Basically I have been working on my own wc3 rpg map. Well, I am doing a hero selection system via Dialogs. Well the deal is, each time I select to pick a "Human" hero no matter what class I choose, I get a mage. Same is true with orc. I need help locating the problem, as I have looked for a very long time. I really want to LAN my map tonight, but I can't if we can't choose heroes! Thanks!
It doesn't matter which class type or class I choose, even if I choose human warrior, I will get human mage, and the same is true for orc. If I choose orc brewmaster, I will get orc mage. Can someone please help! I'd be GREATLY GRATEFUL!
EDIT: Thanks for that link death, I was looking for it , it's been a veryy long time since I've evened opened my wc3. But here is the triggers in the correct format:
(Trigger 1/6)
It doesn't matter which class type or class I choose, even if I choose human warrior, I will get human mage, and the same is true for orc. If I choose orc brewmaster, I will get orc mage. Can someone please help! I'd be GREATLY GRATEFUL!
EDIT: Thanks for that link death, I was looking for it , it's been a veryy long time since I've evened opened my wc3. But here is the triggers in the correct format:
(Trigger 1/6)
-
Choose Faction Copy
-
Events
- Unit - A unit enters Choose your side <gen>
-
Conditions
- ((Owner of (Triggering unit)) is an ally of Player 10 (Light Blue)) Equal to False
- ((Owner of (Triggering unit)) is an ally of Player 11 (Dark Green)) Equal to False
-
Actions
- Dialog - Clear Hero_Descriptions[(Player number of (Owner of (Triggering unit)))]
- Dialog - Create a dialog button for Hero_Descriptions[(Player number of (Owner of (Triggering unit)))] labelled Yes
- Set Hero_Descriptions_Yes[(Player number of (Owner of (Triggering unit)))] = (Last created dialog Button)
- Dialog - Create a dialog button for Hero_Descriptions[(Player number of (Owner of (Triggering unit)))] labelled No
- Set Hero_Descriptions_No[(Player number of (Owner of (Triggering unit)))] = (Last created dialog Button)
- Dialog - Change the title of Hero_Descriptions[(Player number of (Owner of (Triggering unit)))] to Would you like to r...
- Dialog - Show Hero_Descriptions[(Player number of (Owner of (Triggering unit)))] for (Owner of (Triggering unit))
-
Events
-
Choose Faction Ini
-
Events
- Dialog - A dialog button is clicked for Hero_Descriptions[(Player number of Player 1 (Red))]
- Dialog - A dialog button is clicked for Hero_Descriptions[(Player number of Player 2 (Blue))]
- Dialog - A dialog button is clicked for Hero_Descriptions[(Player number of Player 3 (Teal))]
- Dialog - A dialog button is clicked for Hero_Descriptions[(Player number of Player 4 (Purple))]
- Dialog - A dialog button is clicked for Hero_Descriptions[(Player number of Player 5 (Yellow))]
- Dialog - A dialog button is clicked for Hero_Descriptions[(Player number of Player 6 (Orange))]
- Dialog - A dialog button is clicked for Hero_Descriptions[(Player number of Player 7 (Green))]
- Dialog - A dialog button is clicked for Hero_Descriptions[(Player number of Player 8 (Pink))]
-
Conditions
- ((Triggering player) is an ally of Player 10 (Light Blue)) Equal to False
- ((Triggering player) is an ally of Player 11 (Dark Green)) Equal to False
- (Clicked dialog button) Equal to Hero_Descriptions_No[(Player number of (Triggering player))]
-
Actions
- Sound - Play AkamaWarcry1 <gen>
- Game - Display to (Player group((Triggering player))) the text: |cff7777aaDargon|r:...
- Dialog - Clear Race_Choose_Dialog[(Player number of (Triggering player))]
- Dialog - Create a dialog button for Race_Choose_Dialog[(Player number of (Triggering player))] labelled Humans
- Set Human_Dialog = (Last created dialog Button)
- Dialog - Create a dialog button for Race_Choose_Dialog[(Player number of (Triggering player))] labelled Orcs
- Set Orcs_Dialog = (Last created dialog Button)
- Dialog - Change the title of Race_Choose_Dialog[(Player number of (Triggering player))] to Choose your faction...
