Feralex
Active Member
- Reaction score
- 4
Can someone be so kind and show/tell me step by step how to create randomness?
Creep Moveaway
Event
a unit enter creep moveaway
Condition
Unit-type of entering unit is equal to Bandit
Action
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 2) Equal to 1
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 2) Equal to 1
Then - Actions
Unit - Order (Triggering unit) to Move To creep area1
Else - Actions
Unit - Order (Triggering unit) to Move To creep area2
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 2) Equal to 1
Then - Actions
Unit - Order (Triggering unit) to Move To creep area3
Else - Actions
Unit - Order (Triggering unit) to Move To creep area4
The Symphony of Frost and Fire
Events
Unit - Sorceror 0020 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to The Symphony of Frost and Fire
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 2) Equal to 1
Then - Actions
Unit - Create 1 dummy Sorceror for Neutral Extra at (Position of Sorceror 0020 <gen>) facing (Target point of ability being cast)
Unit - Add Fire Bolt dummy to (Last created unit)
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Target unit of ability being cast)
Else - Actions
Unit - Create 1 dummy Sorceror for Neutral Extra at (Position of Sorceror 0020 <gen>) facing (Target point of ability being cast)
Unit - Add Frost Bolt dummy to (Last created unit)
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Target unit of ability being cast)
<YourCodeHere>
Symphony of Frost and Flame
Events
Unit - Sorceror 0020 <gen> Begins casting an ability
Conditions
(Ability being cast) Equal to Symphony of Frost and Flame
Actions
Set SymphonyofFrostandFlametarget = (Target unit of ability being cast)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 2) Equal to 1
Then - Actions
Unit - Create 1 dummy Sorceror for Neutral Extra at (Position of Sorceror 0020 <gen>) facing (Target point of ability being cast)
Unit - Add Frost Bolt dummy to (Last created unit)
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt SymphonyofFrostandFlametarget
Else - Actions
Unit - Create 1 dummy Sorceror for Neutral Extra at (Position of Sorceror 0020 <gen>) facing (Target point of ability being cast)
Unit - Add Fire bolt dummy to (Last created unit)
Unit - Order (Last created unit) to Neutral - Firebolt SymphonyofFrostandFlametarget
Untitled Trigger 001
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Animate Dead
Actions
Set unit = (Target unit of ability being cast)
Set TempPoint = (Position of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 2) Equal to 1
Then - Actions
Unit - Create 1 Footman for (Owner of (Triggering unit)) at TempPoint facing 270.00 degrees
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt unit
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Else - Actions
Unit - Create 1 Footman for (Owner of (Triggering unit)) at TempPoint facing 270.00 degrees
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt unit
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_TempPoint)