- Joined
- Oct 29, 2012
- Messages
- 1,474
Hello
I'm facing a very bad problem with Dual hero mode .
I have a tavern picking system but I don't know storing variables and when hero 1 is selceted the other hero goes to recycle region . When hero 2 selected hero 1 goes to recycle region . And Of course Attributes and Exp and Level should be same always . Please help , they both go to recycle region . Can some one post this system?
EDIT : There are my triggers . They don't work really good since when picking first hero , it goes to recycle , so is 2nd hero
NOTE : I ALREADY HAVE LEAKS AND I KNOW THEM . BUT THEY AIN'T THE PROBLEM
I'm facing a very bad problem with Dual hero mode .
I have a tavern picking system but I don't know storing variables and when hero 1 is selceted the other hero goes to recycle region . When hero 2 selected hero 1 goes to recycle region . And Of course Attributes and Exp and Level should be same always . Please help , they both go to recycle region . Can some one post this system?
EDIT : There are my triggers . They don't work really good since when picking first hero , it goes to recycle , so is 2nd hero
NOTE : I ALREADY HAVE LEAKS AND I KNOW THEM . BUT THEY AIN'T THE PROBLEM
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Moving Players
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Events
- Unit - A unit enters Tavern <gen>
- Conditions
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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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Or - Any (Conditions) are true
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Conditions
- (Owner of (Entering unit)) Equal to Player 2 (Blue)
- (Owner of (Entering unit)) Equal to Player 3 (Teal)
- (Owner of (Entering unit)) Equal to Player 4 (Purple)
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Set Character_Hero[(Player number of (Owner of (Entering unit)))] = (Entering unit)
- Unit - Move (Entering unit) instantly to (Center of Konoha Base <gen>)
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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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Or - Any (Conditions) are true
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Conditions
- (Owner of (Entering unit)) Equal to Player 6 (Orange)
- (Owner of (Entering unit)) Equal to Player 7 (Green)
- (Owner of (Entering unit)) Equal to Player 8 (Pink)
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Set Character_Hero[(Player number of (Owner of (Entering unit)))] = (Entering unit)
- Unit - Move (Entering unit) instantly to (Center of Akatsukis Base <gen>)
- 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
- Set INTEGER = (Player number of (Owner of (Entering unit)))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (All Map <gen> contains OwnedUnit[INTEGER]) Equal to True
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Then - Actions
- Set OwnedUnit2[INTEGER] = (Entering unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- SwitchMode Equal to True
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Then - Actions
- Set TempPoint100 = (Center of DualHero2[INTEGER])
- Unit - Move (Triggering unit) instantly to TempPoint100
- Custom script: call RemoveLocation(udg_TempPoint100)
- Else - Actions
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If - Conditions
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Else - Actions
- Set OwnedUnit[INTEGER] = (Entering unit)
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If - Conditions
- Hero - Create Duel Challenge [U] and give it to (Entering unit)
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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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Or - Any (Conditions) are true
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Conditions
- INTEGER Equal to 2
- INTEGER Equal to 3
- INTEGER Equal to 4
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Conditions
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Or - Any (Conditions) are true
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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
- OwnedUnit[INTEGER] Equal to (Triggering unit)
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Then - Actions
- Unit Group - Add (Triggering unit) to ALLIESGROUP
- 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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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
- OwnedUnit[INTEGER] Equal to (Triggering unit)
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Then - Actions
- Unit Group - Add (Triggering unit) to AXISGROUP
- 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
