RPG System v0.1

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
This system is meant to be used with most RPGs.

It contains:

  • A Kick System
  • A Kill System
  • A Revive System
  • An Ally/Unally System

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]
        • Then - Actions
          • Dialog - Hide Unally_Menu for (Triggering player)
        • Else - Actions
Keywords:
Kill, Kill/Revive, Kill System, Kill/Revive System, Revive, Revive System, Ally, Ally/Unally, Unally, Ally System, Unally System, Ally/Unally System,
Contents

Just another Warcraft III map (Map)

Reviews
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...

Moderator

M

Moderator

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.
 
Level 31
Joined
May 3, 2008
Messages
3,157
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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