SpasMaster
Hosted Project: SC
- Joined
- Jan 29, 2010
- Messages
- 1,994
Hello, Hive!
Few months back, upon releasing a new version for my project - Sunken City, I noticed that the game crashes at loading screen when trying to load a saved game. After many tests, I found the source and I was puzzled by it: it was the Resurrection Stone system.
Here is how it worked:
-You start the game and save-loading is fine.
-However, if you reach the first resurrection stone and activate it, save-loading crash appears.
Currently I don't remember the exact changes I did to the resurrection system back then, but I remember that I reversed anything I touched there and the issue was gone. The system is old and was created by a friend of mine looong time ago. It does work perfectly tho.
So jump to present days. Last few days I was working on a new version. However, I totally forgot about the issue that I have described above, so I decided to improve and optimize the resurrection system. So I did. Once the version was out, people have started reporting crashes when attempting to load a saved game. I tested it myself and experienced the problem aswell. At that moment I remembered that the ressurection stones caused this to me before.
Now... I can easily revert the system back to how it was before, but I'd really want to find what exactly causes the crash in that system.
Before I post the triggers, I'll explain a couple of things:
1) There are 19 Resurrection Stones in the map.
2) When a Hero approaches a Resurrection Stone, it gets activated and serves as a checkpoint for the team where they resurrect if they die.
3) Activating a Resurrection Stone disables all other Resurrection Stones.
Now I will post the system in the form where there are no crashes and works fine, BUT is not really optimal, since it uses 19 triggers to work.
I will post the trigger for just 1 Resurrection Stone, the other 18 are pretty much copies of it:
(Insert 18 more triggers here: Stone 2, Stone 3, Stone 4, etc..)
Alright so, this system above works. It causes no crashes. I am very aware that it is clumsy, old and done in a noob-ish way which is why I decided to rework it. Here is how I did it:
So, guys. Old System causes no crash upon loading. New System does. The first time I made changes to the system it was an extremely minor change and it still caused crash. Feels like no matter how I touch the old system, it always ends up causing a crash. What might be causing it? Any ideas?
Few months back, upon releasing a new version for my project - Sunken City, I noticed that the game crashes at loading screen when trying to load a saved game. After many tests, I found the source and I was puzzled by it: it was the Resurrection Stone system.
Here is how it worked:
-You start the game and save-loading is fine.
-However, if you reach the first resurrection stone and activate it, save-loading crash appears.
Currently I don't remember the exact changes I did to the resurrection system back then, but I remember that I reversed anything I touched there and the issue was gone. The system is old and was created by a friend of mine looong time ago. It does work perfectly tho.
So jump to present days. Last few days I was working on a new version. However, I totally forgot about the issue that I have described above, so I decided to improve and optimize the resurrection system. So I did. Once the version was out, people have started reporting crashes when attempting to load a saved game. I tested it myself and experienced the problem aswell. At that moment I remembered that the ressurection stones caused this to me before.
Now... I can easily revert the system back to how it was before, but I'd really want to find what exactly causes the crash in that system.
Before I post the triggers, I'll explain a couple of things:
1) There are 19 Resurrection Stones in the map.
2) When a Hero approaches a Resurrection Stone, it gets activated and serves as a checkpoint for the team where they resurrect if they die.
3) Activating a Resurrection Stone disables all other Resurrection Stones.
Now I will post the system in the form where there are no crashes and works fine, BUT is not really optimal, since it uses 19 triggers to work.
