ianu74
New Member
- Reaction score
- 8
Anyone can help me check why does the reward system run twice?
Each time there's two rewards. There are no other triggers affecting it.
Trigger:
- Win
- Events
- Unit - A unit Dies
- Conditions
- (Owner of (Triggering unit)) Equal to Neutral Hostile
- (Number of units in (Units in FightingPoint[Place] matching ((((Matching unit) belongs to an enemy of Player 1 (Red)) Equal to True) and (((Matching unit) is alive) Equal to True)))) Equal to 0
- Actions
- Set Random = (((7 x (Number of units in NumbaOfCreeps)) x (Level of (Triggering unit))) / (Number of units in NumberofPplAlive))
- Unit Group - Pick every unit in NumberofPplAlive and do (Actions)
- Loop - Actions
- Hero - Add (((3 x (Level of (Random unit from NumbaOfCreeps))) x (Number of units in NumbaOfCreeps)) / (Number of units in NumberofPplAlive)) experience to (Picked unit), Show level-up graphics
- Game - Display to (All players matching ((Owner of (Picked unit)) Equal to (Matching player))) the text: (You have gained + ((String(((((3 x (Number of units in NumbaOfCreeps)) x (Level of (Triggering unit))) / (Number of units in NumberofPplAlive)) + (Level of (Triggering unit))))) + experience.))
- Game - Display to (All players matching ((Owner of (Picked unit)) Equal to (Matching player))) the text: (You have gained + ((String(Random)) + gold.))
- Player - Add Random to (Owner of (Picked unit)) Current gold
- Loop - Actions
- Unit - Kill Creep
- Custom script: call DestroyGroup(udg_NumbaOfCreeps)
- Wait 5.00 seconds
- Unit Group - Pick every unit in NumberofPplAlive and do (Actions)
- Loop - Actions
- Camera - Pan camera for (Owner of (Picked unit)) to PointofDisappearing[(Player number of (Owner of (Picked unit)))] over 0.00 seconds
- Camera - Reset camera for (Owner of (Picked unit)) to standard game-view over 0.00 seconds
- Camera - Set the camera bounds for (Owner of (Picked unit)) to Playable Area <gen>
- Unit - Move (Picked unit) instantly to PointofDisappearing[(Player number of (Owner of (Picked unit)))]
- Custom script: call RemoveLocation (udg_PointofDisappearing[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))])
- Loop - Actions
- Events
Each time there's two rewards. There are no other triggers affecting it.