Random hero

emjlr3

Change can be a good thing
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this is what I have found through searching, and what I have been using, but it does not seem to work all that good, is this the best way to do random hero or is there any better?

Code:
Random
    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
        Player - Player 9 (Gray) types a chat message containing -random as An exact match
        Player - Player 10 (Light Blue) types a chat message containing -random as An exact match
    Conditions
        NHero[(Player number of (Triggering player))] Equal to 0
    Actions
        Set RandomHero[0] = King Under The Mountain
        Set RandomHero[1] = Maya Icestar
        Set RandomHero[2] = Cyrox Galadiator
        Set RandomHero[3] = Fire Angel
        Set RandomHero[4] = Sage Truthbearer
        Set RandomHero[5] = Salman Sulaiman (Lich)
        Set RandomHero[6] = King of the Forest
        Set RandomHero[7] = Chaos Knight
        Set RandomHero[8] = Sandman
        Set RandomHero[9] = Sea God
        Set RandomHero[10] = Silent Assasin
        Set RandomHero[11] = Wind Lord
        If ((Triggering player) Equal to Player 1 (Red)) then do (Unit - Create 1 RandomHero[(Random integer number between 0 and 11)] for (Triggering player) at (Random point in Region 001 <gen>) facing Default building facing degrees) else do (Do nothing)
        If ((Triggering player) Equal to Player 2 (Blue)) then do (Unit - Create 1 RandomHero[(Random integer number between 0 and 11)] for (Triggering player) at (Random point in Region 001 <gen>) facing Default building facing degrees) else do (Do nothing)
        If ((Triggering player) Equal to Player 3 (Teal)) then do (Unit - Create 1 RandomHero[(Random integer number between 0 and 11)] for (Triggering player) at (Random point in Region 001 <gen>) facing Default building facing degrees) else do (Do nothing)
        If ((Triggering player) Equal to Player 4 (Purple)) then do (Unit - Create 1 RandomHero[(Random integer number between 0 and 11)] for (Triggering player) at (Random point in Region 001 <gen>) facing Default building facing degrees) else do (Do nothing)
        If ((Triggering player) Equal to Player 5 (Yellow)) then do (Unit - Create 1 RandomHero[(Random integer number between 0 and 11)] for (Triggering player) at (Random point in Region 001 <gen>) facing Default building facing degrees) else do (Do nothing)
        If ((Triggering player) Equal to Player 6 (Orange)) then do (Unit - Create 1 RandomHero[(Random integer number between 0 and 11)] for (Triggering player) at (Random point in Region 023 <gen>) facing Default building facing degrees) else do (Do nothing)
        If ((Triggering player) Equal to Player 7 (Green)) then do (Unit - Create 1 RandomHero[(Random integer number between 0 and 11)] for (Triggering player) at (Random point in Region 023 <gen>) facing Default building facing degrees) else do (Do nothing)
        If ((Triggering player) Equal to Player 8 (Pink)) then do (Unit - Create 1 RandomHero[(Random integer number between 0 and 11)] for (Triggering player) at (Random point in Region 023 <gen>) facing Default building facing degrees) else do (Do nothing)
        If ((Triggering player) Equal to Player 9 (Gray)) then do (Unit - Create 1 RandomHero[(Random integer number between 0 and 11)] for (Triggering player) at (Random point in Region 023 <gen>) facing Default building facing degrees) else do (Do nothing)
        If ((Triggering player) Equal to Player 10 (Light Blue)) then do (Unit - Create 1 RandomHero[(Random integer number between 0 and 11)] for (Triggering player) at (Random point in Region 023 <gen>) facing Default building facing degrees) else do (Do nothing)
        Camera - Pan camera for (Owner of (Triggering unit)) to (Position of (Last created unit)) over 0.25 seconds
        Wait 45.00 seconds
        Trigger - Turn off (This trigger)
and also for some reason it is not panning the camera at the end there

ty 4 help
 
You have any idea why its not working? It seemes to look pretty good..
 
The camera part says "Owner of (Triggering unit)", however, there is no "triggering unit".
"Triggering player" will do.



> Wait 45.00 seconds
> Trigger - Turn off (This trigger)

Make a separate trigger with the event: "elapsed game time = 45 seconds",
and turn your trigger off from there.


> Set RandomHero[0] =

This can be done once, in "Map initialization".
Don't need to redo it for every player...




The tutorial site has a "Hero Tavern Tutorial", and, if I remember correctly,
there's a "-random" trigger inside.

Yours also has the problem that the Heroes aren't necessarily unique.



It would seem you only have 2 regions?
You could try "If player number of (triggering player) less than or equal to 5 then create ... in region 1 else create ... in region 23"?



> NHero[(Player number of (Triggering player))] Equal to 0

There is no action that sets this to something other than 0.
 
k gotcha, and what about heroes not being unique?

i have another trigger that sets the n hero variable
 
Well, you create this Hero: "(Random integer number between 0 and 11)".

Now, the first player might get 3. The second one might get... 3? The third ... 3?
And, with 10 players and 12 Heroes, it _will_ happen, at least once.

That's not necessarily a problem.
But, actually, whether it is, or not, depends on your map.
 
i also have anotehr trigger that does not allow multiple heroes, so would that make it redo to try and get another hero, or would that person just not get one?


i guess it dont really matter now, i got ryokos tavern and am going to do my random like his :Þ
 
Code:
All Random Command
    Events
        Player - Player 1 (Red) types a chat message containing -ar as An exact match
    Conditions
    Actions
        For each (Integer A) from 1 to 10, do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Player((Integer A))) slot status) Equal to Is playing
                    Then - Actions
                        Set Random_Hero = (Random integer number between 1 and Random_Count)
                        Unit - Create 1 Hero_Array[Random_Data[Random_Hero]] for (Player((Integer A))) at ((Player((Integer A))) start location) facing Default building facing degrees
                        Selection - Select (Last created unit) for (Owner of (Last created unit))
                        Game - Display to (All players) the text: (A player has randomed  + (Name of (Last created unit)))
                        Set Random_Data[Random_Hero] = Random_Count
                        Set Random_Count = (Random_Count - 1)
                    Else - Actions
                        Do nothing

so this is going to be my -ar, now it looks to me as thoguh it would allow for multiple of the same hero, ofcourse i dont know what that last part

Set Random_Data[Random_Hero] = Random_Count
Set Random_Count = (Random_Count - 1)

does, maybe that fixes that, but if this does allow multiple of same hero, how could I make it so that it does not?

also since i have a trigger that makes it so there can only be 1 of each type of hero, and if this does allow for multiple heroes, would that make it so the person gets no hero, of so it would keep trying until it got one that was not already picked?
 
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