- Dialog - Show Race_Choose_Dialog[(Player number of (Triggering player))] for (Triggering player)
- Dialog - Clear Hero_Descriptions[(Player number of (Triggering player))]
- Dialog - Hide Hero_Descriptions[(Player number of (Triggering player))] for (Triggering player)
-
Events
-
Dialog Faction
-
Events
- Dialog - A dialog button is clicked for Race_Choose_Dialog[(Player number of Player 1 (Red))]
- Dialog - A dialog button is clicked for Race_Choose_Dialog[(Player number of Player 2 (Blue))]
- Dialog - A dialog button is clicked for Race_Choose_Dialog[(Player number of Player 3 (Teal))]
- Dialog - A dialog button is clicked for Race_Choose_Dialog[(Player number of Player 4 (Purple))]
- Dialog - A dialog button is clicked for Race_Choose_Dialog[(Player number of Player 5 (Yellow))]
- Dialog - A dialog button is clicked for Race_Choose_Dialog[(Player number of Player 6 (Orange))]
- Dialog - A dialog button is clicked for Race_Choose_Dialog[(Player number of Player 7 (Green))]
- Dialog - A dialog button is clicked for Race_Choose_Dialog[(Player number of Player 8 (Pink))]
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to Orcs_Dialog
-
Then - Actions
- Set PlayerIsOrc[(Player number of (Triggering player))] = True
- Dialog - Hide Race_Choose_Dialog[(Player number of (Triggering player))] for (Triggering player)
- Dialog - Clear Race_Choose_Dialog[(Player number of (Triggering player))]
- Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally with shared vision
- Player - Make Player 11 (Dark Green) treat (Triggering player) as an Ally with shared vision
- Player - For (Triggering player), turn Alliance (non-aggression) On toward Player 11 (Dark Green)
- Game - Display to (All players) the text: ((Name of (Triggering player)) + chose to side with the |cff32cd32Orcs|r. He/She is now |cffff0000Hostile|r with the humans.)
- Dialog - Clear Class_Type_Dialog[(Player number of (Triggering player))]
- Dialog - Create a dialog button for Class_Type_Dialog[(Player number of (Triggering player))] labelled Tank
- Set Class_Type_Tank[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Create a dialog button for Class_Type_Dialog[(Player number of (Triggering player))] labelled Damage
- Set Class_Type_Damage[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Create a dialog button for Class_Type_Dialog[(Player number of (Triggering player))] labelled Support
- Set Class_Type_TankSupport[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Change the title of Class_Type_Dialog[(Player number of (Triggering player))] to Class Type:
- Dialog - Show Class_Type_Dialog[(Player number of (Triggering player))] for (Triggering player)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to Human_Dialog
-
Then - Actions
- Set PlayerIsOrc[(Player number of (Triggering player))] = False
- Dialog - Hide Race_Choose_Dialog[(Player number of (Triggering player))] for (Triggering player)
- Dialog - Clear Race_Choose_Dialog[(Player number of (Triggering player))]
- Player - Make (Triggering player) treat Player 10 (Light Blue) as an Ally with shared vision
- Player - Make Player 10 (Light Blue) treat (Triggering player) as an Ally with shared vision
- Player - For (Triggering player), turn Alliance (non-aggression) On toward Player 10 (Light Blue)
- Game - Display to (All players) the text: ((Name of (Triggering player)) + chose to side with the |cff32cd32Humans|r. He/She is now |cffff0000Hostile|r with the orcs.)