I will post the trigger for just 1 Resurrection Stone, the other 18 are pretty much copies of it:
[trigger=""]First Stone
Events
Unit - A unit comes within 256.00 of Resurrection Stone (southeast facing) 0127 <gen>
Conditions
And - All (Conditions) are true
Conditions
((Entering unit) is A Hero) Equal to True
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Set ResurrectionStoneSpot = (Position of Resurrection Stone (southeast facing) 0127 <gen>)
Visibility - Destroy StoneVisibility[1]
Visibility - Destroy StoneVisibility[2]
Visibility - Destroy StoneVisibility[3]
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResurrectionStoneSpot to a radius of 300.00
Set StoneVisibility[1] = (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResurrectionStoneSpot to a radius of 300.00
Set StoneVisibility[2] = (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResurrectionStoneSpot to a radius of 300.00
Set StoneVisibility[3] = (Last created visibility modifier)
Animation - Add the alternate animation tag to Resurrection Stone (southeast facing) 0127 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[1] Equal to False
Then - Actions
Special Effect - Create a special effect at ResurrectionStoneSpot using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Set ResStones[1] = True
Set NoResStone = False
For each (Integer A) from 2 to 19, do (Actions)
Loop - Actions
Set ResStones[(Integer A)] = False
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0911 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0860 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0237 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0240 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southeast facing) 0239 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0779 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0128 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0130 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southeast facing) 0129 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southeast facing) 0011 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southeast facing) 0533 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0774 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southeast facing) 0775 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0776 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0777 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southeast facing) 0778 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0779 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0005 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0752 <gen>
[/trigger]
Events
Unit - A unit comes within 256.00 of Resurrection Stone (southeast facing) 0127 <gen>
Conditions
And - All (Conditions) are true
Conditions
((Entering unit) is A Hero) Equal to True
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Set ResurrectionStoneSpot = (Position of Resurrection Stone (southeast facing) 0127 <gen>)
Visibility - Destroy StoneVisibility[1]
Visibility - Destroy StoneVisibility[2]
Visibility - Destroy StoneVisibility[3]
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResurrectionStoneSpot to a radius of 300.00
Set StoneVisibility[1] = (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResurrectionStoneSpot to a radius of 300.00
Set StoneVisibility[2] = (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResurrectionStoneSpot to a radius of 300.00
Set StoneVisibility[3] = (Last created visibility modifier)
Animation - Add the alternate animation tag to Resurrection Stone (southeast facing) 0127 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[1] Equal to False
Then - Actions
Special Effect - Create a special effect at ResurrectionStoneSpot using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Set ResStones[1] = True
Set NoResStone = False
For each (Integer A) from 2 to 19, do (Actions)
Loop - Actions
Set ResStones[(Integer A)] = False
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0911 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0860 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0237 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0240 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southeast facing) 0239 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0779 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0128 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0130 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southeast facing) 0129 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southeast facing) 0011 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southeast facing) 0533 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0774 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southeast facing) 0775 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0776 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0777 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southeast facing) 0778 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0779 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0005 <gen>
Animation - Remove the alternate animation tag to Resurrection Stone (southwest facing) 0752 <gen>
[/trigger]
(Insert 18 more triggers here: Stone 2, Stone 3, Stone 4, etc..)
[trigger=""]Actual Ressurection
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
((Triggering unit) is A Hero) Equal to True
Actions
Set Player_Lives[(Player number of (Owner of (Dying unit)))] = (Player_Lives[(Player number of (Owner of (Dying unit)))] - 1)
Multiboard - Set the text for Main_Board item in column 7, row ((Player number of (Owner of (Triggering unit))) + 1) to (String(Player_Lives[(Player number of (Owner of (Dying unit)))]))
Game - Display to (All players) the text: (|c00ff0000 + ((Name of (Owner of (Triggering unit))) + ( has died. He will respawn in + ((String((5 + ((Hero level of (Triggering unit)) x 2)))) + seconds|r))))
Wait (5.00 + ((Real((Hero level of (Dying unit)))) x 2.00)) seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
NoResStone Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Random point in Respawn Fix <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[1] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0127 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[2] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0128 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[3] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0130 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[4] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0011 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[5] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0533 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[6] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0774 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[7] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0775 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[8] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0776 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[9] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0777 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[10] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0778 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[11] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0779 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[12] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0005 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[13] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0129 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[14] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0237 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[15] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0239 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[16] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0240 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[17] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0860 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[18] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0911 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[19] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0752 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
