canons200
New Member
- Reaction score
- 50
as topic shown, i am looking for a flawless random hero trigger(1 hero for whole game, no repeatable), i have tried the Hero Taverns By SD_Ryoko. But it is not suitable because it can random 2 same hero.
i am looking for a random trigger which can only random 1 hero for the whole game.
any help is appreciated ^^
EDIT
new problem, refer to post 10
i am looking for a random trigger which can only random 1 hero for the whole game.
any help is appreciated ^^
EDIT
new problem, refer to post 10
Trigger:
- Random Hero Copy
- Events
- Player - Player 1 (Red) types a chat message containing -random as An exact match
- Player - Player 2 (Blue) types a chat message containing -random as An exact match
- Player - Player 3 (Teal) types a chat message containing -random as An exact match
- Player - Player 4 (Purple) types a chat message containing -random as An exact match
- Player - Player 5 (Yellow) types a chat message containing -random as An exact match
- Player - Player 6 (Orange) types a chat message containing -random as An exact match
- Player - Player 7 (Green) types a chat message containing -random as An exact match
- Player - Player 8 (Pink) types a chat message containing -random as An exact match
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))) Equal to 0
- Then - Actions
- Set RandomInteger = (Random integer number between 1 and TotalRandomHero)
- Unit - Create 1 RandomHero[RandomInteger] for (Triggering player) at P_ReturnRegion facing Default building facing degrees
- Set U_LastCreatedHero[(Player number of (Triggering player))] = (Last created unit)
- Set RandomHero[RandomInteger] = RandomHero[TotalRandomHero]
- Set TotalRandomHero = (TotalRandomHero - 1)
- Player Group - Pick every player in (All players) and do (Actions)
- Loop - Actions
- Player - Make (Unit-type of U_LastCreatedHero[(Player number of (Triggering player))]) Unavailable for training/construction by (Picked player)
- Loop - Actions
- Game - Display to (All players) the text: (((S_Player_Colours[(Player number of (Triggering player))] + ((Name of (Owner of U_LastCreatedHero[(Player number of (Triggering player))])) + |r)) + has random ) + (Name of U_LastCreatedHero[(Player number of (Triggering player))]))
- Game - Display to (All players) the text: (((S_Player_Colours[(Player number of (Triggering player))] + ((Name of (Owner of U_LastCreatedHero[(Player number of (Triggering player))])) + |r)) + has obtained extra 100 gold as random hero.) + <Empty String>)
- Selection - Clear selection
- Selection - Select U_LastCreatedHero[(Player number of (Triggering player))] for (Triggering player)
- Camera - Pan camera for (Triggering player) to P_ReturnRegion over 0.20 seconds
- Player - Add 100 to (Triggering player) Current gold
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Hero Pick
- Events
- Unit - A unit Sells a unit
- Conditions
- ((Sold unit) is A Hero) Equal to True
- Actions
- Unit - Remove (Buying unit) from the game
- Player Group - Pick every player in (All players) and do (Actions)
- Loop - Actions
- Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)
- Loop - Actions
- Game - Display to (All players) the text: (((S_Player_Colours[(Player number of (Owner of (Sold unit)))] + ((Name of (Owner of (Sold unit))) + |r)) + has chosen ) + (Name of (Sold unit)))
- Set TotalRandomHero = (TotalRandomHero - 1)
- Selection - Clear selection
- Selection - Select (Sold unit) for (Owner of (Sold unit))
- Unit - Move (Sold unit) instantly to P_ReturnRegion, facing Default building facing degrees
- Camera - Pan camera for (Owner of (Sold unit)) to P_ReturnRegion over 0.20 seconds
- Events