- Dialog - Clear Class_Type_Dialog[(Player number of (Triggering player))]
- Dialog - Create a dialog button for Class_Type_Dialog[(Player number of (Triggering player))] labelled Tank
- Set Class_Type_Tank[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Create a dialog button for Class_Type_Dialog[(Player number of (Triggering player))] labelled Damage
- Set Class_Type_Damage[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Create a dialog button for Class_Type_Dialog[(Player number of (Triggering player))] labelled Support
- Set Class_Type_TankSupport[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Change the title of Class_Type_Dialog[(Player number of (Triggering player))] to Class Type:
- Dialog - Show Class_Type_Dialog[(Player number of (Triggering player))] for (Triggering player)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
dialog Choose class
-
Events
- Dialog - A dialog button is clicked for Class_Type_Dialog[(Player number of Player 1 (Red))]
- Dialog - A dialog button is clicked for Class_Type_Dialog[(Player number of Player 2 (Blue))]
- Dialog - A dialog button is clicked for Class_Type_Dialog[(Player number of Player 3 (Teal))]
- Dialog - A dialog button is clicked for Class_Type_Dialog[(Player number of Player 4 (Purple))]
- Dialog - A dialog button is clicked for Class_Type_Dialog[(Player number of Player 5 (Yellow))]
- Dialog - A dialog button is clicked for Class_Type_Dialog[(Player number of Player 6 (Orange))]
- Dialog - A dialog button is clicked for Class_Type_Dialog[(Player number of Player 7 (Green))]
- Dialog - A dialog button is clicked for Class_Type_Dialog[(Player number of Player 8 (Pink))]
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to Class_Type_Damage[(Player number of (Triggering player))]
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerIsOrc[(Player number of (Triggering player))] Equal to True
-
Then - Actions
- Dialog - Clear OrcClassPick[(Player number of (Triggering player))]
- Dialog - Create a dialog button for OrcClassPick[(Player number of (Triggering player))] labelled Mage
- Set OrcMage[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Create a dialog button for OrcClassPick[(Player number of (Triggering player))] labelled Necromancer
- Set OrcNecro[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Create a dialog button for OrcClassPick[(Player number of (Triggering player))] labelled Spellflinger
- Set OrcUndead_Spellflinger[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Change the title of OrcClassPick[(Player number of (Triggering player))] to Damage
- Dialog - Show OrcClassPick[(Player number of (Triggering player))] for (Triggering player)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerIsOrc[(Player number of (Triggering player))] Equal to False
-
Then - Actions
- Dialog - Clear HumanClassPick[(Player number of (Triggering player))]
- Dialog - Create a dialog button for HumanClassPick[(Player number of (Triggering player))] labelled Mage
- Set HumanMage[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Create a dialog button for HumanClassPick[(Player number of (Triggering player))] labelled Necromancer
- Set Necromancer[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Create a dialog button for HumanClassPick[(Player number of (Triggering player))] labelled Spellflinger
- Set HumanUndead_Spellflinger[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Change the title of HumanClassPick[(Player number of (Triggering player))] to Damage
- Dialog - Show HumanClassPick[(Player number of (Triggering player))] for (Triggering player)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to Class_Type_Tank[(Player number of (Triggering player))]
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerIsOrc[(Player number of (Triggering player))] Equal to True
-
Then - Actions
- Dialog - Clear OrcClassPick[(Player number of (Triggering player))]
- Dialog - Create a dialog button for OrcClassPick[(Player number of (Triggering player))] labelled Warrior
- Set OrcWarrior[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Create a dialog button for OrcClassPick[(Player number of (Triggering player))] labelled Brewmaster
- Set OrcBrewmaster[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Change the title of OrcClassPick[(Player number of (Triggering player))] to Tank
- Dialog - Show OrcClassPick[(Player number of (Triggering player))] for (Triggering player)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerIsOrc[(Player number of (Triggering player))] Equal to False
-
Then - Actions
- Dialog - Clear HumanClassPick[(Player number of (Triggering player))]
- Dialog - Create a dialog button for HumanClassPick[(Player number of (Triggering player))] labelled Warrior
- Set HumanWarrior[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Create a dialog button for HumanClassPick[(Player number of (Triggering player))] labelled Brewmaster
- Set HumanBrewmaster[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Change the title of HumanClassPick[(Player number of (Triggering player))] to Tank
- Dialog - Show HumanClassPick[(Player number of (Triggering player))] for (Triggering player)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to Class_Type_TankSupport[(Player number of (Triggering player))]
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerIsOrc[(Player number of (Triggering player))] Equal to True
-
Then - Actions
- Dialog - Clear OrcClassPick[(Player number of (Triggering player))]
- Dialog - Create a dialog button for OrcClassPick[(Player number of (Triggering player))] labelled Shaman
- Set OrcShaman[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Create a dialog button for OrcClassPick[(Player number of (Triggering player))] labelled Mistweaver
- Set OrcMistweaver[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Change the title of OrcClassPick[(Player number of (Triggering player))] to Support
- Dialog - Show OrcClassPick[(Player number of (Triggering player))] for (Triggering player)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PlayerIsOrc[(Player number of (Triggering player))] Equal to False
