog button for Revive_Menu labelled (Name of Player 6 (Orange))
Set Revive_Buttons[6] = (Last created dialog Button)
Dialog - Create a dialog button for Revive_Menu labelled (Name of Player 7 (Green))
Set Revive_Buttons[7] = (Last created dialog Button)
Dialog - Create a dialog button for Revive_Menu labelled (Name of Player 8 (Pink))
Set Revive_Buttons[8] = (Last created dialog Button)
Dialog - Create a dialog button for Revive_Menu labelled (Name of Player 9 (Gray))
Set Revive_Buttons[9] = (Last created dialog Button)
Dialog - Create a dialog button for Revive_Menu labelled (Name of Player 10 (Light Blue))
Set Revive_Buttons[10] = (Last created dialog Button)
Dialog - Create a dialog button for Revive_Menu labelled (Name of Player 11 (Dark Green))
Set Revive_Buttons[11] = (Last created dialog Button)
Dialog - Create a dialog button for Revive_Menu labelled (Name of Player 12 (Brown))
Set Revive_Buttons[12] = (Last created dialog Button)
Dialog - Create a dialog button for Revive_Menu labelled Cancel
Set Revive_Buttons[13] = (Last created dialog Button)
Dialog - Show Revive_Menu for Player 1 (Red)
Revive
Events
Dialog - A dialog button is clicked for Revive_Menu
Conditions
Actions
Dialog - Hide Revive_Menu for Player 1 (Red)
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Revive_Buttons[1]
(Hero[1] is dead) Equal to (==) True
Then - Actions
Hero - Instantly revive Hero[1] at (Player 1 (Red) start location), Show revival graphics
Unit - Set mana of Hero[1] to 100.00%
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Revive_Buttons[2]
(Hero[2] is dead) Equal to (==) True
Then - Actions
Hero - Instantly revive Hero[2] at (Player 1 (Red) start location), Show revival graphics
Unit - Set mana of Hero[2] to 100.00%
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Revive_Buttons[3]
(Hero[3] is dead) Equal to (==) True
Then - Actions
Hero - Instantly revive Hero[3] at (Player 1 (Red) start location), Show revival graphics
Unit - Set mana of Hero[3] to 100.00%
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Revive_Buttons[4]
(Hero[4] is dead) Equal to (==) True
Then - Actions
Hero - Instantly revive Hero[4] at (Player 1 (Red) start location), Show revival graphics
Unit - Set mana of Hero[4] to 100.00%
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Revive_Buttons[5]
(Hero[5] is dead) Equal to (==) True
Then - Actions
Hero - Instantly revive Hero[5] at (Player 1 (Red) start location), Show revival graphics
Unit - Set mana of Hero[5] to 100.00%
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Revive_Buttons[6]
(Hero[6] is dead) Equal to (==) True
Then - Actions
Hero - Instantly revive Hero[6] at (Player 1 (Red) start location), Show revival graphics
Unit - Set mana of Hero[6] to 100.00%
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Revive_Buttons[7]
(Hero[7] is dead) Equal to (==) True
Then - Actions
Hero - Instantly revive Hero[7] at (Player 1 (Red) start location), Show revival graphics
Unit - Set mana of Hero[7] to 100.00%
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Revive_Buttons[8]
(Hero[8] is dead) Equal to (==) True
Then - Actions
Hero - Instantly revive Hero[8] at (Player 1 (Red) start location), Show revival graphics
Unit - Set mana of Hero[8] to 100.00%
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Revive_Buttons[9]
(Hero[9] is dead) Equal to (==) True
Then - Actions
Hero - Instantly revive Hero[9] at (Player 1 (Red) start location), Show revival graphics
Unit - Set mana of Hero[9] to 100.00%
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Revive_Buttons[10]
(Hero[10] is dead) Equal to (==) True
Then - Actions
Hero - Instantly revive Hero[10] at (Player 1 (Red) start location), Show revival graphics
Unit - Set mana of Hero[10] to 100.00%
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Revive_Buttons[11]
(Hero[11] is dead) Equal to (==) True
Then - Actions
Hero - Instantly revive Hero[11] at (Player 1 (Red) start location), Show revival graphics
Unit - Set mana of Hero[11] to 100.00%
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Revive_Buttons[12]
(Hero[12] is dead) Equal to (==) True
Then - Actions
Hero - Instantly revive Hero[12] at (Player 1 (Red) start location), Show revival graphics
Unit - Set mana of Hero[12] to 100.00%
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Revive_Buttons[13]
Then - Actions
Dialog - Hide Revive_Menu for Player 1 (Red)
Else - Actions
The Ally system allies the choosing player with the chosen player, but the chosen player must ally back.
The Unally system unallies the choosing player with the chosen player.
This system contains:
-war - Which unallys the typing player with all players.
-peace - Which all/shared visions the typing player with all players, but again the other players must ally back.
-neutral - Ally/No Shared Visions all players, but players must ally back.
Unally All
Events
Player - Player 1 (Red) types a chat message containing -war as An exact match
Player - Player 2 (Blue) types a chat message containing -war as An exact match
Player - Player 3 (Teal) types a chat message containing -war as An exact match
Player - Player 4 (Purple) types a chat message containing -war as An exact match
Player - Player 5 (Yellow) types a chat message containing -war as An exact match
Player - Player 6 (Orange) types a chat message containing -war as An exact match
Player - Player 7 (Green) types a chat message containing -war as An exact match
Player - Player 8 (Pink) types a chat message containing -war as An exact match
Player - Player 9 (Gray) types a chat message containing -war as An exact match
Player - Player 10 (Light Blue) types a chat message containing -war as An exact match
Player - Player 11 (Dark Green) types a chat message containing -war as An exact match
Player - Player 12 (Brown) types a chat message containing -war as An exact match
Conditions
Actions
Do Multiple ActionsFor each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Player - Make (Player((Integer A))) treat (Triggering player) as an Enemy
Player - Make (Triggering player) treat (Player((Integer A))) as an Enemy
Neutral
Events
Player - Player 1 (Red) types a chat message containing -neutral as An exact match
Player - Player 2 (Blue) types a chat message containing -neutral as An exact match
Player - Player 3 (Teal) types a chat message containing -neutral as An exact match
Player - Player 4 (Purple) types a chat message containing -neutral as An exact match
Player - Player 5 (Yellow) types a chat message containing -neutral as An exact match
Player - Player 6 (Orange) types a chat message containing -neutral as An exact match
Player - Player 7 (Green) types a chat message containing -neutral as An exact match
Player - Player 8 (Pink) types a chat message containing -neutral as An exact match
Player - Player 9 (Gray) types a chat message containing -neutral as An exact match
Player - Player 10 (Light Blue) types a chat message containing -neutral as An exact match
Player - Player 11 (Dark Green) types a chat message containing -neutral as An exact match
Player - Player 12 (Brown) types a chat message containing -neutral as An exact match
Conditions
Actions
Do Multiple ActionsFor each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Player - Make (Player((Integer A))) treat (Triggering player) as an Neutral
Player - Make (Triggering player) treat (Player((Integer A))) as an Neutral
Ally All
Events
Player - Player 1 (Red) types a chat message containing -peace as An exact match
Player - Player 2 (Blue) types a chat message containing -peace as An exact match
Player - Player 3 (Teal) types a chat message containing -peace as An exact match
Player - Player 4 (Purple) types a chat message containing -peace as An exact match
Player - Player 5 (Yellow) types a chat message containing -peace as An exact match
Player - Player 6 (Orange) types a chat message containing -peace as An exact match
Player - Player 7 (Green) types a chat message containing -peace as An exact match
Player - Player 8 (Pink) types a chat message containing -peace as An exact match
Player - Player 9 (Gray) types a chat message containing -peace as An exact match
Player - Player 10 (Light Blue) types a chat message containing -peace as An exact match
Player - Player 11 (Dark Green) types a chat message containing -peace as An exact match
Player - Player 12 (Brown) types a chat message containing -peace as An exact match
Conditions
Actions
Do Multiple ActionsFor each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Player - Make (Triggering player) treat (Player((Integer A))) as an Ally with shared vision
Setup Dialog
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Dialog - Clear Ally_Menu
Dialog - Change the title of Ally_Menu to Ally Player
Dialog - Create a dialog button for Ally_Menu labelled (Name of Player 1 (Red))
Set Ally_Buttons[1] = (Last created dialog Button)
Dialog - Create a dialog button for Ally_Menu labelled (Name of Player 2 (Blue))
Set Ally_Buttons[2] = (Last created dialog Button)
Dialog - Create a dialog button for Ally_Menu labelled (Name of Player 3 (Teal))
Set Ally_Buttons[3] = (Last created dialog Button)
Dialog - Create a dialog button for Ally_Menu labelled (Name of Player 4 (Purple))
Set Ally_Buttons[4] = (Last created dialog Button)
Dialog - Create a dialog button for Ally_Menu labelled (Name of Player 5 (Yellow))
Set Ally_Buttons[5] = (Last created dialog Button)
Dialog - Create a dialog button for Ally_Menu labelled (Name of Player 6 (Orange))
Set Ally_Buttons[6] = (Last created dialog Button)
Dialog - Create a dialog button for Ally_Menu labelled (Name of Player 7 (Green))
Set Ally_Buttons[7] = (Last created dialog Button)
Dialog - Create a dialog button for Ally_Menu labelled (Name of Player 8 (Pink))
