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[Solved] GUI Trigger Slotmachine condition advice needed!

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Level 4
Joined
Dec 21, 2019
Messages
51
Hello, before i continue adding the conditions to the other win lines, i wanted to ask you guys if you see any conditions missing(only in the 1,2,3,4,5 winline)/ any mistake? / or advice !
It is a 3x 5 line slotmachine that randomly generates (out of 11)units.
This trigger detects wich unit types are on the 15 different regions and sets an integer for the MoneyWon .
Please focus on the conditions, and on the integers that compare the units "/else "
(Maybe even build the whole system integer based by unit type?
so 11 units, make each region set an integer for each unit, checking its type, running a periodic event every 1 sec, checking what region is winning? would that be smarter/easyer/more efficient?) I just want to make sure things go the right way.
Thank you in advance!

  • WinningLines
    • Events
      • Unit - A unit enters Line 3 Copy 4 <gen>
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • WinUnitType[1] Not equal to Freegames
              • WinUnitType[2] Not equal to Freegames
              • And - All (Conditions) are true
                • Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • WinUnitType[1] Equal to |cffff8080WILD|r
                      • WinUnitType[2] Equal to |cffff8080WILD|r
                  • Or - Any (Conditions) are true
                    • Conditions
                      • WinUnitType[1] Equal to WinUnitType[2]
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • WinUnitType[1] Not equal to Freegames
                  • WinUnitType[2] Not equal to Freegames
                  • WinUnitType[3] Not equal to Freegames
                  • Or - Any (Conditions) are true
                    • Conditions
                      • And - All (Conditions) are true
                        • Conditions
                          • WinUnitType[1] Equal to WinUnitType[3]
                          • WinUnitType[2] Equal to |cffff8080WILD|r
                      • And - All (Conditions) are true
                        • Conditions
                          • WinUnitType[1] Equal to WinUnitType[2]
                          • WinUnitType[3] Equal to |cffff8080WILD|r
                      • And - All (Conditions) are true
                        • Conditions
                          • WinUnitType[2] Equal to WinUnitType[3]
                          • WinUnitType[1] Equal to |cffff8080WILD|r
                      • And - All (Conditions) are true
                        • Conditions
                          • WinUnitType[2] Equal to WinUnitType[3]
                          • WinUnitType[1] Equal to WinUnitType[3]
                      • And - All (Conditions) are true
                        • Conditions
                          • WinUnitType[1] Equal to |cffff8080WILD|r
                          • WinUnitType[3] Equal to |cffff8080WILD|r
                      • And - All (Conditions) are true
                        • Conditions
                          • WinUnitType[1] Equal to |cffff8080WILD|r
                          • WinUnitType[2] Equal to |cffff8080WILD|r
                      • And - All (Conditions) are true
                        • Conditions
                          • WinUnitType[2] Equal to |cffff8080WILD|r
                          • WinUnitType[3] Equal to |cffff8080WILD|r
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • WinUnitType[1] Not equal to Freegames
                      • WinUnitType[2] Not equal to Freegames
                      • WinUnitType[3] Not equal to Freegames
                      • WinUnitType[4] Not equal to Freegames
                      • Or - Any (Conditions) are true
                        • Conditions
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[4] Equal to |cffff8080WILD|r
                              • WinUnitType[3] Equal to |cffff8080WILD|r
                              • WinUnitType[1] Equal to WinUnitType[2]
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[4] Equal to |cffff8080WILD|r
                              • WinUnitType[1] Equal to |cffff8080WILD|r
                              • WinUnitType[3] Equal to WinUnitType[2]
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[4] Equal to |cffff8080WILD|r
                              • WinUnitType[2] Equal to |cffff8080WILD|r
                              • WinUnitType[3] Equal to WinUnitType[1]
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[3] Equal to |cffff8080WILD|r
                              • WinUnitType[2] Equal to |cffff8080WILD|r
                              • WinUnitType[4] Equal to WinUnitType[1]
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[1] Equal to |cffff8080WILD|r
                              • WinUnitType[3] Equal to |cffff8080WILD|r
                              • WinUnitType[4] Equal to WinUnitType[2]
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[3] Equal to WinUnitType[4]
                              • WinUnitType[4] Equal to WinUnitType[2]
                              • WinUnitType[2] Equal to WinUnitType[1]
                              • WinUnitType[1] Equal to WinUnitType[3]
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[1] Equal to |cffff8080WILD|r
                              • WinUnitType[3] Equal to WinUnitType[4]
                              • WinUnitType[4] Equal to WinUnitType[2]
                              • WinUnitType[2] Equal to WinUnitType[3]
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[2] Equal to |cffff8080WILD|r
                              • WinUnitType[3] Equal to WinUnitType[4]
                              • WinUnitType[4] Equal to WinUnitType[1]
                              • WinUnitType[1] Equal to WinUnitType[3]
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[3] Equal to |cffff8080WILD|r
                              • WinUnitType[4] Equal to WinUnitType[2]
                              • WinUnitType[2] Equal to WinUnitType[1]
                              • WinUnitType[1] Equal to WinUnitType[4]
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[4] Equal to |cffff8080WILD|r
                              • WinUnitType[3] Equal to WinUnitType[2]
                              • WinUnitType[2] Equal to WinUnitType[1]
                              • WinUnitType[1] Equal to WinUnitType[3]
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[1] Equal to |cffff8080WILD|r
                              • WinUnitType[3] Equal to |cffff8080WILD|r
                              • WinUnitType[4] Equal to |cffff8080WILD|r
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[1] Equal to |cffff8080WILD|r
                              • WinUnitType[2] Equal to |cffff8080WILD|r
                              • WinUnitType[3] Equal to |cffff8080WILD|r
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[4] Equal to |cffff8080WILD|r
                              • WinUnitType[2] Equal to |cffff8080WILD|r
                              • WinUnitType[3] Equal to |cffff8080WILD|r
                          • And - All (Conditions) are true
                            • Conditions
                              • WinUnitType[4] Equal to |cffff8080WILD|r
                              • WinUnitType[2] Equal to |cffff8080WILD|r
                              • WinUnitType[1] Equal to |cffff8080WILD|r
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • And - All (Conditions) are true
                        • Conditions
                          • WinUnitType[1] Not equal to Freegames
                          • WinUnitType[2] Not equal to Freegames
                          • WinUnitType[3] Not equal to Freegames
                          • WinUnitType[4] Not equal to Freegames
                          • WinUnitType[5] Not equal to Freegames
                          • Or - Any (Conditions) are true
                            • Conditions
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[2] Equal to WinUnitType[1]
                                  • WinUnitType[5] Equal to WinUnitType[4]
