Then there is no direct way. You can however script a system (using dynamic storage like arrays and hashtables) so as to map a list of groups to a unit and control this mapping using custom adapters to the add to and remove from group natives.How can I get a list of groups that a specific unit is in?
Event -- when unit is dies
Condition -- dying unit is Hero (or your own rules)
replace dying unit with unit type of Shade for player(owner of dying unit)
remove dying unit to Wood
add last replaced unit to Wood
PS: when unit dies, it still in game as "corpse" for next few second, so you can still call "replace dying unit with unit type of Shade"
What "Beach", "Swamp" or "Castle"? You have not mentioned those before so how are we meant to know about them.What if the unit is not in wood but in Beach, or Swamp, or Castle, etc...?
Post #5, under the trigger example.Spartipilo said:The same happens with other regions (Beach, Swamp, City, Dungeon, etc.)
Hmm must have overlooked that line....Post #5, under the trigger example.
Sometimes setting duration to 0 will make the buff last infinitly for a certain ability. A common example is a duration of 0 on any move that stuns will permantly stun a unit. This (or trigger logic to recast the buff if this does not work on banish) is required inorder to prevent bugs (whereby people do wait a stupid length of time like 2 hours).Hehe... well.. right now I went deep, deep, deeep to the basics... Just revived instantly, casted a two hour duration Ethereal over the unit, and disabled all skills.