Chowder
C
Chowder
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
(Trigger 1/6)
-
Choose Faction Copy
-

Events
-


Unit - A unit enters Choose your side <gen>
-
-

Conditions
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((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
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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))
-
-
-
Choose Faction Ini
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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>
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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)
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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)
-
-
-
Dialog Faction
-

Events
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Dialog - A dialog button is clicked for Race_Choose_Dialog[(Player number of Player 1 (Red))]
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Dialog - A dialog button is clicked for Race_Choose_Dialog[(Player number of Player 2 (Blue))]
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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
-
-
-
-
-
-
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
-
-
-
-
-



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
-
-
-
-
-





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
-
-
-
-
-







Else - Actions
-
-
-
-
-
-
-
-
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 (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
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
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 (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
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(Clicked dialog button) Equal to OrcBrewmaster[(Player number of (Triggering player))]
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Then - Actions
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Unit - Create 1 Pandaren Brewmaster for (Triggering player) at (Center of Lost Soul Spawn <gen>) facing Default building facing degrees
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Player - Make Player 11 (Dark Green) treat (Owner of (Last created unit)) as an Ally
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Set Hero_Pick[(Player number of (Triggering player))] = (Last created unit)
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Else - Actions
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Attachments
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