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Topic Subject: CASTWCRT Triggers
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posted 23 September 2009 11:59 AM EDT (US)   
It's out!!!




CASTWCRT Triggers here, please. Now we won't overflood the TRT with our expert trigger discussions!

OK, for those who are wondering... CASTWCRT stands for Confederation for Abolishment of Simple Triggers so We Can Redo Them. This was started by three trigger soon-to-be experts, Guard of Osiris, Guard of Olympus, and lostrozzacavalli. We try to do all simple triggers that haven't been done yet...

Guard of Olympus
lostrozzacavalli
Guard of Osiris
WinstonShnozwick
Perpetual_n00b
JDmino/Jack D P
Kai Hirogashi
AA ObjectiveSecret MessagesTribute MessageQV Set Unit CountQV Modify ProtoUnit AllCamera Track With DialogueChange Unit Type & Sound
TimeTriggersQV Grant God PowerN/AQV Set QVSet Animation Units in AreaFull Cinematic ModeN/A
AACinematicChange Unit in random NOT DEADLY unit typeN/AUnit Create at ProtoUnitObjective NewUnits Swap PositionsN/A
AASend Spoofed Bolded chatTeleport to ArmyN/ADamage Around ProtounitQV Set from ResourceN/AN/A
AAEasyQVCodeNew ConditionalsN/AProtounit Move To PointChat Contains SecretN/AN/A
AAShowMap(Condition) QV Check ORN/AProtounit Move To Unit(Condition)QV Percent CompleteN/AN/A
N/ASet random tech status player rangeN/AQV Tool Condition(Condition) Timer less thanN/AN/A
N/ATeleport OnlineN/AHotkeyRandom LocationsN/AN/A
N/ARandom Colored ChatN/AQV Tool EffectGroup Create Select Unit TypeN/AN/A
N/AQV Shake CameraN/AChange Protounit NameQV Set Civilization NameN/AN/A
N/AQV Modify By RandomN/AProtounit WorkQV Damage Units in Area of ArmyN/AN/A
N/ARandom LocationsN/AGrant and Invoke GP's Multi (Unit Based)QV Heal Units in Area of ArmyN/AN/A
N/AActive Basic Scenario Functions player rangeN/AFire Event Quest VarFire Event TimersN/AN/A
N/ASpoofed Chat RandomN/AN/AQV HeadingN/AN/A
N/AQV Army DeployN/APlayer Change RandomMove Relative To SelfN/AN/A
N/ASelectors Four UnitsN/AN/ADisable Multiple TriggersN/AN/A
N/AUnits reviveN/AN/AMap Arrow Keys To EventN/AN/A
N/AColored chat (255 Coloring System)N/AN/AMap Keys To EventN/AN/A
N/AQV Range VarsN/AN/AArmy Deploy Relative to UnitN/AN/A
N/AyTeleport OnlineN/AN/AArmy Deploy Relative to ArmyN/AN/A
N/AModify Protounit All Player RangeN/AN/ASound Filename RandomN/AN/A
N/ARoman Numerals ConverterN/AN/AN/AN/AN/A




castwcrt rip 2010-2010

[This message has been edited by Boukary (edited 04-23-2011 @ 06:16 PM).]

Replies:
posted 21 October 2009 00:44 AM EDT (US)     426 / 919  
I think Fire Event multi has probably been done a couple dozen times before.

When I finally got into XS, one of the first things I did for myself was take some of my frequently used triggers and did things like Fire Five Events, Disable Five Triggers, Sound Filename Five, etc.
posted 21 October 2009 00:47 AM EDT (US)     427 / 919  
Oh, no, I didn't mean to make fun of you or offend. I was just joking, and if you took it wrongly, I apologize very much. I am very sorry mate, if you felt wronged by that comment. I am actually quite fond of you and your creations here in SD. Very very sorry if you were offended. But you have to admit, it was kinda funny.

Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
Completely New Gameplay. Random Map Type Replayability. Delve into Nomadican|FEATURES|DOWNLOAD|
Want to know how to use triggers and/or create amazing factors in your scenarios? You need Combination Effects|FEATURES|DOWNLOAD|
Automaton Metals Textures, New Custom Triggers
Upcoming Projects: Legacy - The Uprising, Destiny
6/12/1997, a day that will live in infamy.
posted 21 October 2009 00:51 AM EDT (US)     428 / 919  
Whoa, chill Winston, I am not mad.
I was just wondering when I said, and if I said that.
Cause' you have to admit, I say some pretty stupid stuff.
Anyways, we can go back to our normal. You can post, and I could secretly crush on you.

posted 21 October 2009 00:59 AM EDT (US)     429 / 919  
Oh, ok good. I had just felt really horrible if i had offended you when i hadn't intended to. Didnt want to be mean.

