- Joined
- Mar 16, 2008
- Messages
- 955
These are triggers that handle alliance changes in my map. One of these triggers skips the dialog menu if the player is an AI or if it's the first 90 sec of the game. Then the other runs the trigger depending on the dialog menu acepted. Multiple players use these triggers. It's annoying to need to remember to edit both. So I want to combine them. But I can't think of a good way to do it.
-
Universal Cast Join
-
Events
-
Unit - Altar of Knights 0225 <gen> Begins casting an ability
-
Unit - Altar of Knights 0226 <gen> Begins casting an ability
-
Unit - Altar of Knights 0227 <gen> Begins casting an ability
-
Unit - Altar of Knights 0319 <gen> Begins casting an ability
-
Unit - Altar of Knights 0320 <gen> Begins casting an ability
-
Unit - Altar of Knights 0326 <gen> Begins casting an ability
-
Unit - Altar of Knights 0340 <gen> Begins casting an ability
-
Unit - Altar of Knights 0341 <gen> Begins casting an ability
-
Unit - Altar of Knights 0342 <gen> Begins casting an ability
-
Unit - Altar of Knights 0343 <gen> Begins casting an ability
-
Unit - Altar of Knights 0352 <gen> Begins casting an ability
-
Unit - Altar of Knights 0504 <gen> Begins casting an ability
-
-
Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Ability being cast) Equal to Pledge Allegiance (red) (new)
-
(Ability being cast) Equal to Pledge Allegiance (blue) (new)
-
(Ability being cast) Equal to Pledge Allegiance (teal) (new)
-
(Ability being cast) Equal to Pledge Allegiance (purple) (new)
-
-
-
-
Actions
-
Set VariableSet PN_cast_join = (Player number of (Owner of (Casting unit)))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ability being cast) Equal to Pledge Allegiance (red) (new)
-
-
Then - Actions
-
Set VariableSet join_target = 1
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ability being cast) Equal to Pledge Allegiance (blue) (new)
-
-
Then - Actions
-
Set VariableSet join_target = 2
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ability being cast) Equal to Pledge Allegiance (teal) (new)
-
-
Then - Actions
-
Set VariableSet join_target = 3
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Ability being cast) Equal to Pledge Allegiance (purple) (new)
-
-
Then - Actions
-
Set VariableSet join_target = 4
-
-
Else - Actions
-
-
-------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Castle_Alive[join_target] Equal to False
-
-
Then - Actions
-
Skip remaining actions
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
joining_enabled Equal to False
-
-
Then - Actions
-
Quest - Display to solo_group[PN_cast_join] the Hint message: |cff808080Knights m...
-
Skip remaining actions
-
-
Else - Actions
-
-
-------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
join_CD[PN_cast_join] Equal to True
-
-
Then - Actions
-
Quest - Display to solo_group[PN_cast_join] the Mission Failed message: |cffff0000Error|r: ...
-
Skip remaining actions
-
-
Else - Actions
-
-
-------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[join_target] Current gold) Less than 1000
-
-
Then - Actions
-
Quest - Display to solo_group[PN_cast_join] the Mission Failed message: |cffff0000Error|r: ...
-
Skip remaining actions
-
-
Else - Actions
-
-
-------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
kingdom_knight_cap[join_target] Greater than or equal to limits_max_knights
-
-
Then - Actions
-
Quest - Display to solo_group[PN_cast_join] the Mission Failed message: |cffff0000Error|r: ...
-
Skip remaining actions
-
-
Else - Actions
-
-
-------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Hero_Var[PN_cast_join] is being transported) Equal to True
-
-
Then - Actions
-
Quest - Display to solo_group[PN_cast_join] the Mission Failed message: |cffff0000Error|r: ...
-
Skip remaining actions
-
-
Else - Actions
-
-
-------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN_cast_join] is in Groups[join_target].) Equal to True
-
-
Then - Actions
-
Skip remaining actions
-
-
Else - Actions
-
-
Dialog - Hide dialog_join[PN_cast_join] for Player 1 (Red)
-
Dialog - Hide dialog_join[PN_cast_join] for Player 2 (Blue)
-
Dialog - Hide dialog_join[PN_cast_join] for Player 3 (Teal)
-
Dialog - Hide dialog_join[PN_cast_join] for Player 4 (Purple)
-
-------- --------
-
-------- this will automatically join the knight to the king if it's before 90 sec or if the king is running an AI script --------
-
-------- it's pretty much a copy paste of the main part of the "Universal Accept" trigger --------
-
-------- this part runs if the king is AI or it's first 90 sec of the game, to avoid the annoyance of dialogs at this point --------
-
-------- it's pretty much redundant with the accept trigger --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
ninty_sec_time Equal to False
-
ai_king[join_target] Equal to True
-
-
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[join_target] Current gold) Greater than 1000
-
-
Then - Actions
-
Player - Add -1000 to Player_array_var[join_target].Current gold
-
-
Else - Actions
-
Player - Set Player_array_var[join_target].Current gold to 0
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Level of Unit Inventory (Human, no use items) for Knight_Altar_Var[PN_cast_join]) Equal to 1
-
-
Then - Actions
-
Else - Actions
-
Unit - Add Unit Inventory (Human, no use items) to Knight_Altar_Var[PN_cast_join]
-
-
-
Unit - Remove Mark of Black Knights from Knight_Altar_Var[PN_cast_join]
-
Unit - Remove Mark of Black Knights from Knight_Hero_Var[PN_cast_join]
-
Set VariableSet units_owned[PN_cast_join] = (Units owned by Player_array_var[PN_cast_join].)