[/trigger]
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
((Triggering unit) is A Hero) Equal to True
Actions
Set Player_Lives[(Player number of (Owner of (Dying unit)))] = (Player_Lives[(Player number of (Owner of (Dying unit)))] - 1)
Multiboard - Set the text for Main_Board item in column 7, row ((Player number of (Owner of (Triggering unit))) + 1) to (String(Player_Lives[(Player number of (Owner of (Dying unit)))]))
Game - Display to (All players) the text: (|c00ff0000 + ((Name of (Owner of (Triggering unit))) + ( has died. He will respawn in + ((String((5 + ((Hero level of (Triggering unit)) x 2)))) + seconds|r))))
Wait (5.00 + ((Real((Hero level of (Dying unit)))) x 2.00)) seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
NoResStone Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Random point in Respawn Fix <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[1] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0127 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[2] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0128 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[3] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0130 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[4] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0011 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[5] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0533 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[6] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0774 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[7] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0775 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[8] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0776 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[9] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0777 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[10] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0778 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[11] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0779 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[12] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0005 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[13] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0129 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[14] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0237 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[15] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southeast facing) 0239 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[16] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0240 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[17] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0860 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[18] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0911 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStones[19] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of Resurrection Stone (southwest facing) 0752 <gen>)
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
[/trigger]
Alright so, this system above works. It causes no crashes. I am very aware that it is clumsy, old and done in a noob-ish way which is why I decided to rework it. Here is how I did it:
[trigger=""]Initialization Units
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Set ResStone[1] = Resurrection Stone (southwest facing) 0240 <gen>
Set ResStone[2] = Resurrection Stone (southeast facing) 0127 <gen>
Set ResStone[3] = Resurrection Stone (southwest facing) 0128 <gen>
Set ResStone[4] = Resurrection Stone (southwest facing) 0860 <gen>
Set ResStone[5] = Resurrection Stone (southeast facing) 0778 <gen>
Set ResStone[6] = Resurrection Stone (southwest facing) 0752 <gen>
Set ResStone[7] = Resurrection Stone (southwest facing) 0237 <gen>
Set ResStone[8] = Resurrection Stone (southwest facing) 0130 <gen>
Set ResStone[9] = Resurrection Stone (southwest facing) 0911 <gen>
Set ResStone[10] = Resurrection Stone (southwest facing) 0005 <gen>
Set ResStone[11] = Resurrection Stone (southeast facing) 0775 <gen>
Set ResStone[12] = Resurrection Stone (southeast facing) 0011 <gen>
Set ResStone[13] = Resurrection Stone (southeast facing) 0239 <gen>
Set ResStone[14] = Resurrection Stone (southwest facing) 0774 <gen>
Set ResStone[15] = Resurrection Stone (southeast facing) 0533 <gen>
Set ResStone[16] = Resurrection Stone (southeast facing) 0129 <gen>
Set ResStone[17] = Resurrection Stone (southwest facing) 0776 <gen>
Set ResStone[18] = Resurrection Stone (southwest facing) 0777 <gen>
Set ResStone[19] = Resurrection Stone (southwest facing) 0779 <gen>
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[1])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[2])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[3])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[4])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[5])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[6])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[7])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[8])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[9])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[10])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[11])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[12])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[13])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[14])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[15])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[16])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[17])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[18])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[19])
[/trigger]
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Set ResStone[1] = Resurrection Stone (southwest facing) 0240 <gen>
Set ResStone[2] = Resurrection Stone (southeast facing) 0127 <gen>
Set ResStone[3] = Resurrection Stone (southwest facing) 0128 <gen>
Set ResStone[4] = Resurrection Stone (southwest facing) 0860 <gen>
Set ResStone[5] = Resurrection Stone (southeast facing) 0778 <gen>
Set ResStone[6] = Resurrection Stone (southwest facing) 0752 <gen>
Set ResStone[7] = Resurrection Stone (southwest facing) 0237 <gen>
