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[=]:] Inc.
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Trigger("All players"){
Conditions:
Always();
Actions:
Comment("Setting Triggers");
Set Switch("1moves horse", clear);
Set Switch("2moves horse", clear);
Set Switch("3moves horse", clear);
Set Switch("4moves horse", clear);
Set Switch("Player 1 turn", set);
Set Switch("Player 2 turn", clear);
Set Switch("Player 3 turn", clear);
Set Switch("Player 4 turn", clear);
Set Switch("1moves normal", set);
Set Switch("2moves normal", set);
Set Switch("3moves normal", set);
Set Switch("4moves normal", set);
Set Switch("player 1 stuff", set);
Set Switch("player 1 money", clear);
Set Switch("player 2 money", clear);
Set Switch("player 3 money", clear);
Set Switch("player 4 money", clear);
That condition isn't fit. Don't use always unless you're making a mass map. You have to use specific conditions to make your triggers work.
Also, I suggest you use death counters because they are better than switches.
Trigger("All players"){
Conditions: Always(); Actions: Comment("Setting Triggers"); Set Switch("1moves horse", clear); Set Switch("2moves horse", clear); Set Switch("3moves horse", clear); Set Switch("4moves horse", clear); Set Switch("Player 1 turn", set); Set Switch("Player 2 turn", clear); Set Switch("Player 3 turn", clear); Set Switch("Player 4 turn", clear); Set Switch("1moves normal", set); Set Switch("2moves normal", set); Set Switch("3moves normal", set); Set Switch("4moves normal", set); Set Switch("player 1 stuff", set); Set Switch("player 1 money", clear); Set Switch("player 2 money", clear); Set Switch("player 3 money", clear); Set Switch("player 4 money", clear); That condition isn't fit. Don't use always unless you're making a mass map. You have to use specific conditions to make your triggers work. Also, I suggest you use death counters because they are better than switches. ![]() ![]() ![]() ![]() ![]() ![]() ![]() Giants vs Jets : Super Bowl XLIII, Let's Roll NY! ,___, [=]:] /)__) -"--"- |
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[quote=name:]That condition isn't fit. Don't use always unless you're making a mass map. You have to use specific conditions to make your triggers work.[/quote]
Would you rather I use, "elapsed time is atleast 0 seconds?
also i have no clue what you mean with death counters.
Would you rather I use, "elapsed time is atleast 0 seconds? also i have no clue what you mean with death counters. ![]() ![]() ![]() ![]() ![]() ![]() |
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Trigger("Player 8"){
Conditions:
Always();
Actions:
Comment("Setting Triggers");
Set Deaths("Player 8", "1moves horse", Set To, 0);
Set Deaths("Player 8", "2moves horse", Set To, 0);
Set Deaths("Player 8", "3moves horse", Set To, 0);
Set Deaths("Player 8", "4moves horse", Set To, 0);
Set Deaths("Player 8", "Player 1 turn", Set To, 1);
Set Deaths("Player 8", "Player 2 turn", Set To, 0);
Set Deaths("Player 8", "Player 3 turn", Set To, 0);
Set Deaths("Player 8", "Player 4 turn", Set To, 0);
Set Deaths("Player 8", "1moves normal", Set To, 1);
Set Deaths("Player 8", "2moves normal", Set To, 1);
Set Deaths("Player 8", "3moves normal", Set To, 1);
Set Deaths("Player 8", "4moves normal", Set To, 1);
Set Deaths("Player 8", "player 1 stuff", Set To, 1);
Set Deaths("Player 8", "player 1 money", Set To, 0);
Set Deaths("Player 8", "player 2 money", Set To, 0);
Set Deaths("Player 8", "player 3 money", Set To, 0);
Set Deaths("Player 8", "player 4 money", Set To, 0);
Those would be death counters. replace the name of the unit with just the regular name and you don't have to waste strings on renaming the unused unit. Check the wiki for more.