-
Unit Group - Pick every unit in units_owned[PN_cast_join] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
((Picked unit) has an item of type Midnight Ankh) Equal to True
-
((Picked unit) has an item of type Plans: Black Tent) Equal to True
-
-
-
-
Then - Actions
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
-
Else - Actions
-
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN_cast_join] is in Groups[5].) Equal to True
-
-
Then - Actions
-
Item - Pick every item in (Entire map) and do (If (Midnight Ankh Equal to (Item-type of (Picked item))) then do (Item - Remove (Picked item)) else do (Do nothing))
-
Item - Pick every item in (Entire map) and do (If (Plans: Black Tent Equal to (Item-type of (Picked item))) then do (Item - Remove (Picked item)) else do (Do nothing))
-
-
Else - Actions
-
-
Unit Group - Remove Knight_Hero_Var[PN_cast_join] from units_owned[PN_cast_join].
-
Unit Group - Remove Knight_Altar_Var[PN_cast_join] from units_owned[PN_cast_join].
-
Unit Group - Remove pirate_ship_unit[PN_cast_join] from units_owned[PN_cast_join].
-
Unit Group - Remove wisp_tree from units_owned[PN_cast_join].
-
Unit Group - Remove vault_array[PN_cast_join] from units_owned[PN_cast_join].
-
Unit Group - Pick every unit in units_owned[PN_cast_join] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Level of Mark of Wisp Knight for (Picked unit)) Equal to 1
-
(Level of Mark of Peasant Knight for (Picked unit)) Equal to 1
-
(Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
-
(Unit-type of (Picked unit)) Equal to Wagon
-
(Unit-type of (Picked unit)) Equal to Passenger Ship
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragonling
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragon
-
-
-
-
Then - Actions
-
Unit Group - Remove (Picked unit) from units_owned[PN_cast_join].
-
-
Else - Actions
-
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN_cast_join] is in Groups[1].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN_cast_join] and do (Unit - Change ownership of (Picked unit) to Player 1 (Red) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN_cast_join] is in Groups[2].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN_cast_join] and do (Unit - Change ownership of (Picked unit) to Player 2 (Blue) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN_cast_join] is in Groups[3].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN_cast_join] and do (Unit - Change ownership of (Picked unit) to Player 3 (Teal) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN_cast_join] is in Groups[4].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN_cast_join] and do (Unit - Change ownership of (Picked unit) to Player 4 (Purple) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN_cast_join] is in Groups[5].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[PN_cast_join] and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
-
-
Else - Actions
-
-
Custom script: call DestroyGroup(udg_units_owned[udg_PN_cast_join])
-
Set VariableSet loyalty_status[PN_cast_join] = 0
-
Countdown Timer - Pause loyalty_timer[PN_cast_join]
-
Countdown Timer - Start loyalty_timer[PN_cast_join] as a Repeating timer that will expire in 660.00 seconds
-
Unit - Remove hire_buttons_red[PN_cast_join] from the game
-
Unit - Remove hire_buttons_blue[PN_cast_join] from the game
-
Unit - Remove hire_buttons_teal[PN_cast_join] from the game
-
Unit - Remove hire_buttons_purp[PN_cast_join] from the game
-
Countdown Timer - Start End_Timer as a One-shot timer that will expire in 0.10 seconds
-
Countdown Timer - Start End_Timer_Camera as a One-shot timer that will expire in 1.00 seconds
-
Countdown Timer - Start join_cd_timer[PN_cast_join] as a One-shot timer that will expire in 2.00 seconds
-
Set VariableSet join_CD[PN_cast_join] = True
-
Countdown Timer - Start allegiance_cd_timer[PN_cast_join] as a One-shot timer that will expire in 5.00 seconds
-
Hero - Make Player_array_var[PN_cast_join] Heroes gain 100.00% experience from future kills
-
Player Group - Remove Player_array_var[PN_cast_join] from Groups[0].
-
Player Group - Remove Player_array_var[PN_cast_join] from Groups[1].
-
Player Group - Remove Player_array_var[PN_cast_join] from Groups[2].
-
Player Group - Remove Player_array_var[PN_cast_join] from Groups[3].
-
Player Group - Remove Player_array_var[PN_cast_join] from Groups[4].
-
Player Group - Remove Player_array_var[PN_cast_join] from Groups[5].