                                  • WinUnitType[3] Equal to WinUnitType[2]
                                  • WinUnitType[3] Equal to WinUnitType[1]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[4] Equal to |cffff8080WILD|r
                                  • WinUnitType[2] Equal to |cffff8080WILD|r
                                  • WinUnitType[1] Equal to WinUnitType[3]
                                  • WinUnitType[3] Equal to WinUnitType[5]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[1] Equal to WinUnitType[2]
                                  • WinUnitType[2] Equal to WinUnitType[5]
                                  • WinUnitType[3] Equal to WinUnitType[4]
                                  • WinUnitType[4] Equal to WinUnitType[1]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[4] Equal to |cffff8080WILD|r
                                  • WinUnitType[3] Equal to |cffff8080WILD|r
                                  • WinUnitType[1] Equal to WinUnitType[2]
                                  • WinUnitType[2] Equal to WinUnitType[5]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[1] Equal to |cffff8080WILD|r
                                  • WinUnitType[4] Equal to |cffff8080WILD|r
                                  • WinUnitType[2] Equal to WinUnitType[3]
                                  • WinUnitType[3] Equal to WinUnitType[5]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[1] Equal to |cffff8080WILD|r
                                  • WinUnitType[3] Equal to |cffff8080WILD|r
                                  • WinUnitType[2] Equal to WinUnitType[4]
                                  • WinUnitType[4] Equal to WinUnitType[5]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[5] Equal to |cffff8080WILD|r
                                  • WinUnitType[3] Equal to |cffff8080WILD|r
                                  • WinUnitType[2] Equal to WinUnitType[1]
                                  • WinUnitType[4] Equal to WinUnitType[2]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[5] Equal to |cffff8080WILD|r
                                  • WinUnitType[2] Equal to |cffff8080WILD|r
                                  • WinUnitType[3] Equal to WinUnitType[1]
                                  • WinUnitType[4] Equal to WinUnitType[3]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[5] Equal to |cffff8080WILD|r
                                  • WinUnitType[1] Equal to |cffff8080WILD|r
                                  • WinUnitType[3] Equal to WinUnitType[2]
                                  • WinUnitType[4] Equal to WinUnitType[2]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[5] Equal to |cffff8080WILD|r
                                  • WinUnitType[4] Equal to |cffff8080WILD|r
                                  • WinUnitType[3] Equal to WinUnitType[2]
                                  • WinUnitType[1] Equal to WinUnitType[2]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[3] Equal to |cffff8080WILD|r
                                  • WinUnitType[4] Equal to |cffff8080WILD|r
                                  • WinUnitType[5] Equal to WinUnitType[2]
                                  • WinUnitType[1] Equal to WinUnitType[2]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[3] Equal to |cffff8080WILD|r
                                  • WinUnitType[2] Equal to |cffff8080WILD|r
                                  • WinUnitType[5] Equal to WinUnitType[4]
                                  • WinUnitType[1] Equal to WinUnitType[4]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[1] Equal to |cffff8080WILD|r
                                  • WinUnitType[2] Equal to |cffff8080WILD|r
                                  • WinUnitType[5] Equal to WinUnitType[4]
                                  • WinUnitType[3] Equal to WinUnitType[4]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[1] Equal to |cffff8080WILD|r
                                  • WinUnitType[5] Equal to WinUnitType[4]
                                  • WinUnitType[3] Equal to WinUnitType[2]
                                  • WinUnitType[2] Equal to WinUnitType[1]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[2] Equal to |cffff8080WILD|r
                                  • WinUnitType[5] Equal to WinUnitType[4]
                                  • WinUnitType[3] Equal to WinUnitType[2]
                                  • WinUnitType[3] Equal to WinUnitType[1]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[3] Equal to |cffff8080WILD|r
                                  • WinUnitType[5] Equal to WinUnitType[4]
                                  • WinUnitType[3] Equal to WinUnitType[2]
                                  • WinUnitType[2] Equal to WinUnitType[1]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[4] Equal to |cffff8080WILD|r
                                  • WinUnitType[5] Equal to WinUnitType[3]
                                  • WinUnitType[3] Equal to WinUnitType[2]
                                  • WinUnitType[2] Equal to WinUnitType[1]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[5] Equal to |cffff8080WILD|r
                                  • WinUnitType[4] Equal to WinUnitType[3]
                                  • WinUnitType[3] Equal to WinUnitType[2]
                                  • WinUnitType[2] Equal to WinUnitType[1]
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[1] Equal to |cffff8080WILD|r
                                  • WinUnitType[2] Equal to |cffff8080WILD|r
                                  • WinUnitType[3] Equal to |cffff8080WILD|r
                                  • WinUnitType[4] Equal to |cffff8080WILD|r
                                  • WinUnitType[5] Equal to |cffff8080WILD|r
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[1] Equal to |cffff8080WILD|r
                                  • WinUnitType[2] Equal to |cffff8080WILD|r
                                  • WinUnitType[3] Equal to |cffff8080WILD|r
                                  • WinUnitType[4] Equal to |cffff8080WILD|r
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[4] Equal to |cffff8080WILD|r
                                  • WinUnitType[2] Equal to |cffff8080WILD|r
                                  • WinUnitType[3] Equal to |cffff8080WILD|r
                                  • WinUnitType[5] Equal to |cffff8080WILD|r
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[4] Equal to |cffff8080WILD|r
                                  • WinUnitType[2] Equal to |cffff8080WILD|r
                                  • WinUnitType[1] Equal to |cffff8080WILD|r
                                  • WinUnitType[5] Equal to |cffff8080WILD|r
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[3] Equal to |cffff8080WILD|r
                                  • WinUnitType[2] Equal to |cffff8080WILD|r
                                  • WinUnitType[1] Equal to |cffff8080WILD|r
                                  • WinUnitType[5] Equal to |cffff8080WILD|r
                              • And - All (Conditions) are true
                                • Conditions
                                  • WinUnitType[3] Equal to |cffff8080WILD|r
                                  • WinUnitType[2] Equal to |cffff8080WILD|r
                                  • WinUnitType[4] Equal to |cffff8080WILD|r
                                  • WinUnitType[5] Equal to |cffff8080WILD|r
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • WinUnitType[5] Equal to Rocks
                              • WinUnitType[4] Equal to Rocks
                              • WinUnitType[3] Equal to Rocks
                              • WinUnitType[2] Equal to Rocks
                              • WinUnitType[1] Equal to Rocks
                        • Then - Actions
                          • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                          • Floating Text - Destroy MoneyWonFloat
                          • Set VariableSet MoneyWon = (MoneyWon + GrassRockWin[3])