Trigger("Player 8"){
Conditions: Always(); Actions: Comment("Setting Triggers"); Set Deaths("Player 8", "1moves horse", Set To, 0); Set Deaths("Player 8", "2moves horse", Set To, 0); Set Deaths("Player 8", "3moves horse", Set To, 0); Set Deaths("Player 8", "4moves horse", Set To, 0); Set Deaths("Player 8", "Player 1 turn", Set To, 1); Set Deaths("Player 8", "Player 2 turn", Set To, 0); Set Deaths("Player 8", "Player 3 turn", Set To, 0); Set Deaths("Player 8", "Player 4 turn", Set To, 0); Set Deaths("Player 8", "1moves normal", Set To, 1); Set Deaths("Player 8", "2moves normal", Set To, 1); Set Deaths("Player 8", "3moves normal", Set To, 1); Set Deaths("Player 8", "4moves normal", Set To, 1); Set Deaths("Player 8", "player 1 stuff", Set To, 1); Set Deaths("Player 8", "player 1 money", Set To, 0); Set Deaths("Player 8", "player 2 money", Set To, 0); Set Deaths("Player 8", "player 3 money", Set To, 0); Set Deaths("Player 8", "player 4 money", Set To, 0); Those would be death counters. replace the name of the unit with just the regular name and you don't have to waste strings on renaming the unused unit. Check the wiki for more. ![]() ![]() ![]() ![]() ![]() ![]() Of the sparkling wines, the most famous is Perth Pink. This is a bottle with a message in, and the message is 'beware'. This is not a wine for drinking, this is a wine for laying down and avoiding.
Another good fighting wine is Melbourne Old-and-Yellow, which is particularly heavy and should be used only for hand-to-hand combat. |
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[quote=name:JB4]Ok so I'm working on a turn based map, but it's not quite working right. The way it works, you take your turn moving/building/attacking and then it gives your units to your ally, and gives the next player his ally's units and some gas to move. I was setting up the triggers, so that after the player runs out of moves (gas) it does all this, but instead it glitches out for some reason and doesn't give them their guys. Another thing to note, when I refer to a trigger as a player 4 trigger, player 4 is really player 7. I also can't figure out a way to detect if a player exists or not, except how I did it at the bottom, if there is a better way let me know. Also some of the triggers are a little weird, because I didn't realize that a switch could be set for player 1 but not player 4. etc.
[collapse=Collapse Box]Trigger("All players"){
Conditions:
Always();
Actions:
Comment("Setting Triggers");
Set Switch("1moves horse", clear);
Set Switch("2moves horse", clear);
Set Switch("3moves horse", clear);
Set Switch("4moves horse", clear);
Set Switch("Player 1 turn", set);
Set Switch("Player 2 turn", clear);
Set Switch("Player 3 turn", clear);
Set Switch("Player 4 turn", clear);
Set Switch("1moves normal", set);
Set Switch("2moves normal", set);
Set Switch("3moves normal", set);
Set Switch("4moves normal", set);
Set Switch("player 1 stuff", set);
Set Switch("player 1 money", clear);
Set Switch("player 2 money", clear);
Set Switch("player 3 money", clear);
Set Switch("player 4 money", clear);
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Switch("Player 1 turn", set);
Elapsed Time(At least, 3);
Actions:
Give Units to Player("Player 4", "Current Player", "Any unit", All, "Board");
Give Units to Player("Player 4", "Current Player", "Buildings", All, "Board");
Give Units to Player("Player 8", "Current Player", "Any unit", All, "Who's turn?");
Give Units to Player("Player 8", "Current Player", "Buildings", All, "Who's turn?");
Preserve Trigger();
Comment("Give player 1 his guys");
Give Units to Player("All players", "Current Player", "Sarah Kerrigan (Ghost)", All, "Anywhere");
}
//-----------------------------------------------------------------//
Trigger("Player 2"){
Conditions:
Switch("Player 2 turn", set);
Elapsed Time(At least, 3);
Actions:
