Example
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to <Number of Warriors>, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Current order of Warrior[(Integer A)]) Equal to (Order(stop))
...
Then - Actions
Unit - Set mana of Warrior[(Integer A)] to ((Mana of Warrior[(Integer A)]) - 10.00)
Else - Actions
Well, if the other Warrior's current orders were nothing equal to what was filtered in your conditions, then, no.If 1 of the warriors matches the conditions will it deduct the mana of the others if there are others?
Not if Integer A loops up to 8191 times (8191 is the maximum array value a variable can cope with).And also the warriors are trained from a tavern, does this effect Integer A in any way?
Yes - It'll only loop through Warrior variables that actually have a value.does Integer A refer only to whats there at the time
Yes, it can.can it be modified like say someone comes in late game and chooses a warrior
No, it doesn't.does Integer A include the guy who was trained later in the game?
That will affect it, yes.My heroes are from a tavern (all of them) so they are not actually in the game at "Map Initialization" so will that effect it? (That's basicly what i'm saying)
Example
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Index Greater than # of players
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Set Index = (Index + 1)
Set Warrior[Index] = (Triggering unit)