-
Player Group - Add Player_array_var[PN_cast_join] to Groups[join_target]
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Royal Weapons for (Picked player)) Less than (Current research level of Royal Weapons for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Royal Weapons to (Current research level of Royal Weapons for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Royal Armor for (Picked player)) Less than (Current research level of Royal Armor for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Royal Armor to (Current research level of Royal Armor for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Improved Masonry for (Picked player)) Less than (Current research level of Improved Masonry for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Improved Masonry to (Current research level of Improved Masonry for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Black Gunpowder for (Picked player)) Less than (Current research level of Black Gunpowder for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Black Gunpowder to (Current research level of Black Gunpowder for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Animal Breeding for (Picked player)) Less than (Current research level of Animal Breeding for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Black Gunpowder to (Current research level of Black Gunpowder for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Sundering Blades for (Picked player)) Less than (Current research level of Sundering Blades for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Sundering Blades to (Current research level of Sundering Blades for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Magic Sentry for (Picked player)) Less than (Current research level of Magic Sentry for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Magic Sentry to (Current research level of Magic Sentry for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Flare for (Picked player)) Less than (Current research level of Flare for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Flare to (Current research level of Flare for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Arcanite Shields (upgrade) for (Picked player)) Less than (Current research level of Arcanite Shields (upgrade) for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Arcanite Shields (upgrade) to (Current research level of Arcanite Shields (upgrade) for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Improved Lumber Harvesting for (Picked player)) Less than (Current research level of Improved Lumber Harvesting for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Improved Lumber Harvesting to (Current research level of Improved Lumber Harvesting for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Rogue's Cloak for (Picked player)) Less than (Current research level of Rogue's Cloak for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Rogue's Cloak to (Current research level of Rogue's Cloak for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Royal Arcanist Adept Training for (Picked player)) Less than (Current research level of Royal Arcanist Adept Training for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Royal Arcanist Adept Training to (Current research level of Royal Arcanist Adept Training for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Priest Adept Training for (Picked player)) Less than (Current research level of Priest Adept Training for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Priest Adept Training to (Current research level of Priest Adept Training for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[join_target] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Sorcery Upgrade for (Picked player)) Less than (Current research level of Sorcery Upgrade for Player_array_var[join_target])
-
-
Then - Actions
-
Player - Set the current research level of Sorcery Upgrade to (Current research level of Sorcery Upgrade for Player_array_var[join_target]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player - Set the current research level of Gluttony to 0 for Player_array_var[PN_cast_join]
-
Player - Set Player_array_var[PN_cast_join].Food max to 99
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Altar_Var[PN_cast_join] is invulnerable) Equal to False
-
-
Then - Actions
-
Unit - Add Invulnerable (Neutral) to Knight_Altar_Var[PN_cast_join]
-
-
Else - Actions
-
-
Set VariableSet temp_point = (Position of Knight_Altar_Var[PN_cast_join])
-
Special Effect - Create a special effect at temp_point using Heavens Gate Channel.mdx
-
Special Effect - Destroy (Last created special effect)
-
Custom script: call RemoveLocation(udg_temp_point)
-
Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[PN_cast_join] using Heavens Gate.mdx
-
Special Effect - Destroy (Last created special effect)
-
Unit - Move Knight_Altar_Var[PN_cast_join] instantly to (Load PN_cast_join of join_target in kni_king_altars_hashtable.)
-
Camera - Pan camera for Player_array_var[PN_cast_join] to (Load PN_cast_join of join_target in kni_king_altars_hashtable.) over 1.00 seconds
-
Cinematic - Ping minimap for solo_group[PN_cast_join] at (Load PN_cast_join of join_target in kni_king_altars_hashtable.) for 5.00 seconds
-
Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[PN_cast_join] + ( has pledged allegiance to the + (player_color_knight_strings[join_target] + .))))
-
Unit - Order Knight_Altar_Var[PN_cast_join] to Revive Hero Knight_Hero_Var[PN_cast_join]
-
Unit - Change color of Knight_Hero_Var[PN_cast_join] to player_color[join_target]
-
Leaderboard - Change the label for Player_array_var[PN_cast_join] in Alliances_Leaderboard to (kingdom_color_string[join_target] + (Name of Player_array_var[PN_cast_join]))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
join_target Equal to 1
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[PN_cast_join] in Alliances_Leaderboard to (97.00%, 1.00%, 1.00%) with 0.00% transparency
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
join_target Equal to 2
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[PN_cast_join] in Alliances_Leaderboard to (0.00%, 26.00%, 100.00%) with 0.00% transparency
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
join_target Equal to 3
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[PN_cast_join] in Alliances_Leaderboard to (11.00%, 91.00%, 73.00%) with 0.00% transparency
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
join_target Equal to 4