Give Units to Player("Player 5", "Current Player", "Any unit", All, "Board");
Preserve Trigger();
Comment("Give player 2 his guys");
Give Units to Player("All players", "Current Player", "Sarah Kerrigan (Ghost)", All, "Anywhere");
Set Switch("player 2 money", set);
}
//-----------------------------------------------------------------//
Trigger("Player 3"){
Conditions:
Switch("Player 3 turn", set);
Elapsed Time(At least, 3);
Actions:
Give Units to Player("Player 6", "Current Player", "Any unit", All, "Board");
Preserve Trigger();
Comment("Give player 3 his guys");
Give Units to Player("All players", "Current Player", "Sarah Kerrigan (Ghost)", All, "Anywhere");
Set Switch("player 3 money", set);
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Player 4 turn", set);
Elapsed Time(At least, 3);
Actions:
Give Units to Player("Player 8", "Current Player", "Any unit", All, "Board");
Preserve Trigger();
Comment("Give player 4 his guys");
Give Units to Player("All players", "Current Player", "Sarah Kerrigan (Ghost)", All, "Anywhere");
Set Switch("player 4 money", set);
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Switch("Player 1 turn", set);
Switch("1moves normal", set);
Switch("player 1 stuff", set);
Actions:
Set Resources("Current Player", Set To, 6, gas);
Preserve Trigger();
Comment("Give Player 1 his moves");
Set Switch("player 1 stuff", clear);
Set Switch("player 1 money", set);
}
//-----------------------------------------------------------------//
Trigger("Player 2"){
Conditions:
Switch("Player 2 turn", set);
Switch("2moves normal", set);
Switch("player 2 stuff", set);
Switch("player 2 money", not set);
Actions:
Set Resources("Current Player", Set To, 6, gas);
Preserve Trigger();
Comment("Give Player 2 his moves");
Set Switch("player 2 stuff", clear);
}
//-----------------------------------------------------------------//
Trigger("Player 3"){
Conditions:
Switch("Player 3 turn", set);
Switch("3moves normal", set);
Switch("player 3 stuff", set);
Switch("player 3 money", not set);
Actions:
Set Resources("Current Player", Set To, 6, gas);
Preserve Trigger();
Comment("Give Player 3 his moves");
Set Switch("player 3 stuff", clear);
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Player 4 turn", set);
Switch("4moves normal", set);
Switch("player 4 stuff", set);
Switch("player 4 money", not set);
Actions:
Set Resources("Current Player", Set To, 6, gas);
Preserve Trigger();
Comment("Give Player 4 his moves");
Set Switch("player 4 stuff", clear);
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2"){
Conditions:
Switch("Player 1 turn", set);
Accumulate("Player 1", At most, 0, gas);
Actions:
Set Switch("Player 1 turn", clear);
Comment("End of Turn 1");
Set Resources("Player 1", Set To, 1, gas);
Preserve Trigger();
Move Unit("Current Player", "Sarah Kerrigan (Ghost)", All, "Anywhere", "Selector");
Give Units to Player("Current Player", "Player 4", "Any unit", All, "Board");
Move Location("Current Player", "Any unit", "Board", "Moving");
Order("Current Player", "Terran Civilian", "Board", "Moving", move);
Give Units to Player("All players", "Player 5", "Buildings", All, "Who's turn?");
Give Units to Player("Current Player", "Player 2", "Any unit", All, "commands");
Set Switch("player 2 stuff", set);
Set Switch("Player 2 turn", set);
}
//-----------------------------------------------------------------//
Trigger("Player 2","Player 3"){
Conditions:
Switch("Player 2 turn", set);
Accumulate("Player 2", Exactly, 0, gas);
Elapsed Time(At least, 3);
Actions:
Set Switch("Player 2 turn", clear);
Give Units to Player("Player 5", "Player 6", "Terran Command Center", All, "Who's turn?");
Comment("End of Turn 2");
Set Resources("Player 2", Set To, 1, gas);
Preserve Trigger();
Move Unit("Current Player", "Sarah Kerrigan (Ghost)", All, "Anywhere", "Player 2 selector");
Set Switch("Player 3 turn", set);
