Well I'm not for sure if those methods would work, here is what I was thinking of doing but it would take awhile. Yes it is a yahtzee map. I already have something that calculates the death counts, just a matter of not messing up making every trigger or an easier way. I have no idea where to get the psuedorandom and how to use it.
Conditions:
Bring("Current Player", "Terran Marine", "Chance", Exactly, 1);
Bring("Current Player", "Terran Firebat", "Chance X", Exactly, 0);
Switch("Round 1", set);
Deaths("Player 7", "Unused type 2", Exactly, 1);
Deaths("Player 7", "Zerg Egg", Exactly, 1);
Deaths("Player 7", "Zerg Larva", Exactly, 1);
Deaths("Player 7", "Zerg Lurker Egg", Exactly, 2);
Actions:
Set Deaths("Current Player", "Uraj Crystal", Add, 1);
Display Text Message(Always Display, "\x013\x007Chance\r\n\x013\x007+11 Points");
Set Score("Current Player", Add, 11, Custom);
Set Deaths("Player 7", "Unused type 1", Subtract, 5);
Set Deaths("Player 7", "Unused type 2", Subtract, 5);
Set Deaths("Player 7", "Zerg Egg", Subtract, 5);
Set Deaths("Player 7", "Zerg Larva", Subtract, 5);
Set Deaths("Player 7", "Zerg Lurker Egg", Subtract, 5);
Set Deaths("Player 7", "Floor Hatch (UNUSED)", Subtract, 5);
Set Switch("Switch1", clear);
Set Switch("Switch2", clear);
Set Switch("Switch3", clear);
Set Switch("Switch4", clear);
Set Switch("Switch5", clear);
Set Switch("Switch6", clear);
Set Switch("Switch7", clear);
Set Switch("Switch8", clear);
Set Switch("Switch9", clear);
Set Switch("Switch10", clear);
Set Switch("Switch100", clear);
Set Switch("Switch101", clear);
Set Switch("Switch102", clear);
Set Switch("Switch103", clear);
Set Switch("Switch104", clear);
Set Deaths("Current Player", "Duke Turret type 1", Subtract, 1);
Set Deaths("Player 7", "Cave", Subtract, 1);
Set Deaths("Player 7", "Cave-in", Subtract, 1);
Set Deaths("Player 7", "Cocoon", Subtract, 1);
Set Deaths("Player 7", "Danimoth (Arbiter)", Subtract, 1);
Set Deaths("Player 7", "Dark Swarm", Subtract, 1);
Set Deaths("Current Player", "Alan Turret", Subtract, 1);
Set Deaths("Current Player", "Tank Turret type 1", Subtract, 1);
Set Deaths("Current Player", "Duke Turret type 2", Subtract, 1);
Set Deaths("Current Player", "Goliath Turret", Subtract, 1);
Set Deaths("Current Player", "Scanner Sweep", Subtract, 1);
Remove Unit At Location("Player 7", "Protoss Carrier", All, "Fill All");
Set Deaths("Current Player", "Unused Zerg Bldg 5", Subtract, 3);
Set Deaths("Player 7", "Unused Zerg Bldg", Add, 1);
Move Unit("Current Player", "Men", All, "Score Choose", "Unit Stay");
Move Location("Current Player", "Uraj Crystal", "Anywhere", "X Create");
Create Unit("Current Player", "Terran Firebat", 1, "X Create");
Remove Unit At Location("Current Player", "Terran Civilian", All, "Fill Dice1");
Remove Unit At Location("Current Player", "Terran Civilian", All, "Fill Dice2");
Remove Unit At Location("Current Player", "Terran Civilian", All, "Fill Dice3");
Remove Unit At Location("Current Player", "Terran Civilian", All, "Fill Dice4");
Remove Unit At Location("Current Player", "Terran Civilian", All, "Fill Dice5");
Set Switch("Here p1", set);
Set Switch("Here p2", set);
Set Switch("Here p3", set);
Set Switch("Here p4", set);
Set Switch("Here p5", set);
Set Switch("Here p6", set);
Set Switch("Display Roll #", clear);
Preserve Trigger();
}
//-----------------------------------------------------------------//
None.