When a player pick a hero. and other decide go random. randomed hero is same of hero picked.
For Example, i pick Mountain King, my ally decide go random, he wait 60 seconds, because my system is automatic random. The randomed hero is Mountain King. so 2 Mk in game.
Told me where is the bug.
For Example, i pick Mountain King, my ally decide go random, he wait 60 seconds, because my system is automatic random. The randomed hero is Mountain King. so 2 Mk in game.
Told me where is the bug.
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Events
- Map initialization
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Actions
- Set HeroType[1] = Paladin
- Set HeroType[2] = Archmage
- Set HeroType[3] = Mountain King
- Set HeroType[4] = Blood Mage
- Set HeroType[5] = Blademaster
- Set HeroType[6] = Far Seer
- Set HeroType[7] = Tauren Chieftain
- Set HeroType[8] = Shadow Hunter
- Set HeroType[9] = Death Knight
- Set HeroType[10] = Lich
- Set HeroType[11] = Dreadlord
- Set HeroType[12] = Crypt Lord
- Set HeroType[13] = Keeper of the Grove
- Set HeroType[14] = Priestess of the Moon
- Set HeroType[15] = Demon Hunter
- Set HeroType[16] = Warden
- Set HeroType[17] = Alchemist
- Set HeroType[18] = Naga Sea Witch
- Set HeroType[19] = Tinker
- Set HeroType[20] = Dark Ranger
- Set HeroType[21] = Firelord
- Set HeroType[22] = Pandaren Brewmaster
- Set HeroType[23] = Pit Lord
- Set HeroType[24] = Beastmaster
- Set RandomCount = 24
- Set TotalHero = 24
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For each (Integer A) from 1 to 24, do (Actions)
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Loop - Actions
- Set RandomData[(Integer A)] = (Integer A)
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Loop - Actions
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For each (Integer B) from 1 to 24, do (Actions)
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Loop - Actions
- Set RandomData[(Integer B)] = (Integer B)
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Loop - Actions
- Trigger - Turn off (This trigger)
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Events
- Time - Elapsed game time is 61.00 seconds
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Actions
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For each (Integer A) from 1 to 5, 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))) slot status) Equal to Is playing
- (Number of units in (Units owned by (Player((Integer A))) matching (((Matching unit) is A Hero) Equal to True))) Equal to 0
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Then - Actions
- Set RandomHero = (Random integer number between 1 and RandomCount)
- Unit - Create 1 HeroType[RandomData[RandomHero]] for (Player((Integer A))) at (Center of StartPointL <gen>) facing Default building facing degrees
- Camera - Pan camera for (Owner of (Last created unit)) to (Center of StartPointL <gen>) over 1.00 seconds
- Set HeroType[RandomHero] = HeroType[RandomCount]
- Set RandomCount = (RandomCount - 1)
- Wait 0.30 seconds
- 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
- Wait 2.00 seconds
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For each (Integer B) from 7 to 11, 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 B))) slot status) Equal to Is playing
- (Number of units in (Units owned by (Player((Integer B))) matching (((Matching unit) is A Hero) Equal to True))) Equal to 0
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Then - Actions
- Set RandomHero = (Random integer number between 1 and RandomCount)
- Unit - Create 1 HeroType[RandomData[RandomHero]] for (Player((Integer B))) at (Center of StartPointR <gen>) facing Default building facing degrees
- Camera - Pan camera for (Owner of (Last created unit)) to (Center of StartPointR <gen>) over 1.00 seconds
- Set HeroType[RandomHero] = HeroType[RandomCount]
- Set RandomCount = (RandomCount - 1)
- Wait 0.30 seconds
- 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
- Countdown Timer - Destroy (Last created timer window)
- Trigger - Turn off (This trigger)
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For each (Integer A) from 1 to 5, do (Actions)
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Events
- Unit - A unit Sells a unit
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Conditions
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And - All (Conditions) are true
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Conditions
- ((Sold unit) is A Hero) Equal to True
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Or - Any (Conditions) are true
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Conditions
- (Selling unit) Equal to TavernN1 0000 <gen>
- (Selling unit) Equal to TavernN2 0001 <gen>
- (Selling unit) Equal to TavernN3 0057 <gen>
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Conditions
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Conditions
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And - All (Conditions) are true
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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
- HeroChosenByPlayer[(Player number of (Owner of (Sold unit)))] Equal to True
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Then - Actions
- Unit - Remove (Sold unit) from the game
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Else - Actions
- Set HeroChosenByPlayer[(Player number of (Owner of (Sold unit)))] = True
- Unit - Move (Sold unit) instantly to (Center of StartPointL <gen>)
- Game - Display to (All players) the text: (((Name of (Owner of (Buying unit))) + has chosen ) + (Name of (Sold unit)))
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Player Group - Pick every player in (All allies of Player 1 (Red)) and do (Actions)
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Loop - Actions
- Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)
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Loop - Actions
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For each (Integer A) from 1 to 24, do (Actions)
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Loop - Actions
- Player - Make HeroType[(Integer A)] Unavailable for training/construction by (Owner of (Buying unit))
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Loop - Actions
- Camera - Pan camera for (Owner of (Sold unit)) to (Center of StartPointL <gen>) over 1.00 seconds
- Selection - Clear selection for (Owner of (Sold unit))
- Selection - Add (Sold unit) to selection for (Owner of (Sold unit))
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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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