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Make Switch Heroes
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Events
- Player - Player 2 (Blue) Selects a unit
- Player - Player 3 (Teal) Selects a unit
- Player - Player 4 (Purple) Selects a unit
- Player - Player 6 (Orange) Selects a unit
- Player - Player 7 (Green) Selects a unit
- Player - Player 8 (Pink) Selects a unit
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Conditions
- SwitchMode Equal to 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
- (Triggering unit) Equal to OwnedUnit[(Player number of (Triggering player))]
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Then - Actions
- Set SwitchmodePoint = (Position of (Triggering unit))
- Set SwitchModePoint3 = (Center of DualHero2[(Player number of (Triggering player))])
- Unit - Pause (Triggering unit)
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For each (Integer SM_TempInteger) from 1 to 6, do (Actions)
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Loop - Actions
- Hero - Drop the item from slot SM_TempInteger of (Triggering unit)
- Unit - Move (Triggering unit) instantly to SwitchModePoint3
- Set SwitchMode_agi = (Agility of (Triggering unit) (Exclude bonuses))
- Set SwitchMode_int = (Intelligence of (Triggering unit) (Exclude bonuses))
- Set SwitchMode_str = (Strength of (Triggering unit) (Exclude bonuses))
- Set SwitchMode_lvl = (Hero level of (Triggering unit))
- Set SwitchMode_exp = (Hero experience of (Triggering unit))
- Unit - Move OwnedUnit2[(Player number of (Triggering player))] instantly to SwitchmodePoint, facing (Facing of (Triggering unit)) degrees
- Unit - Unpause OwnedUnit2[(Player number of (Triggering player))]
- Hero - Give (Last created item) to OwnedUnit2[(Player number of (Triggering player))]
- Hero - Set OwnedUnit2[(Player number of (Triggering player))] Hero-level to SwitchMode_lvl, Hide level-up graphics
- Hero - Modify Strength of OwnedUnit2[(Player number of (Triggering player))]: Set to SwitchMode_str
- Hero - Modify Agility of OwnedUnit2[(Player number of (Triggering player))]: Set to SwitchMode_agi
- Hero - Modify Intelligence of OwnedUnit2[(Player number of (Triggering player))]: Set to SwitchMode_int
- Hero - Set OwnedUnit2[(Player number of (Triggering player))] experience to SwitchMode_exp, Hide level-up graphics
- Selection - Select OwnedUnit2[(Player number of (Triggering player))] for (Triggering player)
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Loop - Actions
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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
- (Triggering unit) Equal to OwnedUnit2[(Player number of (Triggering player))]
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Then - Actions
- Set SwitchmodePoint = (Position of (Triggering unit))
- Set SwitchModePoint3 = (Center of DualHero1[(Player number of (Triggering player))])
- Unit - Pause (Triggering unit)
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For each (Integer SM_TempInteger) from 1 to 6, do (Actions)
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Loop - Actions
- Hero - Drop the item from slot SM_TempInteger of (Triggering unit)
- Unit - Move (Triggering unit) instantly to SwitchModePoint3
- Set SwitchMode_agi = (Agility of (Triggering unit) (Exclude bonuses))
- Set SwitchMode_int = (Intelligence of (Triggering unit) (Exclude bonuses))
- Set SwitchMode_str = (Strength of (Triggering unit) (Exclude bonuses))
- Set SwitchMode_lvl = (Hero level of (Triggering unit))
- Set SwitchMode_exp = (Hero experience of (Triggering unit))
- Unit - Move OwnedUnit[(Player number of (Triggering player))] instantly to SwitchmodePoint, facing (Facing of (Triggering unit)) degrees
- Unit - Unpause O_o[(Player number of (Triggering player))]
- Hero - Give (Last created item) to OwnedUnit[(Player number of (Triggering player))]
- Hero - Set OwnedUnit[(Player number of (Triggering player))] Hero-level to SwitchMode_lvl, Hide level-up graphics
- Hero - Modify Strength of OwnedUnit[(Player number of (Triggering player))]: Set to SwitchMode_str
- Hero - Modify Agility of OwnedUnit[(Player number of (Triggering player))]: Set to SwitchMode_agi
- Hero - Modify Intelligence of OwnedUnit[(Player number of (Triggering player))]: Set to SwitchMode_int
- Hero - Set OwnedUnit[(Player number of (Triggering player))] experience to SwitchMode_exp, Hide level-up graphics
- Selection - Select OwnedUnit[(Player number of (Triggering player))] for (Triggering player)
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Loop - 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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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
Last edited: