KillAll
Events
Player - Player 1 (Red) types a chat message containing KillAll as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A Hero) Equal to True
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Respawn Test
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Wait 1.00 seconds
Hero - Instantly revive (Triggering unit) at (Position of (Triggering unit)), Hide revival graphics
Repsawn Test
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Wait 90.00 seconds
Hero - Instantly revive (Triggering unit) at (Position of (Triggering unit)), Hide revival graphics
Add the unit to a unit group. Wait 90 seconds, and revive the first unit from the unit group. Then remove it from the unit group.
call ReviveHeroLoc( FirstOfGroup(GROUP), POINT, «Boolean (revival graphics)» )
Respawn Test
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Hero - Instantly revive (Triggering unit) at (Position of (Triggering unit)), Hide revival graphics
Repsawn Test
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Wait 90.00 seconds
Hero - Instantly revive (Triggering unit) at (Position of (Triggering unit)), Hide revival graphics
It wouldn't need to be done through locals.
Just on a death event..
Add unit to unit group.
Wait 90 seconds.
Revive first unit from unit group (this function might not be in the standard editor's GUI).
To do that...Remove unit from unit group.Code:call ReviveHeroLoc( FirstOfGroup(GROUP), POINT, «Boolean (revival graphics)» )
It wouldn't need to be done through locals.
Just on a death event..
Add unit to unit group.
Wait 90 seconds.
Revive first unit from unit group (this function might not be in the standard editor's GUI).
To do that...Remove unit from unit group.Code:call ReviveHeroLoc( FirstOfGroup(GROUP), POINT, «Boolean (revival graphics)» )
Respawn
Events
Unit - A unit Dies
Conditions
Actions
Custom script: local unit DEATH = GetDyingUnit()
Unit Group - Add (Triggering unit) to UnitGroupTest
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Dying unit)) Equal to Neutral Hostile
(Owner of (Dying unit)) Equal to Neutral Passive
(Unit-type of (Dying unit)) Not equal to Shadow
Then - Actions
Set Bounty = ((Random integer number between 1 and 2) x ((Hero level of (Dying unit)) x (Hero level of (Killing unit))))
Player - Add Bounty to (Owner of (Killing unit)) Current gold
Floating Text - Create floating text that reads ((String(Bounty)) + !) at (Position of (Dying unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the fading age of (Last created floating text) to 4.00 seconds
Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Dying unit) is A Hero) Equal to True
Then - Actions
Wait 90.00 seconds
Custom script: call ReviveHeroLoc( FirstOfGroup(udg_UnitGroupTest), GetUnitLoc(FirstOfGroup(udg_UnitGroupTest)), false )
Custom script: call SetHeroLevelBJ( FirstOfGroup(udg_UnitGroupTest), ( udg_AvgLevel[2] / udg_AvgLevel[1] ),false)
Else - Actions
Wait 90.00 seconds
Custom script: call CreateNUnitsAtLoc( 1, GetUnitTypeId(FirstOfGroup(udg_UnitGroupTest)), GetOwningPlayer(FirstOfGroup(udg_UnitGroupTest)), GetUnitLoc(FirstOfGroup(udg_UnitGroupTest)), GetUnitFacing(FirstOfGroup(udg_UnitGroupTest)))
Custom script: call RemoveUnit(FirstOfGroup(udg_UnitGroupTest))
Custom script: call GroupRemoveUnitSimple( DEATH, udg_UnitGroupTest )
Custom script: set DEATH = null
Else - Actions
Respawn
Events
Unit - A unit Dies
Conditions
Actions
Custom script: local unit DEATH = GetDyingUnit()
Unit Group - Add (Triggering unit) to UnitGroupTest
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Dying unit)) Equal to Neutral Hostile
(Owner of (Dying unit)) Equal to Neutral Passive
(Unit-type of (Dying unit)) Not equal to Shadow
Then - Actions
Set Bounty = ((Random integer number between 1 and 2) x ((Hero level of (Dying unit)) x (Hero level of (Killing unit))))
Player - Add Bounty to (Owner of (Killing unit)) Current gold
Floating Text - Create floating text that reads ((String(Bounty)) + !) at (Position of (Dying unit)) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the fading age of (Last created floating text) to 4.00 seconds
Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Dying unit) is A Hero) Equal to True
Then - Actions
Custom script: call ReviveHeroLoc( FirstOfGroup(udg_UnitGroupTest), GetUnitLoc(FirstOfGroup(udg_UnitGroupTest)), false )
Custom script: call SetHeroLevelBJ( FirstOfGroup(udg_UnitGroupTest), ( udg_AvgLevel[2] / udg_AvgLevel[1] ),false)
Else - Actions
Wait 90.00 seconds
Custom script: call CreateNUnitsAtLoc( 1, GetUnitTypeId(FirstOfGroup(udg_UnitGroupTest)), GetOwningPlayer(FirstOfGroup(udg_UnitGroupTest)), GetUnitLoc(FirstOfGroup(udg_UnitGroupTest)), GetUnitFacing(FirstOfGroup(udg_UnitGroupTest)))
Custom script: call RemoveUnit(FirstOfGroup(udg_UnitGroupTest))
Custom script: call GroupRemoveUnitSimple( DEATH, udg_UnitGroupTest )
Custom script: set DEATH = null
Else - Actions