- Joined
- Jun 2, 2009
- Messages
- 1,276
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
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Time - Elapsed game time is 2.00 seconds
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Conditions
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Actions
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Game - Display to (All players) for 5.00 seconds the text: |cff00ff00Yapay zek...
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Wait 10.00 seconds
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Game - Display to (All players) for 5.00 seconds the text: |cff00ff00Yapay zek...
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Wait 5.00 seconds
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Game - Display to (All players) for 5.00 seconds the text: |cff00ff00Yapay zek...
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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
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((Player((Integer A))) controller) Equal to Computer
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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
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(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
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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
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HeroChoosen[randomInt] Equal to False
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Then - Actions
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Set LoopInt = 1
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Else - Actions
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Set LoopInt = 0
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Set BotHeroSecti[(Integer A)] = True
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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
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Player - Make BotHerolar[randomInt] Unavailable for training/construction by (Picked player)
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Neutral Building - Remove BotHerolar[randomInt] from all marketplaces
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Set zU_AIHero[(Integer A)] = (Last created unit)
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Set HeroChoosen[randomInt] = True
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Hero - Modify Strength of (Last created unit): Add 10
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Hero - Modify Agility of (Last created unit): Add 10
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Hero - Modify Intelligence of (Last created unit): Add 10
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Unit Group - Add (Last created unit) to HerolarALL
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Unit Group - Add (Last created unit) to HerolarBotALL
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Unit Group - Add (Last created unit) to HerolarBotDevil
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Unit Group - Add (Last created unit) to HerolarDevilAll
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Player Group - Add (Player((Integer A))) to ClanDevilPlayers
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Player Group - Add (Player((Integer A))) to ClanDevilBotlar
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Player Group - Add (Player((Integer A))) to Botlar
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Unit - Set the custom value of (Last created unit) to 0
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Set HeroCountDevil = (HeroCountDevil + 1)
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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
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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
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HeroChoosen[randomInt] Equal to False
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Then - Actions
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Set LoopInt = 1
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Else - Actions
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Set LoopInt = 0
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Set BotHeroSecti[(Integer A)] = True
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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
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Player - Make BotHerolar[randomInt] Unavailable for training/construction by (Picked player)
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Set zU_AIHero[(Integer A)] = (Last created unit)
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Set HeroChoosen[randomInt] = True
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Hero - Modify Strength of (Last created unit): Add 10
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Hero - Modify Agility of (Last created unit): Add 10
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Hero - Modify Intelligence of (Last created unit): Add 10
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Unit Group - Add (Last created unit) to HerolarALL
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Unit Group - Add (Last created unit) to HerolarBotALL
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Unit Group - Add (Last created unit) to HerolarReaperALL
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Unit Group - Add (Last created unit) to HerolarBotReaper
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Player Group - Add (Player((Integer A))) to ClanReaperPlayers
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Player Group - Add (Player((Integer A))) to ClanReaperBotlar
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Player Group - Add (Player((Integer A))) to Botlar
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Unit - Set the custom value of (Last created unit) to 0
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Set HeroCountReaper = (HeroCountReaper + 1)
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Else - Actions
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Heroes Sent2
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Events
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Unit - A unit enters Altars <gen>
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Conditions
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((Triggering unit) is A Hero) Equal to True
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(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
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((Owner of (Triggering unit)) is in ClanDevilPlayers) Equal to True
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Then - Actions
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Wait 0.10 seconds
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Unit - Move (Triggering unit) instantly to (Center of GameGuideDevil <gen>)
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Unit Group - Add (Triggering unit) to DevilHerolariPlayer
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Unit Group - Add (Triggering unit) to HerolarALL
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Unit Group - Add (Triggering unit) to HerolarDevilAll
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Set HeroOyuncu[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
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Set TPUnit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
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Set HeroCountDevil = (HeroCountDevil + 1)
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Else - Actions
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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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((Owner of (Triggering unit)) is in ClanReaperPlayers) Equal to True
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Then - Actions
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Wait 0.10 seconds
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Unit - Move (Triggering unit) instantly to (Center of GameGuideReaper <gen>)
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Unit Group - Add (Triggering unit) to ReaperHerolariPlayer
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Unit Group - Add (Triggering unit) to HerolarALL
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Unit Group - Add (Triggering unit) to HerolarReaperALL
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Set HeroOyuncu[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
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Set TPUnit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
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Set HeroCountReaper = (HeroCountReaper + 1)
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Else - Actions
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