Random
Nov 26 2007, 4:38 am
By: ZugZugZealot  

Nov 26 2007, 4:38 am ZugZugZealot Post #1



This trigger will initilize the loop.
Trigger
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.
    Trigger
    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.
    Trigger
    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.
    Trigger
    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.
    Trigger
    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.
    Trigger
    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.



    None.

    Nov 26 2007, 5:50 am Fwop_ Post #2



    So... a one switch randomization using two switches, three death counters, and more triggers?



    None.

    Nov 26 2007, 8:02 am ZugZugZealot Post #3



    May I ask why you list a con, I've already listed?



    None.

    Nov 27 2007, 3:37 am Strilanc Post #4



    I don't understand what the heck you are trying to do. Based on your comment it would be better to just have 10 switches set aside for random and randomize them at the top.



    None.

    Nov 27 2007, 3:57 am Falkoner Post #5



    Ten switches being randomized would end you up with 512 possibilities...



    None.

    Dec 2 2007, 10:48 pm Citrinate Post #6



    Quote from Falkoner
    Ten switches being randomized would end you up with 512 possibilities...

    1024 actually.

    The nice thing about this method is for 2 switches and 3 death counters you can get 32,768 possible outcomes which would be like using 15 switches. The downside of this is that it's slower, if you did want to have 32,768 outcomes you'd be running 65,534 triggers whereas you could do it with 1 using 15 switches. Of course though not many people actually need that many outcomes and for the number of outcomes most do need speed is usually negligible so in a map where switches are scarce this method could be very useful.



    None.

    Dec 2 2007, 11:29 pm Falkoner Post #7



    Oh yeah 1012 :P

    For your average map, the normal randomization methods are all you need.



    None.

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