Set ResStone[8] = Resurrection Stone (southwest facing) 0130 <gen>
Set ResStone[9] = Resurrection Stone (southwest facing) 0911 <gen>
Set ResStone[10] = Resurrection Stone (southwest facing) 0005 <gen>
Set ResStone[11] = Resurrection Stone (southeast facing) 0775 <gen>
Set ResStone[12] = Resurrection Stone (southeast facing) 0011 <gen>
Set ResStone[13] = Resurrection Stone (southeast facing) 0239 <gen>
Set ResStone[14] = Resurrection Stone (southwest facing) 0774 <gen>
Set ResStone[15] = Resurrection Stone (southeast facing) 0533 <gen>
Set ResStone[16] = Resurrection Stone (southeast facing) 0129 <gen>
Set ResStone[17] = Resurrection Stone (southwest facing) 0776 <gen>
Set ResStone[18] = Resurrection Stone (southwest facing) 0777 <gen>
Set ResStone[19] = Resurrection Stone (southwest facing) 0779 <gen>
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[1])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[2])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[3])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[4])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[5])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[6])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[7])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[8])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[9])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[10])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[11])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[12])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[13])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[14])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[15])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[16])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[17])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[18])
Trigger - Add to Ress Stones <gen> the event (Unit - A unit comes within 300.00 of ResStone[19])
[/trigger]
-
Ress Stones
-
Events
-
Conditions
-
((Triggering unit) is A Hero) Equal to True
-
Or - Any (Conditions) are true
-
Conditions
-
(Owner of (Triggering unit)) Equal to Player 1 (Red)
-
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
-
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
-
-
-
-
Actions
-
Set Generic_Point = (Position of (Triggering unit))
-
Set Generic_Group = (Units within 350.00 of Generic_Point matching (((Unit-type of (Matching unit)) Equal to Resurrection Stone (southeast facing)) or ((Unit-type of (Matching unit)) Equal to Resurrection Stone (southwest facing))))
-
Unit Group - Pick every unit in Generic_Group and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[1]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[1] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[1])
-
Animation - Add the alternate animation tag to ResStone[1]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
Set ResStone_Boo[1] = True
-
Unit - Add Recall (Stone) to ResStone[1]
-
Unit - Add Restoration (Stone) to ResStone[1]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[1]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[1]
-
For each (Integer A) from 2 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[2]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[2] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[2])
-
Animation - Add the alternate animation tag to ResStone[2]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
Set ResStone_Boo[1] = False
-
Animation - Remove the alternate animation tag to ResStone[1]
-
Unit - Remove Recall (Stone) from ResStone[1]
-
Unit - Remove Restoration (Stone) from ResStone[1]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[1]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[1]
-
Set ResStone_Boo[2] = True
-
Unit - Add Recall (Stone) to ResStone[2]
-
Unit - Add Restoration (Stone) to ResStone[2]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[2]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[2]
-
For each (Integer A) from 3 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[3]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[3] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[3])
-
Animation - Add the alternate animation tag to ResStone[3]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 2, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[3] = True
-
Unit - Add Recall (Stone) to ResStone[3]
-
Unit - Add Restoration (Stone) to ResStone[3]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[3]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[3]
-
For each (Integer A) from 4 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[4]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[4] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[4])
-
Animation - Add the alternate animation tag to ResStone[4]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 3, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[4] = True
-
Unit - Add Recall (Stone) to ResStone[4]
-
Unit - Add Restoration (Stone) to ResStone[4]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[4]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[4]
-
For each (Integer A) from 5 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[5]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[5] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[5])
-
Animation - Add the alternate animation tag to ResStone[5]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 4, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[5] = True
-
Unit - Add Recall (Stone) to ResStone[5]
-
Unit - Add Restoration (Stone) to ResStone[5]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[5]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[5]
-
For each (Integer A) from 6 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[6]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[6] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[6])
-
Animation - Add the alternate animation tag to ResStone[6]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 5, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[6] = True
-
Unit - Add Recall (Stone) to ResStone[6]
-
Unit - Add Restoration (Stone) to ResStone[6]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[6]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[6]
-
For each (Integer A) from 7 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[7]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[7] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[7])
-
Animation - Add the alternate animation tag to ResStone[7]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 6, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[7] = True
-
Unit - Add Recall (Stone) to ResStone[7]
-
Unit - Add Restoration (Stone) to ResStone[7]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[7]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[7]
-
For each (Integer A) from 8 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[8]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[8] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[8])
-
Animation - Add the alternate animation tag to ResStone[8]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 7, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[8] = True
-
Unit - Add Recall (Stone) to ResStone[8]
-
Unit - Add Restoration (Stone) to ResStone[8]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[8]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[8]