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[PN_cast_join] in Alliances_Leaderboard to (33.00%, 0.00%, 49.00%) with 0.00% transparency
-
-
Else - Actions
-
-
Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Hero_Var[PN_cast_join] is alive) Equal to True
-
(knght_room_region_array[PN_cast_join] contains Knight_Hero_Var[PN_cast_join]) Equal to True
-
-
Then - Actions
-
Unit - Move Knight_Hero_Var[PN_cast_join] instantly to king_vendor[join_target]
-
-
Else - Actions
-
-
-------- empty group --------
-
Player Group - Make Groups[0] treat Groups[0] as an Neutral
-
Player Group - Make Groups[0] treat Groups[1] as an Neutral
-
Player Group - Make Groups[0] treat Groups[2] as an Neutral
-
Player Group - Make Groups[0] treat Groups[3] as an Neutral
-
Player Group - Make Groups[0] treat Groups[4] as an Neutral
-
Player Group - Make Groups[0] treat Groups[5] as an Neutral
-
Player Group - Make Groups[0] treat Player Group - Player 22 (Snow) as an Neutral with shared vision
-
Player Group - Make Groups[0] treat Player Group - Player 21 (Coal) as an Enemy
-
-------- red --------
-
Player Group - Make Groups[1] treat Groups[0] as an Enemy
-
Player Group - Make Groups[1] treat Groups[1] as an Ally with shared vision
-
Player Group - Make Groups[1] treat Groups[2] as an Enemy
-
Player Group - Make Groups[1] treat Groups[3] as an Enemy
-
Player Group - Make Groups[1] treat Groups[4] as an Enemy
-
Player Group - Make Groups[1] treat Groups[5] as an Enemy
-
Player Group - Make Groups[1] treat Player Group - Player 22 (Snow) as an Neutral with shared vision
-
Player Group - Make Groups[1] treat Player Group - Player 21 (Coal) as an Enemy
-
Player - Make Player 1 (Red) treat Player 13 (Maroon) as an Neutral with shared vision
-
-------- blue --------
-
Player Group - Make Groups[2] treat Groups[0] as an Enemy
-
Player Group - Make Groups[2] treat Groups[1] as an Enemy
-
Player Group - Make Groups[2] treat Groups[2] as an Ally with shared vision
-
Player Group - Make Groups[2] treat Groups[3] as an Enemy
-
Player Group - Make Groups[2] treat Groups[4] as an Enemy
-
Player Group - Make Groups[2] treat Groups[5] as an Enemy
-
Player Group - Make Groups[2] treat Player Group - Player 22 (Snow) as an Neutral with shared vision
-
Player Group - Make Groups[2] treat Player Group - Player 21 (Coal) as an Enemy
-
Player - Make Player 2 (Blue) treat Player 14 (Navy) as an Neutral with shared vision
-
-------- teal --------
-
Player Group - Make Groups[3] treat Groups[0] as an Enemy
-
Player Group - Make Groups[3] treat Groups[1] as an Enemy
-
Player Group - Make Groups[3] treat Groups[2] as an Enemy
-
Player Group - Make Groups[3] treat Groups[3] as an Ally with shared vision
-
Player Group - Make Groups[3] treat Groups[4] as an Enemy
-
Player Group - Make Groups[3] treat Groups[5] as an Enemy
-
Player Group - Make Groups[3] treat Player Group - Player 22 (Snow) as an Neutral with shared vision
-
Player Group - Make Groups[3] treat Player Group - Player 21 (Coal) as an Enemy
-
Player - Make Player 3 (Teal) treat Player 15 (Turquoise) as an Neutral with shared vision
-
-------- purple --------
-
Player Group - Make Groups[4] treat Groups[0] as an Enemy
-
Player Group - Make Groups[4] treat Groups[1] as an Enemy
-
Player Group - Make Groups[4] treat Groups[2] as an Enemy
-
Player Group - Make Groups[4] treat Groups[3] as an Enemy
-
Player Group - Make Groups[4] treat Groups[4] as an Ally with shared vision
-
Player Group - Make Groups[4] treat Groups[5] as an Enemy
-
Player Group - Make Groups[4] treat Player Group - Player 22 (Snow) as an Neutral with shared vision
-
Player Group - Make Groups[4] treat Player Group - Player 21 (Coal) as an Enemy
-
Player - Make Player 4 (Purple) treat Player 16 (Violet) as an Neutral with shared vision
-
-------- black --------
-
Player Group - Make Groups[5] treat Groups[0] as an Enemy
-
Player Group - Make Groups[5] treat Groups[1] as an Enemy
-
Player Group - Make Groups[5] treat Groups[2] as an Enemy
-
Player Group - Make Groups[5] treat Groups[3] as an Enemy
-
Player Group - Make Groups[5] treat Groups[4] as an Enemy
-
Player Group - Make Groups[5] treat Groups[5] as an Ally with shared vision
-
Player Group - Make Groups[5] treat Player Group - Player 22 (Snow) as an Enemy
-
Player Group - Make Groups[5] treat Player Group - Player 21 (Coal) as an Ally with shared vision
-
Player Group - Make Player Group - Player 21 (Coal) treat Groups[0] as an Enemy
-
Player Group - Make Player Group - Player 21 (Coal) treat Groups[1] as an Enemy
-
Player Group - Make Player Group - Player 21 (Coal) treat Groups[2] as an Enemy
-
Player Group - Make Player Group - Player 21 (Coal) treat Groups[3] as an Enemy
-
Player Group - Make Player Group - Player 21 (Coal) treat Groups[4] as an Enemy
-
Player Group - Make Player Group - Player 21 (Coal) treat Groups[5] as an Ally with shared vision
-
Player Group - Make Player Group - Player 21 (Coal) treat Player Group - Player 22 (Snow) as an Enemy
-
-------- white --------
-
Player Group - Make Player Group - Player 22 (Snow) treat Groups[0] as an Ally
-
Player Group - Make Player Group - Player 22 (Snow) treat Groups[1] as an Ally
-
Player Group - Make Player Group - Player 22 (Snow) treat Groups[2] as an Ally
-
Player Group - Make Player Group - Player 22 (Snow) treat Groups[3] as an Ally
-
Player Group - Make Player Group - Player 22 (Snow) treat Groups[4] as an Ally
-
Player Group - Make Player Group - Player 22 (Snow) treat Groups[5] as an Enemy
-
Player Group - Make Player Group - Player 22 (Snow) treat Player Group - Player 21 (Coal) as an Enemy
-
-------- ------ --------
-
Set VariableSet kingdom_knight_cap[1] = ((Number of players in Groups[1]) - 2)
-
Set VariableSet kingdom_knight_cap[2] = ((Number of players in Groups[2]) - 2)
-
Set VariableSet kingdom_knight_cap[3] = ((Number of players in Groups[3]) - 2)
-
Set VariableSet kingdom_knight_cap[4] = ((Number of players in Groups[4]) - 2)
-
-
Else - Actions
-
Dialog - Hide dialog_join[5] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[6] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[7] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[8] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[9] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[10] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[11] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[12] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[17] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[18] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[19] for Player_array_var[join_target]
-
