- Joined
- Jun 2, 2009
- Messages
- 1,137
Hello everyone. Here is my system.
I can prevent players getting heroes selected by AI Controlled Players with this trigger.
I can prevent players getting heroes selected by AI Controlled Players with this trigger.
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HeroSectirme
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Events
- Time - Elapsed game time is 2.00 seconds
- Conditions
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Actions
- Game - Display to (All players) for 5.00 seconds the text: |cff00ff00Yapay zek...
- Wait 10.00 seconds
- Game - Display to (All players) for 5.00 seconds the text: |cff00ff00Yapay zek...
- Wait 5.00 seconds
- Game - Display to (All players) for 5.00 seconds the text: |cff00ff00Yapay zek...
- Wait 5.00 seconds
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Player((Integer A))) controller) Equal to Computer
- BotHeroSecti[(Integer A)] Equal to False
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Player number of (Player((Integer A)))) Less than or equal to 6
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Then - Actions
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For each (Integer LoopInt) from 0 to 1, do (Actions)
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Loop - Actions
- Set randomInt = (Random integer number between 1 and 10)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- HeroChoosen[randomInt] Equal to False
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Then - Actions
- Set LoopInt = 1
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Else - Actions
- Set LoopInt = 0
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If - Conditions
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Loop - Actions
- Set BotHeroSecti[(Integer A)] = True
- Unit - Create 1 BotHerolar[randomInt] for (Player((Integer A))) at (Center of MarketUst <gen>) facing Default building facing degrees
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Player Group - Pick every player in (All players) and do (Actions)
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Loop - Actions
- Player - Make BotHerolar[randomInt] Unavailable for training/construction by (Picked player)
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Loop - Actions
- Neutral Building - Remove BotHerolar[randomInt] from all marketplaces
- Set zU_AIHero[(Integer A)] = (Last created unit)
- Set HeroChoosen[randomInt] = True
- Hero - Modify Strength of (Last created unit): Add 10
- Hero - Modify Agility of (Last created unit): Add 10
- Hero - Modify Intelligence of (Last created unit): Add 10
- Unit Group - Add (Last created unit) to HerolarALL
- Unit Group - Add (Last created unit) to HerolarBotALL
- Unit Group - Add (Last created unit) to HerolarBotDevil
- Unit Group - Add (Last created unit) to HerolarDevilAll
- Player Group - Add (Player((Integer A))) to ClanDevilPlayers
- Player Group - Add (Player((Integer A))) to ClanDevilBotlar
- Player Group - Add (Player((Integer A))) to Botlar
- Unit - Set the custom value of (Last created unit) to 0
- Set HeroCountDevil = (HeroCountDevil + 1)
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For each (Integer LoopInt) from 0 to 1, do (Actions)
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Else - Actions
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For each (Integer LoopInt) from 0 to 1, do (Actions)
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Loop - Actions
- Set randomInt = (Random integer number between 1 and 11)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- HeroChoosen[randomInt] Equal to False
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Then - Actions
- Set LoopInt = 1
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Else - Actions
- Set LoopInt = 0
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If - Conditions
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Loop - Actions
- Set BotHeroSecti[(Integer A)] = True
- Unit - Create 1 BotHerolar[randomInt] for (Player((Integer A))) at (Center of GameGuideReaper <gen>) facing Default building facing degrees
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Player Group - Pick every player in (All players) and do (Actions)
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Loop - Actions
- Player - Make BotHerolar[randomInt] Unavailable for training/construction by (Picked player)
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Loop - Actions
- Set zU_AIHero[(Integer A)] = (Last created unit)
- Set HeroChoosen[randomInt] = True
- Hero - Modify Strength of (Last created unit): Add 10
- Hero - Modify Agility of (Last created unit): Add 10
- Hero - Modify Intelligence of (Last created unit): Add 10
- Unit Group - Add (Last created unit) to HerolarALL
- Unit Group - Add (Last created unit) to HerolarBotALL
- Unit Group - Add (Last created unit) to HerolarReaperALL
- Unit Group - Add (Last created unit) to HerolarBotReaper
- Player Group - Add (Player((Integer A))) to ClanReaperPlayers
- Player Group - Add (Player((Integer A))) to ClanReaperBotlar
- Player Group - Add (Player((Integer A))) to Botlar
- Unit - Set the custom value of (Last created unit) to 0
- Set HeroCountReaper = (HeroCountReaper + 1)
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For each (Integer LoopInt) from 0 to 1, do (Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- 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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Loop - Actions
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Events
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Heroes Sent2
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Events
- Unit - A unit enters Altars <gen>
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Conditions
- ((Triggering unit) is A Hero) Equal to True
- (Level of (Triggering unit)) Equal to 1
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Owner of (Triggering unit)) is in ClanDevilPlayers) Equal to True
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Then - Actions
- Wait 0.10 seconds
- Unit - Move (Triggering unit) instantly to (Center of GameGuideDevil <gen>)
- Unit Group - Add (Triggering unit) to DevilHerolariPlayer
- Unit Group - Add (Triggering unit) to HerolarALL
- Unit Group - Add (Triggering unit) to HerolarDevilAll
- Set HeroOyuncu[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
- Set TPUnit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
- Set HeroCountDevil = (HeroCountDevil + 1)
- 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
- ((Owner of (Triggering unit)) is in ClanReaperPlayers) Equal to True
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Then - Actions
- Wait 0.10 seconds
- Unit - Move (Triggering unit) instantly to (Center of GameGuideReaper <gen>)
- Unit Group - Add (Triggering unit) to ReaperHerolariPlayer
- Unit Group - Add (Triggering unit) to HerolarALL
- Unit Group - Add (Triggering unit) to HerolarReaperALL
- Set HeroOyuncu[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
- Set TPUnit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
- Set HeroCountReaper = (HeroCountReaper + 1)
- 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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Events