Give Units to Player("Current Player", "Player 5", "Any unit", All, "Board");
Move Location("Current Player", "Any unit", "Board", "Moving");
Give Units to Player("Current Player", "Player 3", "Any unit", All, "commands");
Set Switch("player 3 stuff", set);
}
//-----------------------------------------------------------------//
Trigger("Player 3","Player 7"){
Conditions:
Switch("Player 3 turn", set);
Accumulate("Player 3", Exactly, 0, gas);
Elapsed Time(At least, 3);
Actions:
Set Switch("Player 3 turn", clear);
Give Units to Player("Player 6", "Player 8", "Terran Command Center", All, "Who's turn?");
Comment("End of Turn 3");
Set Resources("Player 3", Set To, 1, gas);
Preserve Trigger();
Move Unit("Current Player", "Sarah Kerrigan (Ghost)", All, "Anywhere", "Player 3 selector");
Set Switch("Player 4 turn", set);
Give Units to Player("Current Player", "Player 6", "Any unit", All, "Board");
Move Location("Current Player", "Any unit", "Board", "Moving");
Give Units to Player("Current Player", "Player 7", "Any unit", All, "commands");
Set Switch("player 4 stuff", set);
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 7"){
Conditions:
Switch("Player 4 turn", set);
Accumulate("Player 7", Exactly, 0, gas);
Elapsed Time(At least, 3);
Actions:
Set Switch("Player 4 turn", clear);
Give Units to Player("Player 8", "Player 4", "Terran Command Center", All, "Who's turn?");
Comment("End of Turn 4");
Set Resources("Player 7", Set To, 1, gas);
Preserve Trigger();
Move Unit("Current Player", "Sarah Kerrigan (Ghost)", All, "Anywhere", "Player 4 selector");
Set Switch("Player 1 turn", set);
Give Units to Player("Current Player", "Player 8", "Any unit", All, "Board");
Move Location("Current Player", "Any unit", "Board", "Moving");
Give Units to Player("Current Player", "Player 1", "Any unit", All, "commands");
Set Switch("player 1 stuff", set);
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Bring("Player 1", "Terran Civilian", "Moving", Exactly, 0);
Bring("Player 1", "Terran Vulture", "Moving", Exactly, 0);
Elapsed Time(At least, 3);
Switch("Player 1 turn", set);
Actions:
Move Location("Player 1", "Any unit", "Board", "Moving");
Set Resources("Current Player", Subtract, 1, gas);
Preserve Trigger();
Comment("Unit Moving");
}
//-----------------------------------------------------------------//
Trigger("Player 2"){
Conditions:
Bring("Player 2", "Terran Civilian", "Moving", Exactly, 0);
Bring("Player 2", "Terran Vulture", "Moving", Exactly, 0);
Elapsed Time(At least, 3);
Switch("Player 2 turn", set);
Actions:
Move Location("Player 2", "Any unit", "Board", "Moving");
Set Resources("Current Player", Subtract, 1, gas);
Preserve Trigger();
Comment("Unit Moving");
}
//-----------------------------------------------------------------//
Trigger("Player 3"){
Conditions:
Bring("Player 3", "Terran Civilian", "Moving", Exactly, 0);
Bring("Player 3", "Terran Vulture", "Moving", Exactly, 0);
Elapsed Time(At least, 3);
Switch("Player 3 turn", set);
Actions:
Move Location("Player 3", "Any unit", "Board", "Moving");
Set Resources("Current Player", Subtract, 1, gas);
Preserve Trigger();
Comment("Unit Moving");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Bring("Player 7", "Terran Civilian", "Moving", Exactly, 0);
Bring("Player 7", "Terran Vulture", "Moving", Exactly, 0);
Elapsed Time(At least, 3);
Switch("Player 4 turn", set);
Actions:
Move Location("Player 7", "Any unit", "Board", "Moving");
Set Resources("Current Player", Subtract, 1, gas);
Preserve Trigger();
Comment("Unit Moving");
}
//-----------------------------------------------------------------//
Trigger("All players"){
Conditions:
Always();
Actions:
Set Resources("Current Player", Set To, 20, ore);
Comment("Start Money");
Set Resources("Current Player", Set To, 1, gas);
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Bring("Player 1", "Any unit", "PLAYER EXIST", Exactly, 0);