Dialog - Hide dialog_join[20] for Player_array_var[join_target]
-
Dialog - Show dialog_join[PN_cast_join] for Player_array_var[join_target]
-
-
-
-
-
Universal Accept
-
Events
-
Dialog - A dialog button is clicked for dialog_join[5]
-
Dialog - A dialog button is clicked for dialog_join[6]
-
Dialog - A dialog button is clicked for dialog_join[7]
-
Dialog - A dialog button is clicked for dialog_join[8]
-
Dialog - A dialog button is clicked for dialog_join[9]
-
Dialog - A dialog button is clicked for dialog_join[10]
-
Dialog - A dialog button is clicked for dialog_join[11]
-
Dialog - A dialog button is clicked for dialog_join[12]
-
Dialog - A dialog button is clicked for dialog_join[17]
-
Dialog - A dialog button is clicked for dialog_join[18]
-
Dialog - A dialog button is clicked for dialog_join[19]
-
Dialog - A dialog button is clicked for dialog_join[20]
-
Dialog - A dialog button is clicked for Hire_Dialog_Menu_Red
-
Dialog - A dialog button is clicked for Hire_Dialog_Menu_Blue
-
Dialog - A dialog button is clicked for Hire_Dialog_Menu_Teal
-
Dialog - A dialog button is clicked for Hire_Dialog_Menu_Purp
-
-
Conditions
-
Actions
-
-------- this first condition checks if knight or king is the accepting party --------
-
-------- the "then" part is if king is accpeting the knights request to join --------
-
-------- the "else" part checks if the king is offering for the knight to join --------
-
-------- ...and sets variables accordingly --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Triggering player) Equal to Player 1 (Red)
-
(Triggering player) Equal to Player 2 (Blue)
-
(Triggering player) Equal to Player 3 (Teal)
-
(Triggering player) Equal to Player 4 (Purple)
-
-
-
-
Then - Actions
-
Set VariableSet PN_accept = (Player number of (Triggering player))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[5]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 5
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[6]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 6
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[7]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 7
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[8]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 8
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[9]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 9
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[10]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 10
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[11]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 11
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[12]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 12
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[17]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 17
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[18]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 18
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[19]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 19
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_accept[20]
-
-
Then - Actions
-
Set VariableSet accepted_knight = 20
-
-
Else - Actions
-
-
Dialog - Hide dialog_join[accepted_knight] for Player_array_var[PN_accept]
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to button_decline[accepted_knight]
-
-
Then - Actions
-
Unit - For Unit Knight_Altar_Var[accepted_knight], start cooldown of ability pledge_spells[PN_accept] " over "kingdom_join_CD seconds.
-
Skip remaining actions
-
-
Else - Actions
-
-
-
Else - Actions
-
Set VariableSet accepted_knight = (Player number of (Triggering player))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_Yes_Button_Red
-
-
Then - Actions
-
Set VariableSet PN_accept = 1
-
Dialog - Hide Hire_Dialog_Menu_Red for Player_array_var[PN_accept]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_No_Button_Red
-
-
Then - Actions
-
Set VariableSet PN_accept = 1
-
Quest - Display to solo_group[PN_accept] the Quest Failed message: (The + (player_color_knight_strings[accepted_knight] + has declined your offer.))
-
Skip remaining actions
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_Yes_Button_Blue
-
-
Then - Actions
-
Set VariableSet PN_accept = 2
-
Dialog - Hide Hire_Dialog_Menu_Blue for Player_array_var[PN_accept]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_No_Button_Blue
-
-
Then - Actions
-
Set VariableSet PN_accept = 2
-
Quest - Display to solo_group[PN_accept] the Quest Failed message: (The + (player_color_knight_strings[accepted_knight] + has declined your offer.))
-
Skip remaining actions
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_Yes_Button_Teal
-
-
Then - Actions
-
Set VariableSet PN_accept = 3
-
Dialog - Hide Hire_Dialog_Menu_Teal for Player_array_var[PN_accept]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_No_Button_Teal
-
-
Then - Actions
-
Set VariableSet PN_accept = 3
-
Quest - Display to solo_group[PN_accept] the Quest Failed message: (The + (player_color_knight_strings[accepted_knight] + has declined your offer.))
-
Skip remaining actions
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_Yes_Button_Purp
-
-
Then - Actions
-
Set VariableSet PN_accept = 4
-
Dialog - Hide Hire_Dialog_Menu_Purp for Player_array_var[PN_accept]
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Hire_No_Button_Purp
-
-
Then - Actions
-
Set VariableSet PN_accept = 4
-
Quest - Display to solo_group[PN_accept] the Quest Failed message: (The + (player_color_knight_strings[accepted_knight] + has declined your offer.))
-
Skip remaining actions
-
-
Else - Actions
-
-
-
-
-------- -------------- --------
-
-------- this is the main part of the trigger that sets up the alliance, moves units, etc --------
-
-------- -------------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[PN_accept] Current gold) Greater than 1000
-
-
Then - Actions
-
Player - Add -1000 to Player_array_var[PN_accept].Current gold
-
-
Else - Actions
-
Player - Set Player_array_var[PN_accept].Current gold to 0
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Level of Unit Inventory (Human, no use items) for Knight_Altar_Var[accepted_knight]) Equal to 1
-
-
Then - Actions
-
Else - Actions
-
Unit - Add Unit Inventory (Human, no use items) to Knight_Altar_Var[accepted_knight]
-
-
-
Unit - Remove Mark of Black Knights from Knight_Altar_Var[accepted_knight]
-
Unit - Remove Mark of Black Knights from Knight_Hero_Var[accepted_knight]
-
Set VariableSet units_owned[accepted_knight] = (Units owned by Player_array_var[accepted_knight].)
