- Joined
- Jun 10, 2007
- Messages
- 780
My problem is that this trigger works, but sometimes a hero won't be randomed for a player. I think it's because when a hero is randomed I delete the unit from the variable so it's not picked twice but it doesn't write a new unit to it. Then when a player gets the same integer randomed they get no hero. Can anybody help identify my problem?
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Gamemode Arem
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Events
- Player - Player 2 (Blue) types a chat message containing -arem as An exact match
- Player - Player 2 (Blue) types a chat message containing -emar as An exact match
- Player - Player 2 (Blue) types a chat message containing -allrandomeasymode as An exact match
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Conditions
- Gamemode[1] Equal to 0
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Actions
- Trigger - Turn off Repick <gen>
- Trigger - Turn off Repick Timeout <gen>
- Unit - Pause Night Tavern 0002 <gen>
- Unit - Pause Day Tavern 0003 <gen>
- Set GamemodeString[1] = All Random Easy Mode
- Set EM_ON = 1
- Quest - Change the title of (Last created quest) to All Random Easy Mod...
- Quest - Change the description of (Last created quest) to All random is a mod...
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
- Leaderboard - Create a leaderboard for (Player group((Player((Integer A))))) titled All Random 0/0
- Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label |CFFFF0303The SENTI... and value 0
- Leaderboard - Add Player 2 (Blue) to (Last created leaderboard) with label (Name of Player 2 (Blue)) and value 0
- Leaderboard - Add Player 3 (Teal) to (Last created leaderboard) with label (Name of Player 3 (Teal)) and value 0
- Leaderboard - Add Player 4 (Purple) to (Last created leaderboard) with label (Name of Player 4 (Purple)) and value 0
- Leaderboard - Add Player 5 (Yellow) to (Last created leaderboard) with label (Name of Player 5 (Yellow)) and value 0
- Leaderboard - Add Player 6 (Orange) to (Last created leaderboard) with label (Name of Player 6 (Orange)) and value 0
- Leaderboard - Add Player 7 (Green) to (Last created leaderboard) with label |CFF20C000The SCOUR... and value 0
- Leaderboard - Add Player 8 (Pink) to (Last created leaderboard) with label (Name of Player 8 (Pink)) and value 0
- Leaderboard - Add Player 9 (Gray) to (Last created leaderboard) with label (Name of Player 9 (Gray)) and value 0
- Leaderboard - Add Player 10 (Light Blue) to (Last created leaderboard) with label (Name of Player 10 (Light Blue)) and value 0
- Leaderboard - Add Player 11 (Dark Green) to (Last created leaderboard) with label (Name of Player 11 (Dark Green)) and value 0
- Leaderboard - Add Player 12 (Brown) to (Last created leaderboard) with label (Name of Player 12 (Brown)) and value 0
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Loop - Actions
- Leaderboard - Show (Last created leaderboard)
- Trigger - Turn on Give gold <gen>
- Set Gamemode[1] = 1
- Cinematic - Clear the screen of text messages for (All players)
- Game - Display to (All players) for 5.00 seconds the text: All Random Easy Mod...
- Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing)) and do (Hero - Make (Picked player) Heroes gain 150.00% experience from future kills)
- Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing)) and do (Player - Set (Picked player) handicap to 100.00%)
- Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing)) and do (Player - Set (Picked player) handicap to 100.00%)
- Player Group - Pick every player in (All players controlled by a User player) and do (Player - Set (Picked player) Current gold to 1600)
- Wait 0.02 seconds
- For each (Integer B) from 1 to 20, do (Unit Group - Add all units of (Units of type RandomHeroes[(Integer A)]) to AllRandomHeroGroup[1])
- For each (Integer A) from 2 to 6, do (If (((Player((Integer A))) slot status) Equal to Is playing) then do (Set PlayerRandom[(Player number of (Player((Integer A))))] = True) else do (Do nothing))
- For each (Integer A) from 8 to 12, do (If (((Player((Integer A))) slot status) Equal to Is playing) then do (Set PlayerRandom[(Player number of (Player((Integer A))))] = True) else do (Do nothing))
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For each (Integer A) from 2 to 6, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
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Then - Actions
- Set LeakLocation[7346] = (Center of Sentinal Base <gen>)
- Set RandomHeroesINTEGER[(Player number of (Player((Integer A))))] = (Random integer number between 1 and 20)
- Unit - Create 1 RandomHeroes[RandomHeroesINTEGER[(Player number of (Player((Integer A))))]] for (Player((Integer A))) at LeakLocation[7346] facing Default building facing (270.0) degrees
- Set RandomHeroes[RandomHeroesINTEGER[(Player number of (Player((Integer A))))]] = No unit-type
- Unit Group - Remove all units of (Units of type RandomHeroes[RandomHeroesINTEGER[(Player number of (Player((Integer A))))]]) from AllRandomHeroGroup[1]
- Set RandomHeroes[RandomHeroesINTEGER[(Player number of (Player((Integer A))))]] = (Unit-type of (Random unit from AllRandomHeroGroup[1]))