O well then, guess we are ok now, we used the smileys of making up!
secretly crush on you
Wait, oh i thought it was "secretly crush you", damn it, i wanted to be flattened.
say some pretty stupid stuff.
Nah, if you think its stupid stuff you say, then your just like me I guess. We are just pathetically failing at bad attempts at humor. Its ok, im with you, we can laugh at each others jokes, then neither of us will feel bad about it.

Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
Completely New Gameplay. Random Map Type Replayability. Delve into Nomadican|FEATURES|DOWNLOAD|
Want to know how to use triggers and/or create amazing factors in your scenarios? You need Combination Effects|FEATURES|DOWNLOAD|
Automaton Metals Textures, New Custom Triggers
Upcoming Projects: Legacy - The Uprising, Destiny
6/12/1997, a day that will live in infamy.
posted 21 October 2009 01:26 AM EDT (US)     430 / 919  
I was thinking of writing up a concise guide for triggers. a list of all of the triggers, and conditions, and how to use them all.
If so, then I'd post Fire Event as the single greatest trigger.


But then I'd have to have all of the triggers, and have to know how to use them all. I don't know how to use all the triggers I do have.
posted 21 October 2009 01:35 AM EDT (US)     431 / 919  
My thoughts exactly, fire event is the best greatest trigger effect ever. i did put a text file in Combination Effects with half of the triggers explanations, check that over, maybe itll help. But yeah, for all triggers, heck, i dont even understand all triggers fully still. Best just use what you know and get very good at it. Then keep delving into the triggers. You should try to get into the world of trigger scripting like CASTWCRT, it will open up your knowlege of triggers in general and you will probably learn specifics of whatever you work on making. Check the trigger request thread, for example. Hail knows [just about] everything. IMO, but he's awesome. You should try trigger scripting though, or if you dont want to, share your ideas for triggers here, so we can make them!

Tired of unorigional, boring campaigns? Try out DEMO|Legacy - The Uprising|DEMO
Completely New Gameplay. Random Map Type Replayability. Delve into Nomadican|FEATURES|DOWNLOAD|
Want to know how to use triggers and/or create amazing factors in your scenarios? You need Combination Effects|FEATURES|DOWNLOAD|
Automaton Metals Textures, New Custom Triggers
Upcoming Projects: Legacy - The Uprising, Destiny
6/12/1997, a day that will live in infamy.
posted 21 October 2009 02:53 AM EDT (US)     432 / 919  
Yeah, I had a trigger idea, but I've done forgotten it.

Maybe a disable trigger that uses the same drop down (Or up) list that the fire event uses? So that I can be assured that it will work one hundred percent of the time? It's not my idea for a trigger, but I liked it. I tried to use disable trigger, but out of a half dozen tries it only worked once. And (Without changing it) It only worked once then. I don't know what I'm doing wrong. But it's quite limiting.

I'd have to do a trigger impossibility to stop a trigger. Fire event to a condition that won't ever be true, to fire the trigger I want to stop. Odd that that occurs tome now...
posted 21 October 2009 03:08 AM EDT (US)     433 / 919  
Winston, what's your progress on the triggers?

castwcrt rip 2010-2010
posted 21 October 2009 06:16 AM EDT (US)     434 / 919  
Hammerhands, I say if you want to try trigger scripting then just go for it. One way to get started is to look at the typetest.xml to see how trigger effects are put together, then cutting and pasting bits into them to improve them (don't so this in the typetest.xml itself, make a copy and call it mytriggers.xml and make changes there).