                          • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                          • Set VariableSet MoneyWonFloat = (Last created floating text)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • WinUnitType[5] Equal to Blue Book
                                  • WinUnitType[4] Equal to Blue Book
                                  • WinUnitType[3] Equal to Blue Book
                                  • WinUnitType[2] Equal to Blue Book
                                  • WinUnitType[1] Equal to Blue Book
                            • Then - Actions
                              • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                              • Floating Text - Destroy MoneyWonFloat
                              • Set VariableSet MoneyWon = (MoneyWon + BlueBookWin[3])
                              • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                              • Set VariableSet MoneyWonFloat = (Last created floating text)
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Or - Any (Conditions) are true
                                    • Conditions
                                      • WinUnitType[5] Equal to Golden Book
                                      • WinUnitType[4] Equal to Golden Book
                                      • WinUnitType[3] Equal to Golden Book
                                      • WinUnitType[2] Equal to Golden Book
                                      • WinUnitType[1] Equal to Golden Book
                                • Then - Actions
                                  • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                  • Floating Text - Destroy MoneyWonFloat
                                  • Set VariableSet MoneyWon = (MoneyWon + GoldenBookWin[3])
                                  • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                  • Set VariableSet MoneyWonFloat = (Last created floating text)
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Or - Any (Conditions) are true
                                        • Conditions
                                          • WinUnitType[5] Equal to Grass Brown
                                          • WinUnitType[4] Equal to Grass Brown
                                          • WinUnitType[3] Equal to Grass Brown
                                          • WinUnitType[2] Equal to Grass Brown
                                          • WinUnitType[1] Equal to Grass Brown
                                    • Then - Actions
                                      • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                      • Floating Text - Destroy MoneyWonFloat
                                      • Set VariableSet MoneyWon = (MoneyWon + GrassRockWin[3])
                                      • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                      • Set VariableSet MoneyWonFloat = (Last created floating text)
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Or - Any (Conditions) are true
                                            • Conditions
                                              • WinUnitType[5] Equal to Red Book
                                              • WinUnitType[4] Equal to Red Book
                                              • WinUnitType[3] Equal to Red Book
                                              • WinUnitType[2] Equal to Red Book
                                              • WinUnitType[1] Equal to Red Book
                                        • Then - Actions
                                          • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                          • Floating Text - Destroy MoneyWonFloat
                                          • Set VariableSet MoneyWon = (MoneyWon + RedBookWin[3])
                                          • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                          • Set VariableSet MoneyWonFloat = (Last created floating text)
                                        • Else - Actions
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • Or - Any (Conditions) are true
                                                • Conditions
                                                  • WinUnitType[5] Equal to Grass Green
                                                  • WinUnitType[4] Equal to Grass Green
                                                  • WinUnitType[3] Equal to Grass Green
                                                  • WinUnitType[2] Equal to Grass Green
                                                  • WinUnitType[1] Equal to Grass Green
                                            • Then - Actions
                                              • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                              • Floating Text - Destroy MoneyWonFloat
                                              • Set VariableSet MoneyWon = (MoneyWon + GrassRockWin[3])
                                              • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                              • Set VariableSet MoneyWonFloat = (Last created floating text)
                                            • Else - Actions
                                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                • If - Conditions
                                                  • Or - Any (Conditions) are true
                                                    • Conditions
                                                      • WinUnitType[5] Equal to Switch
                                                      • WinUnitType[4] Equal to Switch
                                                      • WinUnitType[3] Equal to Switch
                                                      • WinUnitType[2] Equal to Switch
                                                      • WinUnitType[1] Equal to Switch
                                                • Then - Actions
                                                  • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                                  • Floating Text - Destroy MoneyWonFloat
                                                  • Set VariableSet MoneyWon = (MoneyWon + SwitchBarrelWin[3])
                                                  • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                                  • Set VariableSet MoneyWonFloat = (Last created floating text)
                                                • Else - Actions
                                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                    • If - Conditions
                                                      • Or - Any (Conditions) are true
                                                        • Conditions
                                                          • WinUnitType[5] Equal to Barrel
                                                          • WinUnitType[4] Equal to Barrel
                                                          • WinUnitType[3] Equal to Barrel
                                                          • WinUnitType[2] Equal to Barrel
                                                          • WinUnitType[1] Equal to Barrel
                                                      • (Unit-type of (Triggering unit)) Equal to Barrel
                                                    • Then - Actions
                                                      • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                                      • Floating Text - Destroy MoneyWonFloat
                                                      • Set VariableSet MoneyWon = (MoneyWon + SwitchBarrelWin[3])
                                                      • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                                      • Set VariableSet MoneyWonFloat = (Last created floating text)
                                                    • Else - Actions
                                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                        • If - Conditions
                                                          • WinUnitType[5] Equal to WILD