-
For each (Integer A) from 9 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[9]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[9] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[9])
-
Animation - Add the alternate animation tag to ResStone[9]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 8, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[9] = True
-
Unit - Add Recall (Stone) to ResStone[9]
-
Unit - Add Restoration (Stone) to ResStone[9]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[9]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[9]
-
For each (Integer A) from 10 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[10]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[10] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[10])
-
Animation - Add the alternate animation tag to ResStone[10]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 9, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[10] = True
-
Unit - Add Recall (Stone) to ResStone[10]
-
Unit - Add Restoration (Stone) to ResStone[10]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[10]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[10]
-
For each (Integer A) from 11 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[11]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[11] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[11])
-
Animation - Add the alternate animation tag to ResStone[11]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 10, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[11] = True
-
Unit - Add Recall (Stone) to ResStone[11]
-
Unit - Add Restoration (Stone) to ResStone[11]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[11]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[11]
-
For each (Integer A) from 12 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[12]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[12] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[12])
-
Animation - Add the alternate animation tag to ResStone[12]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 11, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[12] = True
-
Unit - Add Recall (Stone) to ResStone[12]
-
Unit - Add Restoration (Stone) to ResStone[12]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[12]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[12]
-
For each (Integer A) from 13 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[13]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[13] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[13])
-
Animation - Add the alternate animation tag to ResStone[13]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 12, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[13] = True
-
Unit - Add Recall (Stone) to ResStone[13]
-
Unit - Add Restoration (Stone) to ResStone[13]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[13]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[13]
-
For each (Integer A) from 14 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[14]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[14] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[14])
-
Animation - Add the alternate animation tag to ResStone[14]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 13, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[14] = True
-
Unit - Add Recall (Stone) to ResStone[14]
-
Unit - Add Restoration (Stone) to ResStone[14]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[14]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[14]
-
For each (Integer A) from 15 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[15]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[15] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[15])
-
Animation - Add the alternate animation tag to ResStone[15]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 14, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[15] = True
-
Unit - Add Recall (Stone) to ResStone[15]
-
Unit - Add Restoration (Stone) to ResStone[15]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[15]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[15]
-
For each (Integer A) from 16 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[16]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[16] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[16])
-
Animation - Add the alternate animation tag to ResStone[16]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 15, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[16] = True
-
Unit - Add Recall (Stone) to ResStone[16]
-
Unit - Add Restoration (Stone) to ResStone[16]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[16]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[16]
-
For each (Integer A) from 17 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[17]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[17] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[17])
-
Animation - Add the alternate animation tag to ResStone[17]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 16, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[17] = True
-
Unit - Add Recall (Stone) to ResStone[17]
-
Unit - Add Restoration (Stone) to ResStone[17]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[17]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[17]
-
For each (Integer A) from 18 to 19, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[18]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[18] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[18])
-
Animation - Add the alternate animation tag to ResStone[18]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 17, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[18] = True
-
Unit - Add Recall (Stone) to ResStone[18]
-
Unit - Add Restoration (Stone) to ResStone[18]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[18]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[18]
-
Set ResStone_Boo[19] = False
-
Animation - Remove the alternate animation tag to ResStone[19]
-
Unit - Remove Recall (Stone) from ResStone[19]
-
Unit - Remove Restoration (Stone) from ResStone[19]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[19]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[19]
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Picked unit) Equal to ResStone[19]
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
ResStone_Boo[19] Equal to False
-
-
Then - Actions
-
Set ResStone_Point = (Position of ResStone[19])
-
Animation - Add the alternate animation tag to ResStone[19]
-
Special Effect - Create a special effect at ResStone_Point using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
-
Special Effect - Destroy (Last created special effect)
-
For each (Integer A) from 1 to 18, do (Actions)
-
Loop - Actions
-
Set ResStone_Boo[(Integer A)] = False
-
Animation - Remove the alternate animation tag to ResStone[(Integer A)]
-
Unit - Remove Recall (Stone) from ResStone[(Integer A)]
-
Unit - Remove Restoration (Stone) from ResStone[(Integer A)]
-
Unit - Remove Life Regeneration Aura (Neutral) from ResStone[(Integer A)]
-
Unit - Remove Mana Regeneration (Neutral) from ResStone[(Integer A)]
-
-
-
Set ResStone_Boo[19] = True
-
Unit - Add Recall (Stone) to ResStone[19]
-
Unit - Add Restoration (Stone) to ResStone[19]
