This trigger will initilize the loop.
[TRIGGER]
[PLAYERS]
[*]Current Player
[/PLAYERS]
[CONDITIONS]
[*][Current Player] Suffers at most 0 [Ion Cannon]
[*]Anything Else
[/CONDITIONS]
[ACTIONS]
[*]Modify death counts for [Current Player]: Set to [U]Z[/U] for [Zerg Overmind].
[*]Set [Switch 01]
[*]Modify death counts for [Current Player]: Add to 1 for [Ion Cannon].
[*]Preserve Trigger
[/ACTIONS]
[/TRIGGER]
This trigger randomizes.
[TRIGGER]
[PLAYERS]
[*]Current Player
[/PLAYERS]
[CONDITIONS]
[*][Current Player] Suffers at least 1 [Zerg Overmind]
[*][Current Player] Suffers at most 0 [Zerg Cerebrate]
[/CONDITIONS]
[ACTIONS]
[*]Randomize [Switch 02]
[*]Modify death counts for [Current Player]: Set to 1 for [Zerg Cerebrate].
[*]Preserve Trigger
[/ACTIONS]
[/TRIGGER]
This trigger adds one point and will start randomize again, when done.
[TRIGGER]
[PLAYERS]
[*]Current Player
[/PLAYERS]
[CONDITIONS]
[*][Current Player] Suffers at least 1 [Zerg Cerebrate]
[*][Switch 02] is set
[/CONDITIONS]
[ACTIONS]
[*]Modify death counts for [Current Player]: Add 1 for [Ion Cannon].
[*]Modify death counts for [Current Player]: Subtract 1 for [Zerg Overmind].
[*]Modify death counts for [Current Player]: Set to 0 for [Zerg Cerebrate].
[*]Preserve Trigger
[/ACTIONS]
[/TRIGGER]
This trigger adds none and will start randomize again, when done.
[TRIGGER]
[PLAYERS]
[*]Current Player
[/PLAYERS]
[CONDITIONS]
[*][Current Player] Suffers at least 1 [Zerg Cerebrate]
[*][Switch 02] is cleared
[/CONDITIONS]
[ACTIONS]
[*]Modify death counts for [Current Player]: Subtract 1 for [Zerg Overmind].
[*]Modify death counts for [Current Player]: Set to 0 for [Zerg Cerebrate].
[*]Preserve Trigger
[/ACTIONS]
[/TRIGGER]
When the loop ends, this trigger will verify it.
[TRIGGER]
[PLAYERS]
[*]Current Player
[/PLAYERS]
[CONDITIONS]
[*][Switch 01] is set.
[*][Current Player] Suffers at most 0 [Zerg Overmind]
[/CONDITIONS]
[ACTIONS]
[*]Clear [Switch 01]
[*]Preserve Trigger
[/ACTIONS]
[/TRIGGER]
An example for a product of random.
[TRIGGER]
[PLAYERS]
[*]Current Player
[/PLAYERS]
[CONDITIONS]
[*][Switch 01] is cleared.
[*][Current Player] Suffers at least X [Ion Cannon]
[*][Current Player] Suffers at most Y [Ion Cannon]
[/CONDITIONS]
[ACTIONS]
[*]Option 1
[*]Modify death counts for [Current Player]: Set to 0 for [Ion Cannon].
[/ACTIONS]
[/TRIGGER]
Rules for variables.
X>0
Y≤Z
Z>1
Why might someone want to use this method for random?
So that the map maker may be able to utilize the random trigger without having to do Switch, this, switch that, and switch here for conditions, just a solid three conditions, no matter how many possibilities. Higher flexibility for chance rate choices for conditions.
Why wouldn't someone want to use this method?
While less triggers are required for the random products, the randomizer trigger(s) requires more work, hyper triggers will be more than likely required, determining what is needed when adjusting the conditions to get desired chance is harder.
This trigger will initilize the loop.
Players:
¤ Current Player
Conditions:
¤ [Current Player] Suffers at most 0 [Ion Cannon]
¤ Anything Else
Actions:
¤ Modify death counts for [Current Player]: Set to Z for [Zerg Overmind].
¤ Set [Switch 01]
¤ Modify death counts for [Current Player]: Add to 1 for [Ion Cannon].
¤ Preserve Trigger
This trigger randomizes.
Players:
¤ Current Player
Conditions:
¤ [Current Player] Suffers at least 1 [Zerg Overmind]
¤ [Current Player] Suffers at most 0 [Zerg Cerebrate]
Actions:
¤ Randomize [Switch 02]
¤ Modify death counts for [Current Player]: Set to 1 for [Zerg Cerebrate].
¤ Preserve Trigger
This trigger adds one point and will start randomize again, when done.
Players:
¤ Current Player
Conditions:
¤ [Current Player] Suffers at least 1 [Zerg Cerebrate]
¤ [Switch 02] is set
Actions:
¤ Modify death counts for [Current Player]: Add 1 for [Ion Cannon].
¤ Modify death counts for [Current Player]: Subtract 1 for [Zerg Overmind].
¤ Modify death counts for [Current Player]: Set to 0 for [Zerg Cerebrate].
¤ Preserve Trigger
This trigger adds none and will start randomize again, when done.
Players:
¤ Current Player
Conditions:
¤ [Current Player] Suffers at least 1 [Zerg Cerebrate]
¤ [Switch 02] is cleared
Actions:
¤ Modify death counts for [Current Player]: Subtract 1 for [Zerg Overmind].
¤ Modify death counts for [Current Player]: Set to 0 for [Zerg Cerebrate].
¤ Preserve Trigger
When the loop ends, this trigger will verify it.
Players:
¤ Current Player
Conditions:
¤ [Switch 01] is set.
¤ [Current Player] Suffers at most 0 [Zerg Overmind]
Actions:
¤ Clear [Switch 01]
¤ Preserve Trigger
An example for a product of random.
Players:
¤ Current Player
Conditions:
¤ [Switch 01] is cleared.
¤ [Current Player] Suffers at least X [Ion Cannon]
¤ [Current Player] Suffers at most Y [Ion Cannon]
Actions:
¤ Option 1
¤ Modify death counts for [Current Player]: Set to 0 for [Ion Cannon].
Rules for variables.
X>0
Y≤Z
Z>1
Why might someone want to use this method for random?
So that the map maker may be able to utilize the random trigger without having to do Switch, this, switch that, and switch here for conditions, just a solid three conditions, no matter how many possibilities. Higher flexibility for chance rate choices for conditions.
Why wouldn't someone want to use this method?
While less triggers are required for the random products, the randomizer trigger(s) requires more work, hyper triggers will be more than likely required, determining what is needed when adjusting the conditions to get desired chance is harder.