One of the easiest and often useful changes you can make is to find an effect that uses a number and replace it with a QV.
Here's an example, look at Grant Resources which grants resources based on a number you enter as an amount
<Effect name="$$22457$$Grant Resources">
<Param name="PlayerID" dispName="$$22301$$Player" varType="player">1</Param>
<Param name="ResName" dispName="$$22455$$Resource" varType="resource">food</Param>
<Param name="Amount" dispName="$$22456$$Amount" varType="long">100</Param>
<Command>trPlayerGrantResources(%PlayerID%, "%ResName%", %Amount%);</Command>
</Effect>
Let's change it so you can set the amount by QV. Look for a condition or effect that uses a QV like Quest Var Check
<Condition name="$$23965$$Quest Var Check">
<Param name="QuestVar" dispName="$$23952$$Var Name" varType="string">QV1</Param>
<Param name="Op" dispName="$$22297$$Operator" VarType="operator">==</Param>
<Param name="Value" dispName="$$23859$$Value" VarType="float">1</Param>
<Expression>trQuestVarGet("%QuestVar%") %Op% %Value%</Expression>
</Condition>
Remove the line from Grant Resources that has Param name="Amount" and replace it with the line that has Param name="QuestVar" from Quest Var Check. Look in the Command section for where the parameter Amount was used and replace it with the bit from Quest Var Check that gets the value of the QuestVar parameter
<Effect name="QV Grant Resources">
<Param name="PlayerID" dispName="$$22301$$Player" varType="player">1</Param>
<Param name="ResName" dispName="$$22455$$Resource" varType="resource">food</Param>
<Param name="QuestVar" dispName="$$23952$$Var Name" varType="string">QV1</Param>
<Command>trPlayerGrantResources(%PlayerID%, "%ResName%", trQuestVarGet("%QuestVar%"));</Command>
</Effect>
We now have an effect that grants resources based on the value of a QV. Save your xml file, open AoM, go to the editor and test the new effect to make sure it works how you think it should and that no typo has caused a trigger lock.

You can follow these steps for pretty much any effect that uses a number to make it one that uses a QV.

Don't worry about trying to think of something that has never been done before. In fact, I'd recommend making something that someone else has done as practice then comparing what you did to what they did to see what they did differently.

Once you get the hang of how triggers work, then you can start doing more complex things like adding in loops and if statements as well as using xs and kb commands.
posted 21 October 2009 08:44 AM EDT (US)     435 / 919  
<Effect name="AADisable">
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
<Command>xsDisableRule(%EventID%);</Command>
</Effect>
It doesn't work. Does anyone know why?

~Guard of Olympus ~
_______________________________________
Jag ser mot solen och tankarna de för mig hem till AomH SD igen
Learn how to create a website from scratch!
_______________________________________
Dark Times|My work (4.6)|Teaser #2
posted 21 October 2009 10:34 AM EDT (US)     436 / 919  
Why do you want to replace exactly this trigger?

   <Effect name="$$22425$$Disable Trigger">
<Param name="TrigName" dispName="$$20509$$Name" varType="string">default</Param>
<Command>xsDisableRule("_%TrigName%");</Command>
</Effect>

Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
RandomMaps || Mad Supremacy Escape Your Mates Escape
Scenarios || Bomberman Minigames Y 2.0 Convert & Fight
Games || Bullet Demo Ball Bouncer 3D
WRP_Beater: "Meglio una gallina oggi che un uovo domani."
My name has been misspelled 132 times (Last: BSU_DoLhades Best: Lostrozzabercrombie In a row: 5)
posted 21 October 2009 11:10 AM EDT (US)     437 / 919  
xsDisableRule(%EventID%);
Imagine you've got a cookbook, and it tells you one of the ingredients is 3 cups of flour.

You just put in 3 cups of vinegar instead.

Cake's not gonna be quite the same.
That's why it doesn't work.
posted 21 October 2009 11:21 AM EDT (US)     438 / 919  
I guessed that might be it. Thanks Hail

~Guard of Olympus ~
_______________________________________
Jag ser mot solen och tankarna de för mig hem till AomH SD igen
Learn how to create a website from scratch!
_______________________________________
Dark Times|My work (4.6)|Teaser #2
posted 21 October 2009 11:53 AM EDT (US)     439 / 919  
Hail should be made HTDOCBHHACMSMWTT. (Honorary Trigger Debugger Of CASTWCRT Because He Helps All CASTWCRT Members So Much With Their Triggers) That'd be quite a custom title!

castwcrt rip 2010-2010
posted 21 October 2009 11:56 AM EDT (US)     440 / 919  
posted 21 October 2009 10:48 PM EDT (US)     441 / 919  
Thanks!