-
Unit - Add Life Regeneration Aura (Neutral) to ResStone[19]
-
Unit - Add Mana Regeneration (Neutral) to ResStone[19]
-
Visibility - Destroy ResStone_Visibility[1]
-
Visibility - Destroy ResStone_Visibility[2]
-
Visibility - Destroy ResStone_Visibility[3]
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[1] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[2] = (Last created visibility modifier)
-
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from ResStone_Point to a radius of 300.00
-
Set ResStone_Visibility[3] = (Last created visibility modifier)
-
Custom script: call RemoveLocation(udg_ResStone_Point)
-
-
Else - Actions
-
-
-
Else - Actions
-
-
-
-
Custom script: call RemoveLocation(udg_Generic_Point)
-
Custom script: call DestroyGroup(udg_Generic_Group)
-
-
[trigger=""]Actual Ressurection
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Set Player_Lives[(Player number of (Owner of (Triggering unit)))] = (Player_Lives[(Player number of (Owner of (Triggering unit)))] - 1)
Multiboard - Set the text for Main_Board item in column 7, row ((Player number of (Owner of (Triggering unit))) + 1) to (String(Player_Lives[(Player number of (Owner of (Dying unit)))]))
Game - Display to (All players) the text: (|c00ff0000 + ((Name of (Owner of (Triggering unit))) + ( has died. He will respawn in + ((String((5 + ((Hero level of (Triggering unit)) x 2)))) + seconds|r))))
Wait (5.00 + ((Real((Hero level of (Dying unit)))) x 2.00)) seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[1] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[1])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[2] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[2])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[3] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[3])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[4] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[4])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[5] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[5])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[6] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[6])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[7] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[7])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[8] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[8])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[9] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[9])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[10] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[10])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[11] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[11])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[12] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[12])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[13] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[13])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[14] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[14])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[15] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[15])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[16] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[16])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[17] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[17])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[18] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[18])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[19] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[19])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
[/trigger]
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Set Player_Lives[(Player number of (Owner of (Triggering unit)))] = (Player_Lives[(Player number of (Owner of (Triggering unit)))] - 1)
Multiboard - Set the text for Main_Board item in column 7, row ((Player number of (Owner of (Triggering unit))) + 1) to (String(Player_Lives[(Player number of (Owner of (Dying unit)))]))
Game - Display to (All players) the text: (|c00ff0000 + ((Name of (Owner of (Triggering unit))) + ( has died. He will respawn in + ((String((5 + ((Hero level of (Triggering unit)) x 2)))) + seconds|r))))
Wait (5.00 + ((Real((Hero level of (Dying unit)))) x 2.00)) seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[1] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[1])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[2] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[2])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[3] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[3])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[4] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[4])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[5] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[5])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[6] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[6])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[7] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[7])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[8] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[8])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[9] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[9])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[10] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[10])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[11] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[11])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[12] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[12])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[13] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[13])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[14] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[14])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[15] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[15])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[16] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[16])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[17] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[17])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[18] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[18])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ResStone_Boo[19] Equal to True
Player_Lives[(Player number of (Owner of (Dying unit)))] Greater than or equal to 1
Then - Actions
Set Loc = (Position of ResStone[19])
Hero - Instantly revive (Triggering unit) at Loc, Show revival graphics
Unit - Set mana of (Triggering unit) to 100.00%
Camera - Pan camera for (Owner of (Triggering unit)) to Loc over 0.00 seconds
Selection - Select (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A Hero) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Backpack)))) for (Owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
[/trigger]
So, guys. Old System causes no crash upon loading. New System does. The first time I made changes to the system it was an extremely minor change and it still caused crash. Feels like no matter how I touch the old system, it always ends up causing a crash. What might be causing it? Any ideas?
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