                                                          • WinUnitType[4] Equal to WILD
                                                          • WinUnitType[3] Equal to WILD
                                                          • WinUnitType[2] Equal to WILD
                                                          • WinUnitType[1] Equal to WILD
                                                          • (Unit-type of (Triggering unit)) Equal to |cffff8080WILD|r
                                                        • Then - Actions
                                                          • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                                          • Floating Text - Destroy MoneyWonFloat
                                                          • Set VariableSet MoneyWon = (MoneyWon + WildWin)
                                                          • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                                          • Set VariableSet MoneyWonFloat = (Last created floating text)
                                                        • Else - Actions
                                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                            • If - Conditions
                                                              • Or - Any (Conditions) are true
                                                                • Conditions
                                                                  • WinUnitType[5] Equal to Power Generator
                                                                  • WinUnitType[4] Equal to Power Generator
                                                                  • WinUnitType[3] Equal to Power Generator
                                                                  • WinUnitType[2] Equal to Power Generator
                                                                  • WinUnitType[1] Equal to Power Generator
                                                            • Then - Actions
                                                              • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                                              • Floating Text - Destroy MoneyWonFloat
                                                              • Set VariableSet MoneyWon = (MoneyWon + PowerGeneratorWin[3])
                                                              • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                                              • Set VariableSet MoneyWonFloat = (Last created floating text)
                                                            • Else - Actions
                      • Set VariableSet WinLine1[3] = 1
                      • Unit - Create 1 Schemen for Player 22 (Snow) at (Center of RandomSlotLine1) facing (Y of ((Position of (Last created unit)) offset by (0.00, 0.00))) degrees
                      • Set VariableSet AnimationLink[1] = (Last created unit)
                      • Unit - Create 1 Schemen for Player 22 (Snow) at (Center of RandomSlotLine1_Copy) facing (Y of ((Position of (Last created unit)) offset by (0.00, 0.00))) degrees
                      • Set VariableSet AnimationLink[2] = (Last created unit)
                      • Unit - Create 1 Schemen for Player 22 (Snow) at (Center of RandomSlotLine1_Copy_2) facing (Y of ((Position of (Last created unit)) offset by (0.00, 0.00))) degrees
                      • Set VariableSet AnimationLink[3] = (Last created unit)
                      • Unit - Create 1 Schemen for Player 22 (Snow) at (Center of RandomSlotLine1_Copy_3) facing (Y of ((Position of (Last created unit)) offset by (0.00, 0.00))) degrees
                      • Set VariableSet AnimationLink[4] = (Last created unit)
                      • Unit - Create 1 Schemen for Player 22 (Snow) at (Center of RandomSlotLine1_Copy_4) facing (Y of ((Position of (Last created unit)) offset by (0.00, 0.00))) degrees
                      • Set VariableSet AnimationLink[5] = (Last created unit)
                      • Unit - Order AnimationLink[1] to Orc Far Seer - Chain Lightning AnimationLink[2]
                      • Unit - Order AnimationLink[2] to Orc Far Seer - Chain Lightning AnimationLink[3]
                      • Unit - Order AnimationLink[3] to Orc Far Seer - Chain Lightning AnimationLink[4]
                      • Unit - Order AnimationLink[4] to Orc Far Seer - Chain Lightning AnimationLink[5]
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • WinUnitType[4] Equal to Rocks
                              • WinUnitType[3] Equal to Rocks
                              • WinUnitType[2] Equal to Rocks
                              • WinUnitType[1] Equal to Rocks
                        • Then - Actions
                          • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                          • Floating Text - Destroy MoneyWonFloat
                          • Set VariableSet MoneyWon = (MoneyWon + GrassRockWin[2])
                          • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                          • Set VariableSet MoneyWonFloat = (Last created floating text)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • WinUnitType[4] Equal to Blue Book
                                  • WinUnitType[3] Equal to Blue Book
                                  • WinUnitType[2] Equal to Blue Book
                                  • WinUnitType[1] Equal to Blue Book
                            • Then - Actions
                              • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                              • Floating Text - Destroy MoneyWonFloat
                              • Set VariableSet MoneyWon = (MoneyWon + BlueBookWin[2])
                              • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                              • Set VariableSet MoneyWonFloat = (Last created floating text)
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Or - Any (Conditions) are true
                                    • Conditions
                                      • WinUnitType[4] Equal to Golden Book
                                      • WinUnitType[3] Equal to Golden Book
                                      • WinUnitType[2] Equal to Golden Book
                                      • WinUnitType[1] Equal to Golden Book
                                • Then - Actions
                                  • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                  • Floating Text - Destroy MoneyWonFloat
                                  • Set VariableSet MoneyWon = (MoneyWon + GoldenBookWin[2])
                                  • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                  • Set VariableSet MoneyWonFloat = (Last created floating text)
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Or - Any (Conditions) are true
                                        • Conditions
                                          • WinUnitType[4] Equal to Grass Brown
                                          • WinUnitType[3] Equal to Grass Brown
                                          • WinUnitType[2] Equal to Grass Brown
                                          • WinUnitType[1] Equal to Grass Brown
                                    • Then - Actions
                                      • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                      • Floating Text - Destroy MoneyWonFloat
                                      • Set VariableSet MoneyWon = (MoneyWon + GrassRockWin[2])
                                      • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                      • Set VariableSet MoneyWonFloat = (Last created floating text)
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Or - Any (Conditions) are true
                                            • Conditions
                                              • WinUnitType[4] Equal to Red Book
                                              • WinUnitType[3] Equal to Red Book
                                              • WinUnitType[2] Equal to Red Book