Actions:
Set Resources("Current Player", Set To, 0, gas);
Preserve Trigger();
Kill Unit("Player 1", "Any unit");
Kill Unit("Player 1", "Buildings");
Kill Unit("Player 4", "Any unit");
Kill Unit("Player 4", "Buildings");
Comment("player 1 here?");
}
//-----------------------------------------------------------------//
Trigger("Player 2"){
Conditions:
Bring("Player 2", "Any unit", "PLAYER EXIST", Exactly, 0);
Actions:
Set Resources("Current Player", Set To, 0, gas);
Preserve Trigger();
Kill Unit("Player 2", "Any unit");
Kill Unit("Player 2", "Buildings");
Kill Unit("Player 5", "Any unit");
Kill Unit("Player 5", "Buildings");
Comment("player 2 here?");
}
//-----------------------------------------------------------------//
Trigger("Player 3"){
Conditions:
Bring("Player 3", "Any unit", "PLAYER EXIST", Exactly, 0);
Actions:
Set Resources("Current Player", Set To, 0, gas);
Preserve Trigger();
Kill Unit("Player 3", "Any unit");
Kill Unit("Player 3", "Buildings");
Kill Unit("Player 6", "Any unit");
Kill Unit("Player 6", "Buildings");
Comment("player 3 here?");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Bring("Player 7", "Any unit", "PLAYER EXIST", Exactly, 0);
Actions:
Set Resources("Current Player", Set To, 0, gas);
Preserve Trigger();
Kill Unit("Player 7", "Any unit");
Kill Unit("Player 7", "Buildings");
Kill Unit("Player 8", "Any unit");
Kill Unit("Player 8", "Buildings");
Comment("player 4 here?");
}
//-----------------------------------------------------------------//
[/collapse][/quote]
For long quoted text pls use the collaps box (like I did) to make your topic easier to read
Also it's a bit much of triggers to go through without any explanation what the triggers are doing.
So I will just give you general answers instead of correcting your triggers.
First of all you should read the wiki and learn how to use [url=http://www.staredit.net/wiki/Death_Counters]Death Counters[/url].
They are invaluable for turn based maps (and any other). Until you've read it, consider death counters to be variables that can be subtracted from, added to or be set. Their value cannot fall below 0 and the maximum exceeds everything you'll ever need.
The trigger that gives the gas and units should look like this: ('my turn' is a death counter variable)
[color=#EBEE80]Force 1
Conditions:[/color]
Force 1 has suffered at most 0 deaths of 'my turn'
Current Player has gathered at most 0 gas
[color=#EBEE80]Actions:[/color]
Set deaths of 'my turn' to 1 for Current Player
Set Gas for Current Player to x
Give All units of Force 1 at Anywhere to Current Player
<other actions>
Preserve Trigger
Then the trigger that ends the Current Player's turn: (order is important!)
[color=#EBEE80]Force 1
Conditions:[/color]
Current Player has suffered at least 1 deaths of 'my turn'
Current Player has gathered at most 0 gas
[color=#EBEE80]Actions:[/color]
Set deaths of 'my turn' to 0 for Current Player
Preserve Trigger
These 2 triggers simply pass on a "token" which is cleared by Current Player when the gas is depleted.
Triggers are checked player by player, so the next player of that force will now "grab the token" and give all units from the other force members to himself.
To detect if a player is there it's best you preplace a unit for him, create a unit for Current Player, or set a death counter for Current Player and check if it has been placed/set. But my triggers don't need a seperate check for present players, they adapt to the number of players automatically. But be aware that when the active player leaves his units are given to P12, thus screwing the whole system. This problem can be avoided, but I suggest you first set up the basics before we move on. Just tell us when you're ready for the next step. ;)
Also, switches are global. When any player sets a switch, then any other player will detect it as set too.
