scmJS docs

Players and groups

These are the values a trigger stores for a player. The same 27 values number the owners a trigger can have (one byte each in the record) and are what the Player arguments of conditions and actions store.

Player or group Stored as
Player 1 (also P1) 0
Player 2 (also P2) 1
Player 3 (also P3) 2
Player 4 (also P4) 3
Player 5 (also P5) 4
Player 6 (also P6) 5
Player 7 (also P7) 6
Player 8 (also P8) 7
Player 9 (also P9) 8
Player 10 (also P10) 9
Player 11 (also P11) 10
Player 12 (also P12) 11
None (also Player 13) 12
Current Player 13
Foes 14
Allies 15
Neutral Players 16
All Players (also All players) 17
Force 1 18
Force 2 19
Force 3 20
Force 4 21
Unused 1 22
Unused 2 23
Unused 3 24
Unused 4 25
Non Allied Victory Players (also Non AV Players) 26

Players 1 to 8 are the seats a person or a computer plays in. Players 9 to 12 are not; Player 12 is the neutral player, which owns the resources and critters a map places as Neutral. Current Player is the player the trigger is running for (see Who a trigger runs for). Foes and Allies are counted from that player's point of view. None is no player. The four Unused groups have no players behind them.

A Deaths condition or Set Deaths action with a player value past this table reaches memory outside the table of death counts; that is what an EUD map does. The editor's player pick has an EPD box that turns a memory address into that value.