Set Ally_Buttons[8] = (Last created dialog Button)
Dialog - Create a dialog button for Ally_Menu labelled (Name of Player 9 (Gray))
Set Ally_Buttons[9] = (Last created dialog Button)
Dialog - Create a dialog button for Ally_Menu labelled (Name of Player 10 (Light Blue))
Set Ally_Buttons[10] = (Last created dialog Button)
Dialog - Create a dialog button for Ally_Menu labelled (Name of Player 11 (Dark Green))
Set Ally_Buttons[11] = (Last created dialog Button)
Dialog - Create a dialog button for Ally_Menu labelled (Name of Player 12 (Brown))
Set Ally_Buttons[12] = (Last created dialog Button)
Dialog - Create a dialog button for Ally_Menu labelled Cancel
Set Ally_Buttons[13] = (Last created dialog Button)
-------- Unally Dialog Setup --------
Dialog - Clear Unally_Menu
Dialog - Change the title of Unally_Menu to Unally Player
Dialog - Create a dialog button for Unally_Menu labelled (Name of Player 1 (Red))
Set Unally_Buttons[1] = (Last created dialog Button)
Dialog - Create a dialog button for Unally_Menu labelled (Name of Player 2 (Blue))
Set Unally_Buttons[2] = (Last created dialog Button)
Dialog - Create a dialog button for Unally_Menu labelled (Name of Player 3 (Teal))
Set Unally_Buttons[3] = (Last created dialog Button)
Dialog - Create a dialog button for Unally_Menu labelled (Name of Player 4 (Purple))
Set Unally_Buttons[4] = (Last created dialog Button)
Dialog - Create a dialog button for Unally_Menu labelled (Name of Player 5 (Yellow))
Set Unally_Buttons[5] = (Last created dialog Button)
Dialog - Create a dialog button for Unally_Menu labelled (Name of Player 6 (Orange))
Set Unally_Buttons[6] = (Last created dialog Button)
Dialog - Create a dialog button for Unally_Menu labelled (Name of Player 7 (Green))
Set Unally_Buttons[7] = (Last created dialog Button)
Dialog - Create a dialog button for Unally_Menu labelled (Name of Player 8 (Pink))
Set Unally_Buttons[8] = (Last created dialog Button)
Dialog - Create a dialog button for Unally_Menu labelled (Name of Player 9 (Gray))
Set Unally_Buttons[9] = (Last created dialog Button)
Dialog - Create a dialog button for Unally_Menu labelled (Name of Player 10 (Light Blue))
Set Unally_Buttons[10] = (Last created dialog Button)
Dialog - Create a dialog button for Unally_Menu labelled (Name of Player 11 (Dark Green))
Set Unally_Buttons[11] = (Last created dialog Button)
Dialog - Create a dialog button for Unally_Menu labelled (Name of Player 12 (Brown))
Set Unally_Buttons[12] = (Last created dialog Button)
Dialog - Create a dialog button for Unally_Menu labelled Cancel
Set Unally_Buttons[13] = (Last created dialog Button)
Ally Command
Events
Player - Player 1 (Red) types a chat message containing -ally as A substring
Player - Player 2 (Blue) types a chat message containing -ally as A substring
Player - Player 3 (Teal) types a chat message containing -ally as A substring
Player - Player 4 (Purple) types a chat message containing -ally as A substring
Player - Player 5 (Yellow) types a chat message containing -ally as A substring
Player - Player 6 (Orange) types a chat message containing -ally as A substring
Player - Player 7 (Green) types a chat message containing -ally as A substring
Player - Player 8 (Pink) types a chat message containing -ally as A substring
Player - Player 9 (Gray) types a chat message containing -ally as A substring
Player - Player 10 (Light Blue) types a chat message containing -ally as A substring
Player - Player 11 (Dark Green) types a chat message containing -ally as A substring
Player - Player 12 (Brown) types a chat message containing -ally as A substring
Conditions
Actions
Dialog - Show Ally_Menu for (Triggering player)
Ally
Events
Dialog - A dialog button is clicked for Ally_Menu
Conditions
Actions
Dialog - Hide Ally_Menu for (Triggering player)
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Ally_Buttons[1]
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Ally with shared vision
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Ally_Buttons[2]
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Ally with shared vision
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Ally_Buttons[3]
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Ally with shared vision
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Ally_Buttons[4]
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Ally with shared vision
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Ally_Buttons[5]
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally with shared vision
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Ally_Buttons[6]
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Ally_Buttons[7]
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Ally_Buttons[8]
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Ally with shared vision
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Ally_Buttons[9]
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Ally with shared vision
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Ally_Buttons[10]
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Ally_Buttons[11]
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Ally_Buttons[12]
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Ally with shared vision
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Ally_Buttons[13]