                                              • WinUnitType[1] Equal to Red Book
                                        • Then - Actions
                                          • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                          • Floating Text - Destroy MoneyWonFloat
                                          • Set VariableSet MoneyWon = (MoneyWon + RedBookWin[2])
                                          • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                          • Set VariableSet MoneyWonFloat = (Last created floating text)
                                        • Else - Actions
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • Or - Any (Conditions) are true
                                                • Conditions
                                                  • WinUnitType[4] Equal to Grass Green
                                                  • WinUnitType[3] Equal to Grass Green
                                                  • WinUnitType[2] Equal to Grass Green
                                                  • WinUnitType[1] Equal to Grass Green
                                            • Then - Actions
                                              • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                              • Floating Text - Destroy MoneyWonFloat
                                              • Set VariableSet MoneyWon = (MoneyWon + GrassRockWin[2])
                                              • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                              • Set VariableSet MoneyWonFloat = (Last created floating text)
                                            • Else - Actions
                                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                • If - Conditions
                                                  • Or - Any (Conditions) are true
                                                    • Conditions
                                                      • WinUnitType[4] Equal to Switch
                                                      • WinUnitType[3] Equal to Switch
                                                      • WinUnitType[2] Equal to Switch
                                                      • WinUnitType[1] Equal to Switch
                                                • Then - Actions
                                                  • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                                  • Floating Text - Destroy MoneyWonFloat
                                                  • Set VariableSet MoneyWon = (MoneyWon + SwitchBarrelWin[2])
                                                  • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                                  • Set VariableSet MoneyWonFloat = (Last created floating text)
                                                • Else - Actions
                                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                    • If - Conditions
                                                      • Or - Any (Conditions) are true
                                                        • Conditions
                                                          • WinUnitType[4] Equal to Barrel
                                                          • WinUnitType[3] Equal to Barrel
                                                          • WinUnitType[2] Equal to Barrel
                                                          • WinUnitType[1] Equal to Barrel
                                                    • Then - Actions
                                                      • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                                      • Floating Text - Destroy MoneyWonFloat
                                                      • Set VariableSet MoneyWon = (MoneyWon + SwitchBarrelWin[2])
                                                      • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                                      • Set VariableSet MoneyWonFloat = (Last created floating text)
                                                    • Else - Actions
                                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                        • If - Conditions
                                                          • Or - Any (Conditions) are true
                                                            • Conditions
                                                              • WinUnitType[4] Equal to Power Generator
                                                              • WinUnitType[3] Equal to Power Generator
                                                              • WinUnitType[2] Equal to Power Generator
                                                              • WinUnitType[1] Equal to Power Generator
                                                        • Then - Actions
                                                          • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                                          • Floating Text - Destroy MoneyWonFloat
                                                          • Set VariableSet MoneyWon = (MoneyWon + PowerGeneratorWin[2])
                                                          • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                                          • Set VariableSet MoneyWonFloat = (Last created floating text)
                                                        • Else - Actions
                      • Set VariableSet WinLine1[2] = 1
                      • Unit - Create 1 Schemen2 for Player 22 (Snow) at (Center of RandomSlotLine1) facing (Y of ((Position of (Last created unit)) offset by (0.00, 0.00))) degrees
                      • Set VariableSet AnimationLink[1] = (Last created unit)
                      • Unit - Create 1 Schemen2 for Player 22 (Snow) at (Center of RandomSlotLine1_Copy) facing (Y of ((Position of (Last created unit)) offset by (0.00, 0.00))) degrees
                      • Set VariableSet AnimationLink[2] = (Last created unit)
                      • Unit - Create 1 Schemen2 for Player 22 (Snow) at (Center of RandomSlotLine1_Copy_2) facing (Y of ((Position of (Last created unit)) offset by (0.00, 0.00))) degrees
                      • Set VariableSet AnimationLink[3] = (Last created unit)
                      • Unit - Create 1 Schemen2 for Player 22 (Snow) at (Center of RandomSlotLine1_Copy_3) facing (Y of ((Position of (Last created unit)) offset by (0.00, 0.00))) degrees
                      • Set VariableSet AnimationLink[4] = (Last created unit)
                      • Unit - Order AnimationLink[1] to Orc Far Seer - Chain Lightning AnimationLink[2]
                      • Unit - Order AnimationLink[2] to Orc Far Seer - Chain Lightning AnimationLink[3]
                      • Unit - Order AnimationLink[3] to Orc Far Seer - Chain Lightning AnimationLink[4]
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • WinUnitType[3] Equal to Rocks
                          • WinUnitType[2] Equal to Rocks
                          • WinUnitType[1] Equal to Rocks
                    • Then - Actions
                      • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                      • Floating Text - Destroy MoneyWonFloat
                      • Set VariableSet MoneyWon = (MoneyWon + GrassRockWin[1])
                      • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                      • Set VariableSet MoneyWonFloat = (Last created floating text)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • WinUnitType[3] Equal to Blue Book
                              • WinUnitType[2] Equal to Blue Book
                              • WinUnitType[1] Equal to Blue Book
                        • Then - Actions
                          • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                          • Floating Text - Destroy MoneyWonFloat
                          • Set VariableSet MoneyWon = (MoneyWon + BlueBookWin[1])
