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[Solved] high to low problem

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hello im having a problem with a high to low indexer i guess u could call it. it first takes the values from battlegrounds counter player and puts each of them into a temp integer array. i called i then it sorts them high to low. after tht i attach the string which i called place it is a string starting w 1st up till 6th place. problem is is tht it messes up for player 2. im not sure y but it works fine for the pc and for player 1. player 2 always shows 2nd place instead of 1st place. it does change to 3rd place if counter for p1 and pc r higher tho. here is the base code after tht ill place the whole trigger. thx to anyone tht can help me.

JASS:
private function leader takes nothing returns nothing
    local integer start = 0
    local integer end = 11
    local integer curr = 2
    local integer temp
    local integer array i
    local integer L = 0
    local string array b
    local multiboarditem mbi
    loop
        exitwhen start > end
        set i[start] = Battlegrounds_Counter_Player[start]
        set start = start + 1
    endloop
    set start = 0
    loop
        if i[start] < i[curr] then
            set temp = i[start]
            set i[start] = i[curr]
            set i[curr] = temp
        endif
        exitwhen start == end - 1
        if curr == end then
            set curr = start + 2
            set start = start + 1
        else
            set curr = curr + 1
        endif
    endloop
    set start = 0
    loop
        exitwhen start > end
        set L = 0
        loop
            exitwhen L > end
            if Battlegrounds_Counter_Player[start] == i[L] then
               set b[start] = place[L]
            endif
            set L = L + 1
        endloop
        set start = start + 1
    endloop
    set L = 0
    loop
        exitwhen L > 5
        set mbi = MultiboardGetItem( battlegroundsMultiboard, 1, (L+2) )
        call MultiboardSetItemValue( mbi, playerColors[L] + b[L] + color )
        call text( b[L], 0)
        call MultiboardReleaseItem( mbi)
        set mbi = null
        set L = L + 1
    endloop
    set mbi = MultiboardGetItem( battlegroundsMultiboard, 1, 1 )
    call MultiboardSetItemValue( mbi, playerColors[6] + b[11] + color )
    call MultiboardReleaseItem( mbi)
    set mbi = null
    set L = 0
    loop
        exitwhen L > 11
        set b[L] = null
        set L = L + 1
    endloop
endfunction

JASS:
scope KotB initializer Battlegrounds

globals
    trigger trg_BKC_Timers
    timer array HeroTimerPlayer
    timerdialog array HeroTimerDialogPlayer
    constant real heroReviveTime = 30.00
    private real array xP
    private real array yP
    private real bx
    private real by
    private integer array handleID
    private region KotBr
    real array HeroTimerRemPlayer
    private string array place
endglobals

private function leader takes nothing returns nothing
    local integer start = 0
    local integer end = 11
    local integer curr = 2
    local integer temp
    local integer array i
    local integer L = 0
    local string array b
    local multiboarditem mbi
    loop
        exitwhen start > end
        set i[start] = Battlegrounds_Counter_Player[start]
        set start = start + 1
    endloop
    set start = 0
    loop
        if i[start] < i[curr] then
            set temp = i[start]
            set i[start] = i[curr]
            set i[curr] = temp
        endif
        exitwhen start == end - 1
        if curr == end then
            set curr = start + 2
            set start = start + 1
        else
            set curr = curr + 1
        endif
    endloop
    set start = 0
    loop
        exitwhen start > end
        set L = 0
        loop
            exitwhen L > end
            if Battlegrounds_Counter_Player[start] == i[L] then
               set b[start] = place[L]
            endif
            set L = L + 1
        endloop
        set start = start + 1
    endloop
    set L = 0
    loop
        exitwhen L > 5
        set mbi = MultiboardGetItem( battlegroundsMultiboard, 1, (L+2) )
        call MultiboardSetItemValue( mbi, playerColors[L] + b[L] + color )
        call text( b[L], 0)
        call MultiboardReleaseItem( mbi)
        set mbi = null
        set L = L + 1
    endloop
    set mbi = MultiboardGetItem( battlegroundsMultiboard, 1, 1 )
    call MultiboardSetItemValue( mbi, playerColors[6] + b[11] + color )
    call MultiboardReleaseItem( mbi)
    set mbi = null
    set L = 0
    loop
        exitwhen L > 11
        set b[L] = null
        set L = L + 1
    endloop
endfunction

private function whichTimer takes timer t returns integer
    local integer p = 0
    local integer h = GetHandleId( t)
    set t = null
    loop
        exitwhen p > 5
        if handleID == h then
            return p
        endif
        set p = p + 1
    endloop
    return 11
endfunction