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
((Picked unit) has an item of type Midnight Ankh) Equal to True
-
((Picked unit) has an item of type Plans: Black Tent) Equal to True
-
-
-
-
Then - Actions
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Midnight Ankh) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
Hero - Drop (Item carried by (Picked unit) of type Plans: Black Tent) from (Picked unit).
-
-
Else - Actions
-
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[accepted_knight] is in Groups[5].) Equal to True
-
-
Then - Actions
-
Item - Pick every item in (Entire map) and do (If (Midnight Ankh Equal to (Item-type of (Picked item))) then do (Item - Remove (Picked item)) else do (Do nothing))
-
Item - Pick every item in (Entire map) and do (If (Plans: Black Tent Equal to (Item-type of (Picked item))) then do (Item - Remove (Picked item)) else do (Do nothing))
-
-
Else - Actions
-
-
Unit Group - Remove Knight_Hero_Var[accepted_knight] from units_owned[accepted_knight].
-
Unit Group - Remove Knight_Altar_Var[accepted_knight] from units_owned[accepted_knight].
-
Unit Group - Remove pirate_ship_unit[accepted_knight] from units_owned[accepted_knight].
-
Unit Group - Remove wisp_tree from units_owned[accepted_knight].
-
Unit Group - Remove vault_array[accepted_knight] from units_owned[accepted_knight].
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
(Level of Mark of Wisp Knight for (Picked unit)) Equal to 1
-
(Level of Mark of Peasant Knight for (Picked unit)) Equal to 1
-
(Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
-
(Unit-type of (Picked unit)) Equal to Wagon
-
(Unit-type of (Picked unit)) Equal to Passenger Ship
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragonling
-
(Unit-type of (Picked unit)) Equal to Red Riding Dragon
-
-
-
-
Then - Actions
-
Unit Group - Remove (Picked unit) from units_owned[accepted_knight].
-
-
Else - Actions
-
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[accepted_knight] is in Groups[1].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Unit - Change ownership of (Picked unit) to Player 1 (Red) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[accepted_knight] is in Groups[2].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Unit - Change ownership of (Picked unit) to Player 2 (Blue) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[accepted_knight] is in Groups[3].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Unit - Change ownership of (Picked unit) to Player 3 (Teal) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[accepted_knight] is in Groups[4].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Unit - Change ownership of (Picked unit) to Player 4 (Purple) and Change color)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Player_array_var[accepted_knight] is in Groups[5].) Equal to True
-
-
Then - Actions
-
Unit Group - Pick every unit in units_owned[accepted_knight] and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
-
-
Else - Actions
-
-
Custom script: call DestroyGroup(udg_units_owned[udg_accepted_knight])
-
Set VariableSet loyalty_status[accepted_knight] = 0
-
Countdown Timer - Pause loyalty_timer[accepted_knight]
-
Countdown Timer - Start loyalty_timer[accepted_knight] as a Repeating timer that will expire in 660.00 seconds
-
Unit - Remove hire_buttons_red[accepted_knight] from the game
-
Unit - Remove hire_buttons_blue[accepted_knight] from the game
-
Unit - Remove hire_buttons_teal[accepted_knight] from the game
-
Unit - Remove hire_buttons_purp[accepted_knight] from the game
-
Countdown Timer - Start End_Timer as a One-shot timer that will expire in 0.10 seconds
-
Countdown Timer - Start End_Timer_Camera as a One-shot timer that will expire in 1.00 seconds
-
Countdown Timer - Start join_cd_timer[accepted_knight] as a One-shot timer that will expire in 2.00 seconds
-
Set VariableSet join_CD[accepted_knight] = True
-
Countdown Timer - Start allegiance_cd_timer[accepted_knight] as a One-shot timer that will expire in 5.00 seconds
-
Hero - Make Player_array_var[accepted_knight] Heroes gain 100.00% experience from future kills
-
Player Group - Remove Player_array_var[accepted_knight] from Groups[0].
-
Player Group - Remove Player_array_var[accepted_knight] from Groups[1].
-
Player Group - Remove Player_array_var[accepted_knight] from Groups[2].
-
Player Group - Remove Player_array_var[accepted_knight] from Groups[3].
-
Player Group - Remove Player_array_var[accepted_knight] from Groups[4].
-
Player Group - Remove Player_array_var[accepted_knight] from Groups[5].