                          • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                          • Set VariableSet MoneyWonFloat = (Last created floating text)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • WinUnitType[3] Equal to Golden Book
                                  • WinUnitType[2] Equal to Golden Book
                                  • WinUnitType[1] Equal to Golden Book
                            • Then - Actions
                              • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                              • Floating Text - Destroy MoneyWonFloat
                              • Set VariableSet MoneyWon = (MoneyWon + GoldenBookWin[1])
                              • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                              • Set VariableSet MoneyWonFloat = (Last created floating text)
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Or - Any (Conditions) are true
                                    • Conditions
                                      • WinUnitType[3] Equal to Grass Brown
                                      • WinUnitType[2] Equal to Grass Brown
                                      • WinUnitType[1] Equal to Grass Brown
                                • Then - Actions
                                  • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                  • Floating Text - Destroy MoneyWonFloat
                                  • Set VariableSet MoneyWon = (MoneyWon + GrassRockWin[1])
                                  • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                  • Set VariableSet MoneyWonFloat = (Last created floating text)
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Or - Any (Conditions) are true
                                        • Conditions
                                          • WinUnitType[3] Equal to Red Book
                                          • WinUnitType[2] Equal to Red Book
                                          • WinUnitType[1] Equal to Red Book
                                    • Then - Actions
                                      • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                      • Floating Text - Destroy MoneyWonFloat
                                      • Set VariableSet MoneyWon = (MoneyWon + RedBookWin[1])
                                      • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                      • Set VariableSet MoneyWonFloat = (Last created floating text)
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Or - Any (Conditions) are true
                                            • Conditions
                                              • WinUnitType[3] Equal to Grass Green
                                              • WinUnitType[2] Equal to Grass Green
                                              • WinUnitType[1] Equal to Grass Green
                                        • Then - Actions
                                          • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                          • Floating Text - Destroy MoneyWonFloat
                                          • Set VariableSet MoneyWon = (MoneyWon + GrassRockWin[1])
                                          • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                          • Set VariableSet MoneyWonFloat = (Last created floating text)
                                        • Else - Actions
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • Or - Any (Conditions) are true
                                                • Conditions
                                                  • WinUnitType[3] Equal to Switch
                                                  • WinUnitType[2] Equal to Switch
                                                  • WinUnitType[1] Equal to Switch
                                            • Then - Actions
                                              • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                              • Floating Text - Destroy MoneyWonFloat
                                              • Set VariableSet MoneyWon = (MoneyWon + SwitchBarrelWin[1])
                                              • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                              • Set VariableSet MoneyWonFloat = (Last created floating text)
                                            • Else - Actions
                                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                • If - Conditions
                                                  • Or - Any (Conditions) are true
                                                    • Conditions
                                                      • WinUnitType[3] Equal to Barrel
                                                      • WinUnitType[2] Equal to Barrel
                                                      • WinUnitType[1] Equal to Barrel
                                                • Then - Actions
                                                  • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                                  • Floating Text - Destroy MoneyWonFloat
                                                  • Set VariableSet MoneyWon = (MoneyWon + SwitchBarrelWin[1])
                                                  • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                                  • Set VariableSet MoneyWonFloat = (Last created floating text)
                                                • Else - Actions
                                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                    • If - Conditions
                                                      • Or - Any (Conditions) are true
                                                        • Conditions
                                                          • WinUnitType[3] Equal to Power Generator
                                                          • WinUnitType[2] Equal to Power Generator
                                                          • WinUnitType[1] Equal to Power Generator
                                                    • Then - Actions
                                                      • Special Effect - Create a special effect at (Center of MoneyWon <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
                                                      • Floating Text - Destroy MoneyWonFloat
                                                      • Set VariableSet MoneyWon = (MoneyWon + PowerGeneratorWin[1])
                                                      • Floating Text - Create floating text that reads (String(MoneyWon)) at (Center of MoneyWon <gen>) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                                                      • Set VariableSet MoneyWonFloat = (Last created floating text)
                                                    • Else - Actions
                  • Set VariableSet WinLine1[1] = 1
                  • Unit - Create 1 Schemen2 for Player 22 (Snow) at (Center of RandomSlotLine1) facing (Y of ((Position of (Last created unit)) offset by (0.00, 0.00))) degrees
                  • Set VariableSet AnimationLink[1] = (Last created unit)
                  • Unit - Create 1 Schemen2 for Player 22 (Snow) at (Center of RandomSlotLine1_Copy) facing (Y of ((Position of (Last created unit)) offset by (0.00, 0.00))) degrees
                  • Set VariableSet AnimationLink[2] = (Last created unit)
                  • Unit - Create 1 Schemen2 for Player 22 (Snow) at (Center of RandomSlotLine1_Copy_2) facing (Y of ((Position of (Last created unit)) offset by (0.00, 0.00))) degrees
                  • Set VariableSet AnimationLink[3] = (Last created unit)
                  • Unit - Order AnimationLink[1] to Orc Far Seer - Chain Lightning AnimationLink[2]
                  • Unit - Order AnimationLink[2] to Orc Far Seer - Chain Lightning AnimationLink[3]
            • Else - Actions
        • Else - Actions
      • Set VariableSet FloatingTextWins[1] = (Last created floating text)
 