That's why you should use death counters instead, because every player has his own count.
For long quoted text pls use the collaps box (like I did) to make your topic easier to read
Also it's a bit much of triggers to go through without any explanation what the triggers are doing. So I will just give you general answers instead of correcting your triggers. First of all you should read the wiki and learn how to use Death Counters. They are invaluable for turn based maps (and any other). Until you've read it, consider death counters to be variables that can be subtracted from, added to or be set. Their value cannot fall below 0 and the maximum exceeds everything you'll ever need. The trigger that gives the gas and units should look like this: ('my turn' is a death counter variable) Force 1 Conditions: Force 1 has suffered at most 0 deaths of 'my turn' Current Player has gathered at most 0 gas Actions: Set deaths of 'my turn' to 1 for Current Player Set Gas for Current Player to x Give All units of Force 1 at Anywhere to Current Player <other actions> Preserve Trigger Then the trigger that ends the Current Player's turn: (order is important!) Force 1 Conditions: Current Player has suffered at least 1 deaths of 'my turn' Current Player has gathered at most 0 gas Actions: Set deaths of 'my turn' to 0 for Current Player Preserve Trigger These 2 triggers simply pass on a "token" which is cleared by Current Player when the gas is depleted. Triggers are checked player by player, so the next player of that force will now "grab the token" and give all units from the other force members to himself. To detect if a player is there it's best you preplace a unit for him, create a unit for Current Player, or set a death counter for Current Player and check if it has been placed/set. But my triggers don't need a seperate check for present players, they adapt to the number of players automatically. But be aware that when the active player leaves his units are given to P12, thus screwing the whole system. This problem can be avoided, but I suggest you first set up the basics before we move on. Just tell us when you're ready for the next step. Also, switches are global. When any player sets a switch, then any other player will detect it as set too. That's why you should use death counters instead, because every player has his own count. ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |
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[quote=name:Echo]Also, I suggest you use death counters because they are better than switches.[/quote]
Switches are for Global events and obviously for on/off type settings. Death Counters are more for keeping track of values, and or more player specific data.
Switches are for Global events and obviously for on/off type settings. Death Counters are more for keeping track of values, and or more player specific data. ![]() ![]() ![]() ![]() ![]() ![]() ╔═══╦═══╦═══╦══╦═╦═══╦═══╦═══╦═╦═╦═══╦═══╗
╠═══╣....═╣..═..║........╠╗..╔╣..═..╠═══╬╗..╔╩╗..╔╬═══╣ ╚═══╩═╩═╩═══╩═╩══╩╩═╩╩═══╩═══╩╩═╩═╩═╩╩═══╝ |
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Alright so I tried to setup some new triggers, but now they just cycle through giving the units to the next player. Alot of the triggers are just duplicates so there really aren't as many as it seems.