private function heroRevival takes nothing returns nothing
    local timer t = GetExpiredTimer()
    local integer p = whichTimer( t)
    call ReviveHero( Selected_Hero_Player, xP, yP, true )
    call text( "Your Hero Has Been Revived", p)
    call PauseTimer( HeroTimerPlayer)
    call DestroyTimerDialog( HeroTimerDialogPlayer)
    call DestroyTimer( HeroTimerPlayer)
    set HeroTimerDialogPlayer = null
    set HeroTimerPlayer = null
endfunction

private function kills takes nothing returns nothing
    local unit u = GetTriggerUnit()
    local integer ut = GetUnitTypeId( u)
    local integer p = GetPlayerId( GetOwningPlayer( u))
    local integer v = GetUnitPointValue( u)
    local unit ku = GetKillingUnit()
    local integer kp = GetPlayerId( GetOwningPlayer( ku))
    local boolean b = false
    local integer i = p + 2
    local integer kpi = kp + 2
    local integer c = p
    local integer kpc = kp
    local multiboarditem mbi
    if p == 11 then // player 11
        set i = 1
        set c = 6
    endif
    if kp == 11 then // player 11
        set kpi = 1
        set kpc = 6
    endif
    if u == Selected_Hero_Player then
        set b = true
        set HeroTimerPlayer = CreateTimer()
        set HeroTimerDialogPlayer = CreateTimerDialog( HeroTimerPlayer)
        call TimerStart( HeroTimerPlayer, heroReviveTime, false, function heroRevival)
        call TimerDialogSetTitle( HeroTimerDialogPlayer, " Your Hero Revives In")
        if GetLocalPlayer() == Player(p) then
            call TimerDialogDisplay( HeroTimerDialogPlayer, true)
        endif
        set handleID = GetHandleId( HeroTimerPlayer)
    endif
    if (IsUnitInGroup( u, Battlegrounds_Group_Player ) or u == Selected_Hero_Player) and IsUnitInRegion( KotBr, u ) then
        set Battlegrounds_Counter_Player = Battlegrounds_Counter_Player - v
        if b == false then
            call GroupRemoveUnit( Battlegrounds_Group_Player, u )
        endif
        set mbi = MultiboardGetItem( battlegroundsMultiboard, 3, i )
        call MultiboardSetItemValue( mbi, playerColors[c] + I2S(Battlegrounds_Counter_Player) + color )
        call MultiboardReleaseItem( mbi)
        set Lumber_Income_Player[kp] = Lumber_Income_Player[kp] + ( v / 2 )
        set mbi = MultiboardGetItem( battlegroundsMultiboard, 4, kpi )
        call MultiboardSetItemValue( mbi, playerColors[kpc] + I2S(Lumber_Income_Player[kp]) + color )
        call MultiboardReleaseItem( mbi)
    endif
    if ku == Selected_Hero_Player[kp] then
        set Hero_Kills_Player[kp] = Hero_Kills_Player[kp] + 1
        set mbi = MultiboardGetItem( battlegroundsMultiboard, 2, kpi )
        call MultiboardSetItemValue( mbi, playerColors[kpc] + I2S(Hero_Kills_Player[kp]) + color )
        call MultiboardReleaseItem( mbi)
    endif
    call leader()
    set u = null
    set ku = null
    set mbi = null
endfunction

private function KotB_adding takes nothing returns nothing
    local unit u = GetTriggerUnit()
    local integer p = GetPlayerId( GetOwningPlayer( u ) )
    local integer v = GetUnitPointValue( u )
    local integer i = p + 2
    local integer c = p
    local multiboarditem mbi
    if p == 11 then // player 11
        set i = 1
        set c = 6
    endif
    if ( IsUnitInGroup( u, Battlegrounds_Group_Player ) or u == Selected_Hero_Player ) then
        set Battlegrounds_Counter_Player = Battlegrounds_Counter_Player + v
        set mbi = MultiboardGetItem( battlegroundsMultiboard, 3, i )
        call MultiboardSetItemValue( mbi, playerColors[c] + I2S(Battlegrounds_Counter_Player) + color )
        call MultiboardReleaseItem( mbi)
    endif
    call leader()
    set u = null
    set mbi = null
endfunction

private function KotB_leaving takes nothing returns nothing
    local unit u = GetTriggerUnit()
    local integer p = GetPlayerId( GetOwningPlayer( u ) )
    local integer v = GetUnitPointValue( u )
    local integer i = p + 2
    local integer c = p
    local multiboarditem mbi
    if p == 11 then // player 11
        set i = 1
        set c = 6
    endif
    if ((IsUnitInGroup( u, Battlegrounds_Group_Player ) or u == Selected_Hero_Player) and IsUnitInRegion( KotBr, u ) == false ) then
        set Battlegrounds_Counter_Player = Battlegrounds_Counter_Player - v
        set mbi = MultiboardGetItem( battlegroundsMultiboard, 3, i )
        call MultiboardSetItemValue( mbi, playerColors[c] + I2S(Battlegrounds_Counter_Player) + color )
        call MultiboardReleaseItem( mbi)
    endif
    call leader()
    set u = null
    set mbi = null
endfunction