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,496
It's a bit much to read but from first glance I see you have some unnecessary usage of And - All (Conditions) are true.

The way you're using it inside of the Or - Any (Conditions) are true blocks looks correct, but incorrect elsewhere.

Understand that by default ALL conditions need to be true. So by default the Conditions block is already using AND. So for example in your first If Then Else statement you can delete both cases of AND. Or at the very least you can delete the first case of it.

To clarify, this trigger doesn't need an AND, if any of these 2 conditions are equal to Freegames then the Conditions will fail and the Actions won't happen:
  • If - Conditions
  • Conditions
  • WinUnitType[1] Not equal to Freegames
  • WinUnitType[2] Not equal to Freegames
  • Then - Actions

That aside, there's A LOT of memory leaks in your trigger. If you care about cleaning those up (it can help with map performance) then see the link in my signature Things That Leak. Also, it may be too late now as you've already put a lot of work into this, but in the future an Array/Hashtable system for this type of trigger could help a lot. Something that allows you to define the different combinations and store them to later be loaded at ease. Although, this looks like it has a lot of special cases so I can't say for certain if a system would really help all that much.
 
Last edited:

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,188
Slot machines are generally constructed from a number sequence that already knows what the outcome is. The Reels then are allowed to fall into place to produce that outcome every time the lever is pulled. This allows all skill to be removed from the outcome, letting the statistics of the number sequence fully control the odds.

This sort of logic could be seen in Final Fantasy VI where Setzer's slot skill was not allowed to roll triple 7 all the time no matter how frame precise your input was. Instead the outcome was determined by the current RNG state when the slot ability was activated. To allow "skill" to have some impact the outcomes of the slots were very loose, to the point that a lot of the time it was possible to get them to fall into place on triple 7. This is contrary to real slot machines where all skill must be eliminated so that the pay out can be strictly controlled.

Be aware that slots in a game might be considered gambling in some regions.
 
Level 4
Joined
Dec 21, 2019
Messages
51
It's a bit much to read but from first glance I see you have some unnecessary usage of And - All (Conditions) are true.

The way you're using it inside of the Or - Any (Conditions) are true blocks looks correct, but incorrect elsewhere.

Understand that by default ALL conditions need to be true. So by default the Conditions block is already using AND. So for example in your first If Then Else statement you can delete both cases of AND. Or at the very least you can delete the first case of it.

To clarify, this trigger doesn't need an AND, if any of these 2 conditions are equal to Freegames then the Conditions will fail and the Actions won't happen:
  • If - Conditions
  • Conditions
  • WinUnitType[1] Not equal to Freegames
  • WinUnitType[2] Not equal to Freegames
  • Then - Actions

That aside, there's A LOT of memory leaks in your trigger. If you care about cleaning those up (it can help with map performance) then see the link in my signature Things That Leak. Also, it may be too late now as you've already put a lot of work into this, but in the future an Array/Hashtable system for this type of trigger could help a lot. Something that allows you to define the different combinations and store them to later be loaded at ease. Although, this looks like it has a lot of niche cases so I can't say for certain if a system would really help all that much.
Hi, first thank you for your time and response!
I was not able to do this in hashtables as i have not understood yet how to use them correctly, that being the reason i came up with this "leaking" system. Maybe ill approach the leaks, gotta check the time schedule :)
I will get rid of the "and's" that are not neccesary.
You helped me, i highly appreciate it!

Edit: Is there an analyzing programm / sort of indexer / that could fix and detect those leaks ? Because -im not going to lie- i have really a LOT of leaks in my map so far, and the codelines just exceeded 35k.

Greetings
 
Last edited:
Level 4
Joined
Dec 21, 2019
Messages
51
Slot machines are generally constructed from a number sequence that already knows what the outcome is. The Reels then are allowed to fall into place to produce that outcome every time the lever is pulled. This allows all skill to be removed from the outcome, letting the statistics of the number sequence fully control the odds.

This sort of logic could be seen in Final Fantasy VI where Setzer's slot skill was not allowed to roll triple 7 all the time no matter how frame precise your input was. Instead the outcome was determined by the current RNG state when the slot ability was activated. To allow "skill" to have some impact the outcomes of the slots were very loose, to the point that a lot of the time it was possible to get them to fall into place on triple 7. This is contrary to real slot machines where all skill must be eliminated so that the pay out can be strictly controlled.

Be aware that slots in a game might be considered gambling in some regions.
Hello and thank you for your answer!
In this case units are randomly generated by 1 of 3 "math-random" integer, that are randomly chosen from another math-random integer. I chose to use 3 different random integers, with different number heights 200,400,500. I noticed when i use only 1 random generator, it smh produces the same first "spin image" every time i pressed it at the same "game time". So i added 3, that are randomly chosen, to try avoid this phenomenon.

