Ability
Events
Unit - A unit Starts an effect of an ability
Conditions
(Ability being cast) Equals to [COLOR="Red"](Your ability)[/COLOR]
Actions
Set playerNumber = (Player number of (Owner of (Triggering Unit)))
// Setting the items.
Set itemOne[playerNumber] = (Item carried by (Triggering Unit) in slot 1)
Set itemTwo[playerNumber] = (Item carried by (Triggering Unit) in slot 2)
Set itemThree[playerNumber] = (Item carried by (Triggering Unit) in slot 3)
Set itemFour[playerNumber] = (Item carried by (Triggering Unit) in slot 4)
Set itemFive[playerNumber] = (Item carried by (Triggering Unit) in slot 5)
Set itemSix[playerNumber] = (Item carried by (Triggering Unit) in slot 6)
// Setting the Hero Level.
Set HeroLevel[playerNumber] = (Hero-level of (Triggering Unit)
// Replacing original with decreased.
Set tmpPoint = (Position of (Triggering Unit))
Set Facing = (Facing of (Triggering Unit))
Unit - Remove (Triggering Unit) from the game
Unit - Create 1 [COLOR="red"](Unit with Editor Suffix)[/COLOR] for (Owner of (Triggering Unit)) at tmpPoint facing Facing
Set decreased = (Last created unit)
Custom script: call RemoveLocation( udg_tmpPoint )
Selection - Add to selection decreased for (Owner of (Triggering Unit))
// Giving the items back.
Hero - Create itemOne[playerNumber] for decreased
Hero - Create itemTwo[playerNumber] for decreased
Hero - Create itemThree[playerNumber] for decreased
Hero - Create itemFour[playerNumber] for decreased
Hero - Create itemFive[playerNumber] for decreased
Hero - Create itemSix[playerNumber] for decreased
// Giving the hero-level back.
Hero - Level up decreased to HeroLevel[playerNumber], Hide revival graphics
Wait [COLOR="red"](Value)[/COLOR] seconds
// Setting the items that decreased has
Set itemOne[playerNumber] = (Item carried by decreased in slot 1)
Set itemTwo[playerNumber] = (Item carried by decreased in slot 2)
Set itemThree[playerNumber] = (Item carried by decreased in slot 3)
Set itemFour[playerNumber] = (Item carried by decreased in slot 4)
Set itemFive[playerNumber] = (Item carried by decreased in slot 5)
Set itemSix[playerNumber] = (Item carried by decreased in slot 6)
// Setting the hero-level decreased has.
Set HeroLevel[playerNumber] = (Hero-level of decreased
Set tmpPoint = (Position of decreased)
Set Facing = (Facing of decreased)
Unit - Remove decreased from the game
Unit - Create 1 [COLOR="red"](Original Unit)[/COLOR] for (Owner of (Triggering Unit)) at tmpPoint facing Facing
Custom script: call RemoveLocation( udg_tmpPoint )
// Giving the items back for original
Hero - Create itemOne[playerNumber] for (Last created unit)
Hero - Create itemTwo[playerNumber] for (Last created unit)
Hero - Create itemThree[playerNumber] for (Last created unit)
Hero - Create itemFour[playerNumber] for (Last created unit)
Hero - Create itemFive[playerNumber] for (Last created unit)
Hero - Create itemSix[playerNumber] for (Last created unit)
// Giving the hero-level back to original
Hero - Level up (Last created unit) to HeroLevel[playerNumber], Hide revival graphics