[collapse=New Triggers]Trigger("All players"){
Conditions:
Elapsed Time(At least, 0);
Actions:
Comment("Setting Triggers");
Set Deaths("All players", "Floor Hatch (UNUSED)", Set To, 0);
Set Deaths("All players", "Floor Missile Trap", Set To, 0);
Set Deaths("All players", "Left Pit Door", Set To, 0);
Set Deaths("All players", "Floor Gun Trap", Set To, 0);
Set Deaths("Player 1", "Left Pit Door", Set To, 1);
Set Deaths("Player 1", "Floor Gun Trap", Set To, 1);
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3","Player 4"){
Conditions:
Elapsed Time(At least, 3);
Deaths("Current Player", "Floor Gun Trap", Exactly, 1);
Actions:
Give Units to Player("Allies", "Current Player", "Any unit", All, "Board");
Give Units to Player("Allies", "Current Player", "Buildings", All, "Board");
Give Units to Player("All players", "Current Player", "Buildings", All, "Who's turn?");
Preserve Trigger();
Comment("Give player their guys");
Give Units to Player("All players", "Current Player", "Sarah Kerrigan (Ghost)", All, "commands");
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3","Player 4"){
Conditions:
Deaths("Current Player", "Floor Gun Trap", Exactly, 1);
Deaths("Current Player", "Floor Hatch (UNUSED)", Exactly, 0);
Deaths("Current Player", "Left Pit Door", Exactly, 1);
Actions:
Set Resources("Current Player", Set To, 6, gas);
Preserve Trigger();
Comment("Give Player their moves");
Set Deaths("Current Player", "Left Pit Door", Set To, 0);
Set Deaths("Current Player", "Floor Missile Trap", Set To, 1);
Set Deaths("Current Player", "Left Upper Level Door", Set To, 1);
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Accumulate("Current Player", At most, 0, gas);
Deaths("Current Player", "Floor Gun Trap", Exactly, 1);
Actions:
Set Deaths("Current Player", "Floor Gun Trap", Set To, 0);
Comment("End of Turn 1");
Set Resources("Current Player", Set To, 1, gas);
Preserve Trigger();
Move Unit("Current Player", "Sarah Kerrigan (Ghost)", All, "Anywhere", "Selector");
Move Location("Current Player", "Any unit", "Board", "Moving");
Order("Current Player", "Terran Civilian", "Board", "Moving", move);
Give Units to Player("All players", "Player 6", "Buildings", All, "Who's turn?");
Give Units to Player("Current Player", "Player 2", "Any unit", All, "commands");
Set Deaths("Player 2", "Left Pit Door", Set To, 1);
Set Deaths("Player 2", "Floor Gun Trap", Set To, 1);
Give Units to Player("Current Player", "Player 5", "Any unit", All, "Board");
}
//-----------------------------------------------------------------//
Trigger("Player 2"){
Conditions:
Accumulate("Current Player", At most, 0, gas);
Deaths("Current Player", "Floor Gun Trap", Exactly, 1);
Actions:
Set Deaths("Current Player", "Floor Gun Trap", Set To, 0);
Comment("End of Turn 2");
Set Resources("Current Player", Set To, 1, gas);
Preserve Trigger();
Move Unit("Current Player", "Sarah Kerrigan (Ghost)", All, "Anywhere", "Selector");
Move Location("Current Player", "Any unit", "Board", "Moving");
Order("Current Player", "Terran Civilian", "Board", "Moving", move);
Give Units to Player("All players", "Player 7", "Buildings", All, "Who's turn?");
Give Units to Player("Current Player", "Player 3", "Any unit", All, "commands");
Set Deaths("Player 3", "Left Pit Door", Set To, 1);
Set Deaths("Player 3", "Floor Gun Trap", Set To, 1);
Give Units to Player("Current Player", "Player 6", "Any unit", All, "Board");
}
//-----------------------------------------------------------------//
Trigger("Player 3"){
Conditions:
Accumulate("Current Player", At most, 0, gas);
Deaths("Current Player", "Floor Gun Trap", Exactly, 1);
Actions:
Set Deaths("Current Player", "Floor Gun Trap", Set To, 0);
Comment("End of Turn 3");
Set Resources("Current Player", Set To, 1, gas);
Preserve Trigger();
Move Unit("Current Player", "Sarah Kerrigan (Ghost)", All, "Anywhere", "Selector");
Move Location("Current Player", "Any unit", "Board", "Moving");
Order("Current Player", "Terran Civilian", "Board", "Moving", move);