And wouldn't it figure? I had another neat idea whilst working on that guide today, and now I've done forgotten it! I really need to start writing these things down...
posted 21 October 2009 11:12 PM EDT (US)     442 / 919  
<Effect name="AADisable">
<Param name="EventID" dispName="$$22362$$Trigger" varType="event">-1</Param>
<Command>xsDisableRule(%EventID%);</Command>
</Effect>
This kind of effect would be doable if there was a command that finds a rule name using its Event ID. I don't know if there is, but if you find one, then you can finish it :P

[This message has been edited by HailToTheOboe (edited 10-21-2009 @ 11:14 PM).]

posted 22 October 2009 05:58 AM EDT (US)     443 / 919  
A few more effects
   
<Effect name="Fire Event Timer">
<Param name="Time" dispName="Time ms" varType="long">1000</Param>
<Param name="EventID" dispName="Trigger" varType="event">-1</Param>
<Command>trSoundTimer(%Time%, %EventID%);</Command>
</Effect>

<Effect name="Fire Event Multi Timer">
<Param name="Time" dispName="Time ms" varType="long">1000</Param>
<Param name="EventID01" dispName="Trigger 1" varType="event">-1</Param>
<Param name="EventID02" dispName="Trigger 2" varType="event">-1</Param>
<Param name="EventID03" dispName="Trigger 3" varType="event">-1</Param>
<Param name="EventID04" dispName="Trigger 4" varType="event">-1</Param>
<Param name="EventID05" dispName="Trigger 5" varType="event">-1</Param>
<Param name="EventID06" dispName="Trigger 6" varType="event">-1</Param>
<Command>trSoundTimer(%Time%, %EventID01%);</Command>
<Command>trSoundTimer(%Time%, %EventID02%);</Command>
<Command>trSoundTimer(%Time%, %EventID03%);</Command>
<Command>trSoundTimer(%Time%, %EventID04%);</Command>
<Command>trSoundTimer(%Time%, %EventID05%);</Command>
<Command>trSoundTimer(%Time%, %EventID06%);</Command>
</Effect>


<Effect name="Fire Event Multi Different Times">
<Param name="Time01" dispName="Time ms 1" varType="long">1000</Param>
<Param name="EventID01" dispName="Trigger 1" varType="event">-1</Param>
<Param name="Time02" dispName="Time ms 2" varType="long">1000</Param>
<Param name="EventID02" dispName="Trigger 2" varType="event">-1</Param>
<Param name="Time03" dispName="Time ms 3" varType="long">1000</Param>
<Param name="EventID03" dispName="Trigger 3" varType="event">-1</Param>
<Command>trSoundTimer(%Time01%, %EventID01%);</Command>
<Command>trSoundTimer(%Time02%, %EventID02%);</Command>
<Command>trSoundTimer(%Time03%, %EventID03%);</Command>
</Effect>
posted 22 October 2009 06:51 AM EDT (US)     444 / 919  
That has been added.

castwcrt rip 2010-2010
posted 22 October 2009 08:49 AM EDT (US)     445 / 919  
@Perpetual| The first has already been made as the name: Sound Timer

Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
RandomMaps || Mad Supremacy Escape Your Mates Escape
Scenarios || Bomberman Minigames Y 2.0 Convert & Fight
Games || Bullet Demo Ball Bouncer 3D
WRP_Beater: "Meglio una gallina oggi che un uovo domani."
My name has been misspelled 132 times (Last: BSU_DoLhades Best: Lostrozzabercrombie In a row: 5)
posted 22 October 2009 10:26 AM EDT (US)     446 / 919  
@ lostrozzacavalli
I know I said as much in the TRT where I first posted it, I've included the renamed version here because it's a more logical name for people to search for.
posted 22 October 2009 11:58 AM EDT (US)     447 / 919  
Yes, you're right (How someone can think that Sound Timer is a fire event that active the event after a timer?? )

One my new trigger! It's a bit complicated, so if someone wants to use it in his map, please contacts me and I will answer all his questions

OFF (or ON?) TOPIC: My typetest now counts 88 kilobytes!