Then - Actions
Dialog - Hide Ally_Menu for (Triggering player)
Else - Actions
Unally Command
Events
Player - Player 1 (Red) types a chat message containing -unally as A substring
Player - Player 2 (Blue) types a chat message containing -unally as A substring
Player - Player 3 (Teal) types a chat message containing -unally as A substring
Player - Player 4 (Purple) types a chat message containing -unally as A substring
Player - Player 5 (Yellow) types a chat message containing -unally as A substring
Player - Player 6 (Orange) types a chat message containing -unally as A substring
Player - Player 7 (Green) types a chat message containing -unally as A substring
Player - Player 8 (Pink) types a chat message containing -unally as A substring
Player - Player 9 (Gray) types a chat message containing -unally as A substring
Player - Player 10 (Light Blue) types a chat message containing -unally as A substring
Player - Player 11 (Dark Green) types a chat message containing -unally as A substring
Player - Player 12 (Brown) types a chat message containing -unally as A substring
Conditions
Actions
Dialog - Show Unally_Menu for (Triggering player)
Unally
Events
Dialog - A dialog button is clicked for Unally_Menu
Conditions
Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Unally_Buttons[1]
Then - Actions
Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
Player - Make Player 1 (Red) treat (Triggering player) as an Enemy
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Unally_Buttons[2]
Then - Actions
Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
Player - Make Player 2 (Blue) treat (Triggering player) as an Enemy
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Unally_Buttons[3]
Then - Actions
Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
Player - Make Player 3 (Teal) treat (Triggering player) as an Enemy
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Unally_Buttons[4]
Then - Actions
Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
Player - Make Player 4 (Purple) treat (Triggering player) as an Enemy
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Unally_Buttons[5]
Then - Actions
Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
Player - Make Player 5 (Yellow) treat (Triggering player) as an Enemy
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Unally_Buttons[6]
Then - Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Player - Make Player 6 (Orange) treat (Triggering player) as an Enemy
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Unally_Buttons[7]
Then - Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Player - Make Player 7 (Green) treat (Triggering player) as an Enemy
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Unally_Buttons[8]
Then - Actions
Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
Player - Make Player 8 (Pink) treat (Triggering player) as an Enemy
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Unally_Buttons[9]
Then - Actions
Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
Player - Make Player 9 (Gray) treat (Triggering player) as an Enemy
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Unally_Buttons[10]
Then - Actions
Player - Make (Triggering player) treat Player 10 (Light Blue) as an Enemy
Player - Make Player 10 (Light Blue) treat (Triggering player) as an Enemy
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Unally_Buttons[11]
Then - Actions
Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
Player - Make Player 11 (Dark Green) treat (Triggering player) as an Enemy
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Unally_Buttons[12]
Then - Actions
Player - Make (Triggering player) treat Player 12 (Brown) as an Enemy
Player - Make Player 12 (Brown) treat (Triggering player) as an Enemy
Else - Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to (==) Unally_Buttons[13]
12th Dec 2015
IcemanBo: Too long time as NeedsFix. Rejected.
10:27, 17th Jun 2010
Hanky:
You could shrink your triggers with loops pretty much. Right now your systems look more like cnp if-then-else with actions. Also there for it's a system...
12th Dec 2015
IcemanBo: Too long time as NeedsFix. Rejected.
10:27, 17th Jun 2010
Hanky:
You could shrink your triggers with loops pretty much. Right now your systems look more like cnp if-then-else with actions. Also there for it's a system you need to add more documentation. After you have done those things message me or one of the other spell moderators.
EDIT: On little thing should be changed In your kick triggers you should make the ifs and elseifs more efficient I believe you can do it whit less ifs or with even no if
I think you can do the Kick Dialog with just an For Each Integer (Integer) from 1 to 12 do:
If Clicked Dialog Button Equals to Integer A then do: Defeat Player(Integer) Game show massage : massage
Your kill trigger contain Do Nothing, remove it as it was pointless.
As for your Set Heroes trigger, use trigger unit and not dying unit. What you're making was merely causing the trigger to look out for dying unit and assume it as trigger unit instead of looking for trigger unit directly.
I notice those trigger could be cut down a lot if you're using loop.
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