-
Then - Actions
- Dialog - Clear HumanClassPick[(Player number of (Triggering player))]
- Dialog - Create a dialog button for HumanClassPick[(Player number of (Triggering player))] labelled Shaman
- Set HumanShaman[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Create a dialog button for HumanClassPick[(Player number of (Triggering player))] labelled Mistweaver
- Set HumanMistweaver[(Player number of (Triggering player))] = (Last created dialog Button)
- Dialog - Change the title of HumanClassPick[(Player number of (Triggering player))] to Support
- Dialog - Show HumanClassPick[(Player number of (Triggering player))] for (Triggering player)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Dialog Class Choose
-
Events
- Dialog - A dialog button is clicked for HumanClassPick[(Player number of Player 1 (Red))]
- Dialog - A dialog button is clicked for HumanClassPick[(Player number of Player 2 (Blue))]
- Dialog - A dialog button is clicked for HumanClassPick[(Player number of Player 3 (Teal))]
- Dialog - A dialog button is clicked for HumanClassPick[(Player number of Player 4 (Purple))]
- Dialog - A dialog button is clicked for HumanClassPick[(Player number of Player 5 (Yellow))]
- Dialog - A dialog button is clicked for HumanClassPick[(Player number of Player 6 (Orange))]
- Dialog - A dialog button is clicked for HumanClassPick[(Player number of Player 7 (Green))]
- Dialog - A dialog button is clicked for HumanClassPick[(Player number of Player 8 (Pink))]
- Conditions
-
Actions
- Dialog - Clear HumanClassPick[(Player number of (Triggering player))]
-
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Picked unit)) Equal to Lost Soul
- (Owner of (Picked unit)) Equal to (Triggering player)
-
Then - Actions
- Unit - Remove (Picked unit) from the game
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to HumanMage[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Human Mage for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 10 (Light Blue) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to HumanWarrior[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Human Warrior for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 10 (Light Blue) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to Necromancer[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Undead Necromancer for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 10 (Light Blue) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to HumanShaman[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Human Shaman for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 10 (Light Blue) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to HumanUndead_Spellflinger[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Undead Spellflinger for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 10 (Light Blue) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to HumanMistweaver[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Mistweaver for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 10 (Light Blue) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to HumanBrewmaster[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Pandaren Brewmaster for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 10 (Light Blue) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Events
-
Dialog Class Choose Copy
-
Events
- Dialog - A dialog button is clicked for OrcClassPick[(Player number of Player 1 (Red))]
- Dialog - A dialog button is clicked for OrcClassPick[(Player number of Player 2 (Blue))]
- Dialog - A dialog button is clicked for OrcClassPick[(Player number of Player 3 (Teal))]
- Dialog - A dialog button is clicked for OrcClassPick[(Player number of Player 4 (Purple))]
- Dialog - A dialog button is clicked for OrcClassPick[(Player number of Player 5 (Yellow))]
- Dialog - A dialog button is clicked for OrcClassPick[(Player number of Player 6 (Orange))]
- Dialog - A dialog button is clicked for OrcClassPick[(Player number of Player 7 (Green))]
- Dialog - A dialog button is clicked for OrcClassPick[(Player number of Player 8 (Pink))]
- Conditions
-
Actions
- Dialog - Clear OrcClassPick[(Player number of (Triggering player))]
-
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Picked unit)) Equal to Lost Soul
- (Owner of (Picked unit)) Equal to (Triggering player)
-
Then - Actions
- Unit - Remove (Picked unit) from the game
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to OrcMage[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Orc Mage for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 11 (Dark Green) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to OrcNecro[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Undead Necromancer for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 11 (Dark Green) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to OrcWarrior[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Orc Warrior for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 11 (Dark Green) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to OrcShaman[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Orc Shaman for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 11 (Dark Green) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to OrcUndead_Spellflinger[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Undead Spellflinger for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 11 (Dark Green) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to OrcMistweaver[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Mistweaver for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 11 (Dark Green) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to OrcBrewmaster[(Player number of (Triggering player))]
-
Then - Actions
- Unit - Create 1 Pandaren Brewmaster for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
- Player - Make Player 11 (Dark Green) treat (Owner of (Last created unit)) as an Ally
- Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Events
Attachments
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