private function startup takes nothing returns nothing
    set place[0] = "1st"
    set place[1] = "2nd"
    set place[2] = "3rd"
    set place[3] = "4th"
    set place[4] = "5th"
    set place[5] = "6th"
    set place[6] = "6th"
    set place[7] = "6th"
    set place[8] = "6th"
    set place[9] = "6th"
    set place[10] = "6th"
    set place[11] = "6th"
    set xP[0] = GetRectCenterX( gg_rct_Hero_Spawn_P0 )
    set yP[0] = GetRectCenterY( gg_rct_Hero_Spawn_P0 )
    set xP[1] = GetRectCenterX( gg_rct_Hero_Spawn_P1 )
    set yP[1] = GetRectCenterY( gg_rct_Hero_Spawn_P1 )
    set xP[2] = GetRectCenterX( gg_rct_Hero_Spawn_P2 )
    set yP[2] = GetRectCenterY( gg_rct_Hero_Spawn_P2 )
    set xP[3] = GetRectCenterX( gg_rct_Hero_Spawn_P3 )
    set yP[3] = GetRectCenterY( gg_rct_Hero_Spawn_P3 )
    set xP[4] = GetRectCenterX( gg_rct_Hero_Spawn_P4 )
    set yP[4] = GetRectCenterY( gg_rct_Hero_Spawn_P4 )
    set xP[5] = GetRectCenterX( gg_rct_Hero_Spawn_P5 )
    set yP[5] = GetRectCenterY( gg_rct_Hero_Spawn_P5 )
    set xP[11] = GetRectCenterX( gg_rct_P11_Battleground_Spawn )
    set yP[11] = GetRectCenterY( gg_rct_P11_Battleground_Spawn )
    set KotBr = CreateRegion()
    call RegionAddRect( KotBr, gg_rct_King_of_the_Battlegrounds )
    set bx = GetRectCenterX( gg_rct_King_of_the_Battlegrounds )
    set by = GetRectCenterY( gg_rct_King_of_the_Battlegrounds )
endfunction

private function timerStartup takes nothing returns nothing
    local integer p = 0
    loop
        exitwhen p > 3
        set HeroTimerRemPlayer = heroReviveTime
        if GetUnitState( Selected_Hero_Player, UNIT_STATE_LIFE) <= 0 then
            set HeroTimerPlayer = CreateTimer()
            set HeroTimerDialogPlayer = CreateTimerDialog( HeroTimerPlayer)
            call TimerStart( HeroTimerPlayer, HeroTimerRemPlayer, false, function heroRevival)
            call TimerDialogSetTitle( HeroTimerDialogPlayer, " Your Hero Revives In")
            if GetLocalPlayer() == Player(p) then
                call TimerDialogDisplay( HeroTimerDialogPlayer, true)
            endif
            set handleID = GetHandleId( HeroTimerPlayer)
        endif
        set p = p + 1
    endloop
endfunction

//===========================================================================
private function Battlegrounds takes nothing returns nothing
    local trigger t = CreateTrigger()
    local trigger t1 = CreateTrigger()
    local trigger t2 = CreateTrigger()
    local trigger t3 = CreateTrigger()
    call startup()
    set trg_BKC_Timers = CreateTrigger()
    call TriggerAddAction( trg_BKC_Timers, function timerStartup)
    call TriggerRegisterPlayerUnitEvent( t, Player(0), EVENT_PLAYER_UNIT_DEATH, null )
    call TriggerRegisterPlayerUnitEvent( t, Player(1), EVENT_PLAYER_UNIT_DEATH, null )
    call TriggerRegisterPlayerUnitEvent( t, Player(2), EVENT_PLAYER_UNIT_DEATH, null )
    call TriggerRegisterPlayerUnitEvent( t, Player(3), EVENT_PLAYER_UNIT_DEATH, null )
    call TriggerRegisterPlayerUnitEvent( t, Player(4), EVENT_PLAYER_UNIT_DEATH, null )
    call TriggerRegisterPlayerUnitEvent( t, Player(5), EVENT_PLAYER_UNIT_DEATH, null )
    call TriggerRegisterPlayerUnitEvent( t, Player(11), EVENT_PLAYER_UNIT_DEATH, null )
    call TriggerAddAction( t, function kills )
    call TriggerRegisterEnterRegion( t1, KotBr, null )
    call TriggerAddAction( t1, function KotB_adding )
    call TriggerRegisterLeaveRegion( t2, KotBr, null )
    call TriggerAddAction( t2, function KotB_leaving )
    call TriggerAddAction( t3, function leader )
    set t = null
    set t1 = null
    set t2 = null
endfunction

endscope
 
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