- Custom script: call RemoveLocation (udg_LeakLocation[7346])
- Wait 0.02 seconds
- Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer B) from 8 to 12, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
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Then - Actions
- Set LeakLocation[7347] = (Center of Scourge Base <gen>)
- Set RandomHeroesINTEGER[(Player number of (Player((Integer B))))] = (Random integer number between 1 and 20)
- Unit - Create 1 RandomHeroes[RandomHeroesINTEGER[(Player number of (Player((Integer B))))]] for (Player((Integer B))) at LeakLocation[7347] facing Default building facing (270.0) degrees
- Set RandomHeroes[RandomHeroesINTEGER[(Player number of (Player((Integer B))))]] = No unit-type
- If (RandomHeroes[RandomHeroesINTEGER[(Player number of (Player((Integer B))))]] Equal to No unit-type) then do (Do nothing) else do (Do nothing)
- Unit Group - Remove all units of (Units of type RandomHeroes[RandomHeroesINTEGER[(Player number of (Player((Integer B))))]]) from AllRandomHeroGroup[1]
- Set RandomHeroes[RandomHeroesINTEGER[(Player number of (Player((Integer B))))]] = (Unit-type of (Random unit from AllRandomHeroGroup[1]))
- Custom script: call RemoveLocation (udg_LeakLocation[7347])
- Wait 0.02 seconds
- Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Events
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AREM HERO POOL
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Events
- Time - Elapsed game time is 0.01 seconds
- Conditions
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Actions
- Set RandomHeroes[1] = Attribute Mage
- Unit Group - Add (Random unit from (Units of type Attribute Mage)) to AllRandomHeroGroup[1]
- Set RandomHeroes[2] = Battleship
- Unit Group - Add (Random unit from (Units of type Battleship)) to AllRandomHeroGroup[1]
- Set RandomHeroes[3] = Demon Witch
- Unit Group - Add (Random unit from (Units of type Demon Witch)) to AllRandomHeroGroup[1]
- Set RandomHeroes[4] = Eastern Warlock
- Unit Group - Add (Random unit from (Units of type Eastern Warlock)) to AllRandomHeroGroup[1]
- Set RandomHeroes[5] = Goblin
- Unit Group - Add (Random unit from (Units of type Goblin)) to AllRandomHeroGroup[1]
- Set RandomHeroes[6] = Juggernaut
- Unit Group - Add (Random unit from (Units of type Juggernaut)) to AllRandomHeroGroup[1]
- Set RandomHeroes[7] = Lightning Incarnate
- Unit Group - Add (Random unit from (Units of type Lightning Incarnate)) to AllRandomHeroGroup[1]
- Set RandomHeroes[8] = Lightning Revenant
- Unit Group - Add (Random unit from (Units of type Lightning Revenant)) to AllRandomHeroGroup[1]
- Set RandomHeroes[9] = Magnataur
- Unit Group - Add (Random unit from (Units of type Magnataur)) to AllRandomHeroGroup[1]
- Set RandomHeroes[10] = Mutant
- Unit Group - Add (Random unit from (Units of type Mutant)) to AllRandomHeroGroup[1]
- Set RandomHeroes[11] = Nerubian Arachnid
- Unit Group - Add (Random unit from (Units of type Nerubian Arachnid)) to AllRandomHeroGroup[1]
- Set RandomHeroes[12] = Northern Warlock
- Unit Group - Add (Random unit from (Units of type Northern Warlock)) to AllRandomHeroGroup[1]
- Set RandomHeroes[13] = Obsidian Destroyer
- Unit Group - Add (Random unit from (Units of type Obsidian Destroyer)) to AllRandomHeroGroup[1]
- Set RandomHeroes[14] = Ogre Mage
- Unit Group - Add (Random unit from (Units of type Ogre Mage)) to AllRandomHeroGroup[1]
- Set RandomHeroes[15] = Royal Guard
- Unit Group - Add (Random unit from (Units of type Royal Guard)) to AllRandomHeroGroup[1]
- Set RandomHeroes[16] = Siren of the Depths
- Unit Group - Add (Random unit from (Units of type Siren of the Depths)) to AllRandomHeroGroup[1]
- Set RandomHeroes[17] = Sniper
- Unit Group - Add (Random unit from (Units of type Sniper)) to AllRandomHeroGroup[1]
- Set RandomHeroes[18] = Stone Giant
- Unit Group - Add (Random unit from (Units of type Stone Giant)) to AllRandomHeroGroup[1]
- Set RandomHeroes[19] = Weaponcrafter
- Unit Group - Add (Random unit from (Units of type Weaponcrafter)) to AllRandomHeroGroup[1]
- Set RandomHeroes[20] = Witch Doctor
- Unit Group - Add (Random unit from (Units of type Witch Doctor)) to AllRandomHeroGroup[1]
- Wait 0.01 seconds
- For each (Integer A) from 1 to 20, do (Unit Group - Add all units of (Units of type RandomHeroes[(Integer A)]) to AllRandomHeroGroup[1])
- For each (Integer A) from 1 to 20, do (Unit Group - Add (Random unit from (Units of type RandomHeroes[(Integer A)])) to AllRandomHeroGroup[1])
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For each (Integer A) from 8 to 12, do (Actions)
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Loop - Actions
- Set RandomHeroesINTEGER[(Player number of (Player((Integer A))))] = (Random integer number between 1 and 20)
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Loop - Actions
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For each (Integer A) from 2 to 6, do (Actions)
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Loop - Actions
- Set RandomHeroesINTEGER[(Player number of (Player((Integer A))))] = (Random integer number between 1 and 20)
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Loop - Actions
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Events