Give Units to Player("All players", "Player 8", "Buildings", All, "Who's turn?");
Give Units to Player("Current Player", "Player 4", "Any unit", All, "commands");
Set Deaths("Player 4", "Left Pit Door", Set To, 1);
Set Deaths("Player 4", "Floor Gun Trap", Set To, 1);
Give Units to Player("Current Player", "Player 7", "Any unit", All, "Board");
}
//-----------------------------------------------------------------//
Trigger("Player 4"){
Conditions:
Accumulate("Current Player", At most, 0, gas);
Deaths("Current Player", "Floor Gun Trap", Exactly, 1);
Actions:
Set Deaths("Current Player", "Floor Gun Trap", Set To, 0);
Comment("End of Turn 4");
Set Resources("Current Player", Set To, 1, gas);
Preserve Trigger();
Move Unit("Current Player", "Sarah Kerrigan (Ghost)", All, "Anywhere", "Selector");
Move Location("Current Player", "Any unit", "Board", "Moving");
Order("Current Player", "Terran Civilian", "Board", "Moving", move);
Give Units to Player("All players", "Player 5", "Buildings", All, "Who's turn?");
Give Units to Player("Current Player", "Player 1", "Any unit", All, "commands");
Set Deaths("Player 1", "Left Pit Door", Set To, 1);
Set Deaths("Player 1", "Floor Gun Trap", Set To, 1);
Give Units to Player("Current Player", "Player 8", "Any unit", All, "Board");
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3","Player 4"){
Conditions:
Bring("Current Player", "Terran Civilian", "Moving", Exactly, 0);
Deaths("Current Player", "Floor Gun Trap", Exactly, 1);
Actions:
Move Location("Current Player", "Terran Civilian", "Board", "Moving");
Set Resources("Current Player", Subtract, 1, gas);
Preserve Trigger();
Comment("Unit Moving");
}
//-----------------------------------------------------------------//
Trigger("All players"){
Conditions:
Bring("Current Player", "Terran Civilian", "PLAYER EXIST", At least, 1);
Actions:
Set Resources("Current Player", Set To, 20, ore);
Comment("Start Money");
Set Resources("Current Player", Set To, 1, gas);
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3","Player 4"){
Conditions:
Deaths("Current Player", "Floor Missile Trap", Exactly, 1);
Command("Current Player", "Ragnasaur (Ash World)", At least, 1);
Actions:
Set Resources("Current Player", Add, 1, ore);
Give Units to Player("Current Player", "Player 9", "Any unit", 1, "player 4 money");
Preserve Trigger();
Comment("Player Money");
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3","Player 4"){
Conditions:
Command("Current Player", "Zerg Ultralisk Cavern", Exactly, 1);
Deaths("Current Player", "Left Upper Level Door", Exactly, 1);
Actions:
Set Deaths("Current Player", "Ragnasaur (Ash World)", Set To, 2);
Preserve Trigger();
Comment("Control 1 mine");
Set Deaths("Current Player", "Left Upper Level Door", Set To, 0);
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3","Player 4"){
Conditions:
Command("Current Player", "Zerg Ultralisk Cavern", Exactly, 2);
Deaths("Current Player", "Left Upper Level Door", Exactly, 1);
Actions:
Set Deaths("Current Player", "Ragnasaur (Ash World)", Set To, 4);
Preserve Trigger();
Comment("Control 2 mines");
Set Deaths("Current Player", "Left Upper Level Door", Set To, 0);
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3","Player 4"){
Conditions:
Command("Current Player", "Zerg Ultralisk Cavern", Exactly, 3);
Deaths("Current Player", "Left Upper Level Door", Exactly, 1);
Actions:
Set Deaths("Current Player", "Ragnasaur (Ash World)", Set To, 6);
Preserve Trigger();
Comment("Control 3 mines");
Set Deaths("Current Player", "Left Upper Level Door", Set To, 0);
}
//-----------------------------------------------------------------//
Trigger("Player 1","Player 2","Player 3","Player 4"){
Conditions:
Command("Current Player", "Zerg Ultralisk Cavern", Exactly, 4);
Deaths("Current Player", "Left Upper Level Door", Exactly, 1);
Actions:
Set Deaths("Current Player", "Ragnasaur (Ash World)", Set To, 8);
Preserve Trigger();
Comment("Control 4 mines");
Set Deaths("Current Player", "Left Upper Level Door", Set To, 0);
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