-
Player Group - Add Player_array_var[accepted_knight] to Groups[PN_accept]
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Royal Weapons for (Picked player)) Less than (Current research level of Royal Weapons for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Royal Weapons to (Current research level of Royal Weapons for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Royal Armor for (Picked player)) Less than (Current research level of Royal Armor for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Royal Armor to (Current research level of Royal Armor for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Improved Masonry for (Picked player)) Less than (Current research level of Improved Masonry for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Improved Masonry to (Current research level of Improved Masonry for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Black Gunpowder for (Picked player)) Less than (Current research level of Black Gunpowder for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Black Gunpowder to (Current research level of Black Gunpowder for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Animal Breeding for (Picked player)) Less than (Current research level of Animal Breeding for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Black Gunpowder to (Current research level of Black Gunpowder for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Sundering Blades for (Picked player)) Less than (Current research level of Sundering Blades for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Sundering Blades to (Current research level of Sundering Blades for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Magic Sentry for (Picked player)) Less than (Current research level of Magic Sentry for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Magic Sentry to (Current research level of Magic Sentry for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Flare for (Picked player)) Less than (Current research level of Flare for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Flare to (Current research level of Flare for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Arcanite Shields (upgrade) for (Picked player)) Less than (Current research level of Arcanite Shields (upgrade) for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Arcanite Shields (upgrade) to (Current research level of Arcanite Shields (upgrade) for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Improved Lumber Harvesting for (Picked player)) Less than (Current research level of Improved Lumber Harvesting for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Improved Lumber Harvesting to (Current research level of Improved Lumber Harvesting for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Rogue's Cloak for (Picked player)) Less than (Current research level of Rogue's Cloak for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Rogue's Cloak to (Current research level of Rogue's Cloak for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Royal Arcanist Adept Training for (Picked player)) Less than (Current research level of Royal Arcanist Adept Training for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Royal Arcanist Adept Training to (Current research level of Royal Arcanist Adept Training for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Priest Adept Training for (Picked player)) Less than (Current research level of Priest Adept Training for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Priest Adept Training to (Current research level of Priest Adept Training for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player Group - Pick every player in Groups[PN_accept] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Current research level of Sorcery Upgrade for (Picked player)) Less than (Current research level of Sorcery Upgrade for Player_array_var[PN_accept])
-
-
Then - Actions
-
Player - Set the current research level of Sorcery Upgrade to (Current research level of Sorcery Upgrade for Player_array_var[PN_accept]) for (Picked player)
-
-
Else - Actions
-
-
-
-
Player - Set the current research level of Gluttony to 0 for Player_array_var[accepted_knight]
-
Player - Set Player_array_var[accepted_knight].Food max to 99
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Altar_Var[accepted_knight] is invulnerable) Equal to False
-
-
Then - Actions
-
Unit - Add Invulnerable (Neutral) to Knight_Altar_Var[accepted_knight]
-
-
Else - Actions
-
-
Set VariableSet temp_point = (Position of Knight_Altar_Var[accepted_knight])
-
Special Effect - Create a special effect at temp_point using Heavens Gate Channel.mdx
-
Special Effect - Destroy (Last created special effect)
-
Custom script: call RemoveLocation(udg_temp_point)
-
Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[accepted_knight] using Heavens Gate.mdx
-
Special Effect - Destroy (Last created special effect)
-
Unit - Move Knight_Altar_Var[accepted_knight] instantly to (Load accepted_knight of PN_accept in kni_king_altars_hashtable.)
-
Camera - Pan camera for Player_array_var[accepted_knight] to (Load accepted_knight of PN_accept in kni_king_altars_hashtable.) over 1.00 seconds
-
Cinematic - Ping minimap for solo_group[accepted_knight] at (Load accepted_knight of PN_accept in kni_king_altars_hashtable.) for 5.00 seconds
-
Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[accepted_knight] + ( has pledged allegiance to the + (player_color_knight_strings[PN_accept] + .))))
-
Unit - Order Knight_Altar_Var[accepted_knight] to Revive Hero Knight_Hero_Var[accepted_knight]
-
Unit - Change color of Knight_Hero_Var[accepted_knight] to player_color[PN_accept]
-
Leaderboard - Change the label for Player_array_var[accepted_knight] in Alliances_Leaderboard to (kingdom_color_string[PN_accept] + (Name of Player_array_var[accepted_knight]))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
PN_accept Equal to 1
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[accepted_knight] in Alliances_Leaderboard to (97.00%, 1.00%, 1.00%) with 0.00% transparency
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
PN_accept Equal to 2
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[accepted_knight] in Alliances_Leaderboard to (0.00%, 26.00%, 100.00%) with 0.00% transparency
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
PN_accept Equal to 3
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[accepted_knight] in Alliances_Leaderboard to (11.00%, 91.00%, 73.00%) with 0.00% transparency
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
PN_accept Equal to 4
