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HoboJoe_5

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Hey in my game i have a silly ability called insult. Basically its like cripple but i want it to make a text message that acually says Player 1 called player 2 a fat lard or something like that. Now my problem is i dont' want it to say the same thing each time does anyone know how i can have like a pool of insults an have one be selected randomly each time the spell is used. Thanks in advance
 
I'm not quite sure how you'd do this, but if you could set the messages to an array, you can have it pick a random one and have it say that.
 
blah sorry about the nooby question but i don't usually use arrays how to you set an array like 1 as player 1 and 2 as player 2 or w/e
 
With the Set Variable action.
 
thanks. i don't think i am gonna have the insult be a message (to much work and i want to have this map done in like an hour an i still have other stuffto do) but knowing how to set the array well be good for future refferance.
 
lol or ill post it for you now that im back

Variables: Taunt (string) array 1

Code:
Taunt
    Events
        Map initialization
    Conditions
    Actions
        Set Taunt[1] = <Your Tuant>
        Set Taunt[2] = <Your Tuant>
        Set Taunt[3] = <Your Tuant>
        Set Taunt[4] = <Your Tuant>
        Set Taunt[5] = <Your Tuant>
Code:
Taunt Message
    Events
        Unit - A unit <begins casting an ability>
    Conditions
    Actions
        For each (Integer A) from 1 to 5, do (Actions)
            Loop - Actions
                Game - Display to (All players) the text: Taunt[(Integer A)]

for mine base the taunt ability off wind walk and set all values to 0 so this will work without messing anything up. :p

Im almost 100% sure this will work
 
No, that would show all the messages instead of a random one. You need to use "Random Integer between 1 and 5" instead of using a loop and "integer A".
 
ok so then the trigger would look like this
Code:
Taunt Message
    Events
        Unit - A unit Begins casting an ability
    Conditions
    Actions
        If ((Random integer number between 1 and 5) Equal to 1) then do (Game - Display to (All players) the text: Taunt[1]) else do (If ((Random integer number between 1 and 5) Equal to 2) then do (Game - Display to (All players) the text: Taunt[2]) else do (Do nothing))
 
IceHeart said:
Code:
If ((Random integer number between 1 and 5) Equal to 1) then do (Game - Display to (All players) the text: Taunt[1]) else do (If ((Random integer number between 1 and 5) Equal to 2) then do (Game - Display to (All players) the text: Taunt[2]) else do (Do nothing))
That wouldn't work either because you will get a different random integer in every If action. Phyrex1an's trigger works, though.
 
Um wouldn't the condition have to be

(Ability being cast) equal to <ability>?
 
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