   <Effect name="Selectors 4 Players">
<Param name="Note" dispName="Important" varType="string">You need to create an army for every player and use the FIRST army created. The name of the countdown is: selector. When a player has been booted set the value of the following Quest Vars: "P1Booted", "P2Booted", "P3Booted" or "P4Booted" to 1</Param>
<Param name="SrcObject" dispName="Change in area" varType="unit">default</Param>
<Param name="SrcSelector" dispName="Selector" VarType="protounit">Folstag Flag Bearer</Param>
<Param name="Deploy" dispName="Deploy here" varType="area">0,0,0</Param>
<Param name="Change" dispName="Change into" VarType="protounit">Vortex Start Linked</Param>
<Param name="Message" dispName="Counter message" varType="stringid">Choose in</Param>
<Param name="Timer" dispName="Timer" varType="long">15</Param>
<Command>trUnitSelectClear();</Command>
<Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP1")==1)trUnitChangeInArea(1,1,"%SrcSelector%","%Change%",300);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP2")==1)trUnitChangeInArea(2,2,"%SrcSelector%","%Change%",300);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP3")==1)trUnitChangeInArea(3,3,"%SrcSelector%","%Change%",300);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP4")==1)trUnitChangeInArea(4,4,"%SrcSelector%","%Change%",300);</Command>
<Command>if(trQuestVarGet("P1Booted")==0){</Command>
<Command>if(trQuestVarGet("P2Booted")==0){</Command>
<Command>if(trQuestVarGet("P3Booted")==0){</Command>
<Command>if(trQuestVarGet("P4Booted")==0){</Command>
<Command>trQuestVarSetFromRand("lostrohahalolrandxD", 1, 4, true);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==1){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP1")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(1)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("1,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==2){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP2")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(2)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("2,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==3){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP3")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(3)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("3,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==4){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP4")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(4)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("4,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 1);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==1){</Command>
<Command>if(trQuestVarGet("P2Booted")==0){</Command>
<Command>if(trQuestVarGet("P3Booted")==0){</Command>
<Command>if(trQuestVarGet("P4Booted")==0){</Command>
<Command>trQuestVarSetFromRand("lostrohahalolrandxD", 2, 4, true);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==2){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP2")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(2)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("2,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==3){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP3")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(3)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("3,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==4){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP4")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(4)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("4,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 1);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==0){</Command>
<Command>if(trQuestVarGet("P2Booted")==1){</Command>
<Command>if(trQuestVarGet("P3Booted")==0){</Command>
<Command>if(trQuestVarGet("P4Booted")==0){</Command>
<Command>trQuestVarSetFromRand("lostrohahalolrandxD", 2, 4, true);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==2){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP1")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(1)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("1,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==3){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP3")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(3)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("3,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==4){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP4")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(4)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("4,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 1);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==0){</Command>
<Command>if(trQuestVarGet("P2Booted")==0){</Command>
<Command>if(trQuestVarGet("P3Booted")==1){</Command>
<Command>if(trQuestVarGet("P4Booted")==0){</Command>
<Command>trQuestVarSetFromRand("lostrohahalolrandxD", 1, 3, true);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==1){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP1")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(1)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("1,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==2){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP2")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(2)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("2,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==3){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP4")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(4)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("4,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 1);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==0){</Command>
<Command>if(trQuestVarGet("P2Booted")==0){</Command>
<Command>if(trQuestVarGet("P3Booted")==0){</Command>
<Command>if(trQuestVarGet("P4Booted")==1){</Command>
<Command>trQuestVarSetFromRand("lostrohahalolrandxD", 1, 3, true);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==1){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP1")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(1)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("1,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==2){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP2")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(2)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("2,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==3){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP3")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(3)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("3,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==1){</Command>
<Command>if(trQuestVarGet("P2Booted")==1){</Command>
<Command>if(trQuestVarGet("P3Booted")==0){</Command>
<Command>if(trQuestVarGet("P4Booted")==0){</Command>
<Command>trQuestVarSetFromRand("lostrohahalolrandxD", 3, 4, true);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==3){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP3")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(3)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("3,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==4){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP4")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(4)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("4,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 1);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==1){</Command>
<Command>if(trQuestVarGet("P2Booted")==0){</Command>
<Command>if(trQuestVarGet("P3Booted")==1){</Command>
<Command>if(trQuestVarGet("P4Booted")==0){</Command>
<Command>trQuestVarSetFromRand("lostrohahalolrandxD", 3, 4, true);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==3){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP2")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(2)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("2,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==4){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP4")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(4)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("4,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 1);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==1){</Command>
<Command>if(trQuestVarGet("P2Booted")==0){</Command>
<Command>if(trQuestVarGet("P3Booted")==0){</Command>
<Command>if(trQuestVarGet("P4Booted")==1){</Command>
<Command>trQuestVarSetFromRand("lostrohahalolrandxD", 3, 4, true);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==3){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP2")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(2)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("2,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==4){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP3")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(3)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("3,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==0){</Command>
<Command>if(trQuestVarGet("P2Booted")==1){</Command>
<Command>if(trQuestVarGet("P3Booted")==1){</Command>
<Command>if(trQuestVarGet("P4Booted")==0){</Command>
<Command>trQuestVarSetFromRand("lostrohahalolrandxD", 3, 4, true);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==3){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP1")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(1)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("1,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==4){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP4")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(4)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("4,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 1);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==0){</Command>
<Command>if(trQuestVarGet("P2Booted")==1){</Command>
<Command>if(trQuestVarGet("P3Booted")==0){</Command>
<Command>if(trQuestVarGet("P4Booted")==1){</Command>
<Command>trQuestVarSetFromRand("lostrohahalolrandxD", 3, 4, true);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==3){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP1")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(1)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("1,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==4){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP3")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(3)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("3,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==0){</Command>
<Command>if(trQuestVarGet("P2Booted")==0){</Command>
<Command>if(trQuestVarGet("P3Booted")==1){</Command>
<Command>if(trQuestVarGet("P4Booted")==1){</Command>
<Command>trQuestVarSetFromRand("lostrohahalolrandxD", 3, 4, true);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==3){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP3")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(3)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("3,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==4){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP4")==0){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(4)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("4,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 1);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==1){</Command>
<Command>if(trQuestVarGet("P2Booted")==1){</Command>
<Command>if(trQuestVarGet("P3Booted")==1){</Command>
<Command>if(trQuestVarGet("P4Booted")==0){</Command>
<Command>trQuestVarSet("lostrohahalolrandxD", 4);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==4){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP4")==1){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(4)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("4,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 1);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==1){</Command>
<Command>if(trQuestVarGet("P2Booted")==1){</Command>
<Command>if(trQuestVarGet("P3Booted")==0){</Command>
<Command>if(trQuestVarGet("P4Booted")==1){</Command>
<Command>trQuestVarSet("lostrohahalolrandxD", 3);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==3){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP3")==1){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(3)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("3,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==1){</Command>
<Command>if(trQuestVarGet("P2Booted")==0){</Command>
<Command>if(trQuestVarGet("P3Booted")==1){</Command>
<Command>if(trQuestVarGet("P4Booted")==1){</Command>
<Command>trQuestVarSet("lostrohahalolrandxD", 2);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==2){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP2")==1){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(2)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("2,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>}}}}</Command>
<Command>if(trQuestVarGet("P1Booted")==0){</Command>
<Command>if(trQuestVarGet("P2Booted")==1){</Command>
<Command>if(trQuestVarGet("P3Booted")==1){</Command>
<Command>if(trQuestVarGet("P4Booted")==1){</Command>
<Command>trQuestVarSet("lostrohahalolrandxD", 1);</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxD")==1){</Command>
<Command>if(trQuestVarGet("lostrohahalolrandxDP1")==1){</Command>
<Command><![CDATA[trCounterAddTime("selector", %Timer%, 0, "<color={playercolor(1)}>%Message%", -1);]]></Command>
<Command>trArmyDispatch("1,10", "%SrcSelector%", 1, Þploy%, 0, true);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP1", 1);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP2", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP3", 0);</Command>
<Command>trQuestVarSet("lostrohahalolrandxDP4", 0);</Command>
<Command>}}</Command>
<Command>}}}}</Command>

Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
RandomMaps || Mad Supremacy Escape Your Mates Escape
Scenarios || Bomberman Minigames Y 2.0 Convert & Fight
Games || Bullet Demo Ball Bouncer 3D
WRP_Beater: "Meglio una gallina oggi che un uovo domani."
My name has been misspelled 132 times (Last: BSU_DoLhades Best: Lostrozzabercrombie In a row: 5)
posted 22 October 2009 12:37 PM EDT (US)     448 / 919  
I understand the size of your typetest now... A trigger in nottud-size!

castwcrt rip 2010-2010
posted 22 October 2009 01:03 PM EDT (US)     449 / 919  
posted 22 October 2009 01:50 PM EDT (US)     450 / 919  
Which trigger of Nottud needs 2 effects?? (GoO update the main post!)

Utilities || Map Tool 3.1 Inventory Triggers MP Triggers Comic AoM
RandomMaps || Mad Supremacy Escape Your Mates Escape
Scenarios || Bomberman Minigames Y 2.0 Convert & Fight
Games || Bullet Demo Ball Bouncer 3D
WRP_Beater: "Meglio una gallina oggi che un uovo domani."
My name has been misspelled 132 times (Last: BSU_DoLhades Best: Lostrozzabercrombie In a row: 5)

[This message has been edited by lostrozzacavalli (edited 10-22-2009 @ 01:51 PM).]

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