-
-
Then - Actions
-
Leaderboard - Change the color of the label for Player_array_var[accepted_knight] in Alliances_Leaderboard to (33.00%, 0.00%, 49.00%) with 0.00% transparency
-
-
Else - Actions
-
-
Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Knight_Hero_Var[accepted_knight] is alive) Equal to True
-
(knght_room_region_array[accepted_knight] contains Knight_Hero_Var[accepted_knight]) Equal to True
-
-
Then - Actions
-
Unit - Move Knight_Hero_Var[accepted_knight] instantly to king_vendor[PN_accept]
-
-
Else - Actions
-
-
-------- end main part of join trigger --------
-
-------- -------------- --------
-
-------- -------------- --------
-
-------- -------------- --------
-
-------- this next part is just generic stuff to reset all alliances, since a player has changed groups --------
-
-------- empty group --------
-
Player Group - Make Groups[0] treat Groups[0] as an Neutral
-
Player Group - Make Groups[0] treat Groups[1] as an Neutral
-
Player Group - Make Groups[0] treat Groups[2] as an Neutral
-
Player Group - Make Groups[0] treat Groups[3] as an Neutral
-
Player Group - Make Groups[0] treat Groups[4] as an Neutral
-
Player Group - Make Groups[0] treat Groups[5] as an Neutral
-
Player Group - Make Groups[0] treat Player Group - Player 22 (Snow) as an Neutral with shared vision
-
Player Group - Make Groups[0] treat Player Group - Player 21 (Coal) as an Enemy
-
-------- red --------
-
Player Group - Make Groups[1] treat Groups[0] as an Enemy
-
Player Group - Make Groups[1] treat Groups[1] as an Ally with shared vision
-
Player Group - Make Groups[1] treat Groups[2] as an Enemy
-
Player Group - Make Groups[1] treat Groups[3] as an Enemy
-
Player Group - Make Groups[1] treat Groups[4] as an Enemy
-
Player Group - Make Groups[1] treat Groups[5] as an Enemy
-
Player Group - Make Groups[1] treat Player Group - Player 22 (Snow) as an Neutral with shared vision
-
Player Group - Make Groups[1] treat Player Group - Player 21 (Coal) as an Enemy
-
Player - Make Player 1 (Red) treat Player 13 (Maroon) as an Neutral with shared vision
-
-------- blue --------
-
Player Group - Make Groups[2] treat Groups[0] as an Enemy
-
Player Group - Make Groups[2] treat Groups[1] as an Enemy
-
Player Group - Make Groups[2] treat Groups[2] as an Ally with shared vision
-
Player Group - Make Groups[2] treat Groups[3] as an Enemy
-
Player Group - Make Groups[2] treat Groups[4] as an Enemy
-
Player Group - Make Groups[2] treat Groups[5] as an Enemy
-
Player Group - Make Groups[2] treat Player Group - Player 22 (Snow) as an Neutral with shared vision
-
Player Group - Make Groups[2] treat Player Group - Player 21 (Coal) as an Enemy
-
Player - Make Player 2 (Blue) treat Player 14 (Navy) as an Neutral with shared vision
-
-------- teal --------
-
Player Group - Make Groups[3] treat Groups[0] as an Enemy
-
Player Group - Make Groups[3] treat Groups[1] as an Enemy
-
Player Group - Make Groups[3] treat Groups[2] as an Enemy
-
Player Group - Make Groups[3] treat Groups[3] as an Ally with shared vision
-
Player Group - Make Groups[3] treat Groups[4] as an Enemy
-
Player Group - Make Groups[3] treat Groups[5] as an Enemy
-
Player Group - Make Groups[3] treat Player Group - Player 22 (Snow) as an Neutral with shared vision
-
Player Group - Make Groups[3] treat Player Group - Player 21 (Coal) as an Enemy
-
Player - Make Player 3 (Teal) treat Player 15 (Turquoise) as an Neutral with shared vision
-
-------- purple --------
-
Player Group - Make Groups[4] treat Groups[0] as an Enemy
-
Player Group - Make Groups[4] treat Groups[1] as an Enemy
-
Player Group - Make Groups[4] treat Groups[2] as an Enemy
-
Player Group - Make Groups[4] treat Groups[3] as an Enemy
-
Player Group - Make Groups[4] treat Groups[4] as an Ally with shared vision
-
Player Group - Make Groups[4] treat Groups[5] as an Enemy
-
Player Group - Make Groups[4] treat Player Group - Player 22 (Snow) as an Neutral with shared vision
-
Player Group - Make Groups[4] treat Player Group - Player 21 (Coal) as an Enemy
-
Player - Make Player 4 (Purple) treat Player 16 (Violet) as an Neutral with shared vision
-
-------- black --------
-
Player Group - Make Groups[5] treat Groups[0] as an Enemy
-
Player Group - Make Groups[5] treat Groups[1] as an Enemy
-
Player Group - Make Groups[5] treat Groups[2] as an Enemy
-
Player Group - Make Groups[5] treat Groups[3] as an Enemy
-
Player Group - Make Groups[5] treat Groups[4] as an Enemy
-
Player Group - Make Groups[5] treat Groups[5] as an Ally with shared vision
-
Player Group - Make Groups[5] treat Player Group - Player 22 (Snow) as an Enemy
-
Player Group - Make Groups[5] treat Player Group - Player 21 (Coal) as an Ally with shared vision
-
Player Group - Make Player Group - Player 21 (Coal) treat Groups[0] as an Enemy
-
Player Group - Make Player Group - Player 21 (Coal) treat Groups[1] as an Enemy
-
Player Group - Make Player Group - Player 21 (Coal) treat Groups[2] as an Enemy
-
Player Group - Make Player Group - Player 21 (Coal) treat Groups[3] as an Enemy
-
Player Group - Make Player Group - Player 21 (Coal) treat Groups[4] as an Enemy
-
Player Group - Make Player Group - Player 21 (Coal) treat Groups[5] as an Ally with shared vision
-
Player Group - Make Player Group - Player 21 (Coal) treat Player Group - Player 22 (Snow) as an Enemy
-
-------- white --------
-
Player Group - Make Player Group - Player 22 (Snow) treat Groups[0] as an Ally
-
Player Group - Make Player Group - Player 22 (Snow) treat Groups[1] as an Ally
-
Player Group - Make Player Group - Player 22 (Snow) treat Groups[2] as an Ally
-
Player Group - Make Player Group - Player 22 (Snow) treat Groups[3] as an Ally
-
Player Group - Make Player Group - Player 22 (Snow) treat Groups[4] as an Ally
-
Player Group - Make Player Group - Player 22 (Snow) treat Groups[5] as an Enemy
-
Player Group - Make Player Group - Player 22 (Snow) treat Player Group - Player 21 (Coal) as an Enemy
-
-------- ------ --------
-
Set VariableSet kingdom_knight_cap[1] = ((Number of players in Groups[1]) - 2)
-
Set VariableSet kingdom_knight_cap[2] = ((Number of players in Groups[2]) - 2)
-
Set VariableSet kingdom_knight_cap[3] = ((Number of players in Groups[3]) - 2)
-
Set VariableSet kingdom_knight_cap[4] = ((Number of players in Groups[4]) - 2)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
no_knight_cap Equal to False
-
teams_locked Equal to False
-
-
Then - Actions
-
Countdown Timer - Pause knight_max_calculate_timer
-
Countdown Timer - Start knight_max_calculate_timer as a One-shot timer that will expire in 2.00 seconds
-
-
Else - Actions
-
-
-