I appreciate your opinion.

"Be aware that slots in a game might be considered gambling in some regions."
Does that mean its forbidden?
This gamble slot machine is not for "pure" gambling, it is integrated into my Tower defense map.
Spinning it costs 1 Food, wich is dropped (as an item) at a ~2.5% chance by a unit killed by your towers! (this prevents also the players from being able to provoke the "sameSlotImage" phenomenon through pressing at the same "gametime")

Greetings!
 

Dr Super Good

Spell Reviewer
Level 63
Joined
Jan 18, 2005
Messages
27,188
I noticed when i use only 1 random generator, it smh produces the same first "spin image" every time i pressed it at the same "game time". So i added 3, that are randomly chosen, to try avoid this phenomenon.
This should only apply to testing the map in the editor due to testing maps using fixed RNG seeds.
Does that mean its forbidden?
I would imagine so in some regions of the world. If Blizzard cares is another question, one I cannot really answer. So far I do not know of any map maker that has run into problems with aspects of gambling in their map.

In some regions of the world gambling is not just the act, but the entire show around it. So pressing a button to instantly get a random result is considered not as bad as a slot machine even if both produce the same outcome in real life (due to logic mentioned above). This is because the slot machine has flashy lights, loud sounds, deceives the user into thinking they have some control over the outcome when they do not, e.t.c.
 

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,496
Hi, first thank you for your time and response!
I was not able to do this in hashtables as i have not understood yet how to use them correctly, that being the reason i came up with this "leaking" system. Maybe ill approach the leaks, gotta check the time schedule :)
I will get rid of the "and's" that are not neccesary.
You helped me, i highly appreciate it!

Edit: Is there an analyzing programm / sort of indexer / that could fix and detect those leaks ? Because -im not going to lie- i have really a LOT of leaks in my map so far, and the codelines just exceeded 35k.

Greetings
I don't know about any program that could help but if your map performs well then it's really not worth the hassle.

That being said, the main culprits for leaks go as follows in order from most common to least (based on what I've seen over the years):
Points, Unit Groups, Special Effects, Player Groups

Point leaks = Position of unit, Center of region, etc. these all leak and are extremely common.

Unit Group leaks = Units owned by player, Units of type, Units in playable map area, etc... Again, very common.

Special Effects can leak if not Destroyed, but these ones are the easiest of the bunch to deal with since you can just use the Destroy Last Created Special Effect function. If you run into a situation where you want a Special Effect to linger for a moment before it's destroyed (some effects are annoying and require this treatment in order for their animations to play properly) then you can use my attached map Delayed Destroy Effect.

Player Group leaks = All players matching, Group(Player 1 Red) in Text Messages, etc.

Understand that a memory leak isn't the end of the world and you can have a map that performs great even with a large amount of them. It's just something to be aware of. If it's too much work then maybe just focus on the "problem" triggers that generate A LOT of leaks, for example something like:

Every 0.25 seconds -> Create 10 Units at 10 leaked Points and create 10 leaked special effects at another 10 leaked points. A periodic trigger like this that's generating 40+ leaks every 0.25 seconds is not good and would be worth the time to clean up.
 

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This should only apply to testing the map in the editor due to testing maps using fixed RNG seeds.
That is very good to know. thanks!

Well theres something about randomness that just attracts people in my opinion.
I noticed an ongoing trend towards Randomness especially in tower defense.
Maybe its cause majority of people just want to do the same thing over and over, but expect a different outcome.
I mean this kind of sporadic playing behaviour, occurs cause theres so many games coming out but not enough time to play?
Rarely people deepdive into games anymore, they just scratch the surface, so the surface has to have a quick and easy connection to everything.
Solution seems easy, just random everything and the player does not have to think about tactics anymore, its more like you get a random tower, and make the best out of the situation. (autochess, pumpkind td, random farm td, legion td prophet builder etc.)
as end of my philosophical theory im going to post the (endless gamble version) map, so you guys can see what the finaly slot machine looks/works like! (allthough the freegames have no special features yet, theyre just free spins!)
Let me know what you think. Oh and type "-pause" at start, so the TD does not start.

(please do not play this map online)
 
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I don't know about any program that could help but if your map performs well then it's really not worth the hassle.
Okay thats good to hear, cause in my opinion the map performs quite "smooth" allthough i had my first crash yesterday -when i was testing it with a friend -

Maybe you can give it a go, and tell me how the map performs in your opinion, it would be of worth to me! (i attached the map in the post above)

Every 0.25 seconds -> Create 10 Units at 10 leaked Points and create 10 leaked special effects at another 10 leaked points. A periodic trigger like this that's generating 40+ leaks every 0.25 seconds is not good and would be worth the time to clean up.
Afaik i do not have these kind of nasty ones, but i could be wrong as the development of this map exceeds over 1 year and 35k lines it becomes harder to keep an overview, especially on things i have done a longer time ago with less knowledge. (this is my first map and i decided to change it more and more to something thats "round")

Thanks for the delayed destroy effect, i will propably make good use of it in the future development!
 

Uncle

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If you're uncomfortable about posting your map here you should PM me/whoever is helping you and talk to them in a private conversation. You can share maps in conversations by using Pastebin (it's the little button at the top of Hive with the Dust of Appearance icon).

Anyway, I downloaded the map so feel free to remove it from your previous post. I'll take a look at it when I get a chance.
 
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