All Random
Events
Player - Player 1 (Red) types a chat message containing -ar as An exact match
Player - Player 1 (Red) types a chat message containing -allrandom as An exact match
Conditions
AllPick Equal to False
AllRandom Equal to False
Actions
Set AllRandom = True
Trigger - Turn off All Pick <gen>
Trigger - Turn off Time 15 <gen>
Trigger - Turn off Random <gen>
Trigger - Turn off Repick <gen>
Trigger - Turn on Gold <gen>
Game - Display to (All players) for 5.00 seconds the text: (Playername[1] + ( ®· bËt chÆ Â®Ã© + (Playercolor[1] + All Random|r)))
Game - Display to (All players) for 5.00 seconds the text: Mäi ngÂêi sà ®...
Wait 1.00 seconds
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Set CurrentSelectedUnit[(Integer A)] = No unit
Set HasSelectedHero[(Integer A)] = True
Set Random_Point[1] = (Center of Region 007 <gen>)
Set Random_Point[2] = (Center of Region 008 <gen>)
Set Random_Point[3] = (Center of Region 031 <gen>)
Set Random_Point[4] = (Center of Region 032 <gen>)
Set Random_Point[5] = (Center of Region 023 <gen>)
Set Random_Point[6] = (Center of Region 026 <gen>)
Set Random_Point[7] = (Center of Region 025 <gen>)
Set Random_Point[8] = (Center of Region 028 <gen>)
Set Random_Point[9] = (Center of Region 030 <gen>)
Set Random_Point[10] = (Center of Region 029 <gen>)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player((Integer A))) Not equal to Player 11 (Dark Green)
(Player((Integer A))) Not equal to Player 12 (Brown)
(Player((Integer A))) Not equal to Neutral Hostile
(Player((Integer A))) Not equal to Neutral Passive
((Player((Integer A))) controller) Not equal to None
((Player((Integer A))) slot status) Equal to Is playing
Then - Actions
Wait 0.10 seconds
Set Random_Group = (Units owned by Neutral Passive matching ((((Matching unit) is A Hero) Equal to True) and (((Matching unit) is alive) Equal to True)))
Set Random_Hero[(Integer A)] = (Random unit from Random_Group)
Unit - Create 1 (Unit-type of Random_Hero[(Integer A)]) for (Player((Integer A))) at Random_Point[(Random integer number between 1 and 10)] facing Default building facing degrees
Selection - Select (Last created unit) for (Player((Integer A)))
For each (Integer B) from 1 to HeroCount, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Last created unit)) Equal to HeroType[(Integer B)]
Then - Actions
Player - Set name of (Player((Integer A))) to (((Name of (Player((Integer A)))) + () + (HeroName[(Integer B)] + )))
Set Playername[(Integer A)] = (Playercolor[(Integer A)] + ((Name of (Player((Integer A)))) + |r))
Else - Actions
Camera - Pan camera for (Player((Integer A))) to (Position of (Last created unit)) over 0.00 seconds
Game - Display to (All players) the text: (Playername[(Integer A)] + ( ®· chän ngÉu nhiªn ®Âîc + (Playercolor[(Integer A)] + (Name of (Last created unit)))))
Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit - Explode Random_Hero[(Integer A)]
EGUI Leak - Destroy Random_Group
EGUI Leak - Remove Random_Point[(Integer A)]
Else - Actions
Trigger - Run AI Start <gen> (checking conditions)